|Commander / EDH||Legal|
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|Oath of the Gatewatch||Rare|
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Sea Gate Wreckage
: Add to your mana pool. ( represents colourless mana.)
, : Draw a card. Activate this ability only if you have no cards in hand.
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|Have (12)||CampbellStev , meowCat1234 , TheRealPeaches , Nebman227 , dolphinsgrubb , DudeMan1031 , Nemesis , Tyqar , golgarigirl , tragic_slip , Dr.Jackel , clayperce|
Sea Gate Wreckage Discussion
1 day ago
I have a proposition for you!
Tolaria West FTV
Cabal Ritual FTV
Total - 24.07
Total - 17.51
Let me know if this sounds okay for you.
4 days ago
Thinking about utility lands lately, I started to consider Thespian's Stage and Vesuva. At the least, they both come into play and are mana producing lands, potentially any colored. Both would copy a Maze of Ith or Kor Haven for added protection. They could both copy any of my multiple mana producing lands like Lotus Vale, Scorched Ruins, Boros Garrison, Orzhov Basilica, or Rakdos Carnarium for some extra ramp. They both could copy a Sea Gate Wreckage, Rogue's Passage, or Slayers' Stronghold for value in those areas. Vesuva could be dropped early to copy any mana producing land and then bounced with a bounceland like Boros Garrison, Orzhov Basilica, or Rakdos Carnarium. Thespian's Stage would not need to be bounced to continue to produce the most value for me throughout the game. I am pretty sure I would not want to run a Dark Depths myself, but it would open the possibility if I ever wanted to, and in a pinch it could counter those pesky Dark Depths combo decks out there that I may eventually face (I know, likely a rare occurrence, but wouldn't that just be amazingly dramatic?).
Anyway, does anyone have any opinion on both Thespian's Stage and Vesuva? I am leaning more toward Thespian's Stage if I only use one, since it comes into the battlefield untapped and seems more flexible than Vesuva, but I could be convinced to run both.
4 days ago
I have ideas, but let me first clear up a few matters. I think I see this deck as a spell deck. You cast instant and sorcery's with permanents on the field that generate tokens and damage to the player and later swarm the opponent.
Keeping that in mind I see cards like Hanweir Garrison as a break in the deck or rather making it clunky. So with that in mind here are some other cards I would replace: Path of Bravery, Faithless Looting, Burn at the Stake.
Removal is a key part of this deck, as well as damage prevention. Shining Shoal. Consider it, and Consider Spectral Procession. 6 CMC, not 3 CMC read the rules on it. There are more options like this. Now you have the ability to card remove, have higher CMC in a lower CMC deck and fill your token needs: Sorcery/instant needs.
IF you do the above, then consider Flame Javelin. Higher removal, low casting with high CMC. Staying budget without dropping money on lands comes into play now. Guess what. Thats modern, that is standard, that is magic. Buy one awesome land from time to time when you can and be satisfied that modern lands do not lose value on the norm.
:::::Now to your question:::::
(40 cents) Budget: Check.
Its an instant or socery: Check
Reusable, well it recycles so: Check
Helps against or with: Board wipes/sweeps
Lastly Terminus See all the above and think for about a budget potention 1 drop board wipe. not super budget.
Side Note: Buy Sea Gate Wreckage running one of these in modern decks will be a staple. Anyone that does not see well they do not see the value it offers decks like yours.
5 days ago
For those wondering why Sea Gate Wreckage would be better than Phyrexian Arena or another incremental draw card, the difference is that Sea Gate Wreckage has an alternate function. It is a land, and can be useful as such when it is not performing it's main duty. Phyrexian Arena performs a single function, has a not insignificant drawback, it gives you no choice about it, and potentially could be used against me as I sit and wait to draw what I need. We already discussed why Phyrexian Arena is not as good as Necropotence, and I won't rehash that here, and needing something to get me out from under a Solitary Confinement squeeze has not changed my opinion of Phyrexian Arena. Many times, I am discarding many cards to Solitary Confinement that would be useful otherwise as I wait for just the right card to get out from under the Solitary Confinement squeeze, and I will often get to 0 cards in the process. With Sea Gate Wreckage, I can get an extra card out of it that I could use each turn. I can't wait to be able to test this. I had originally overlooked Sea Gate Wreckage due to the fact that I could not see building and enjoying a deck that could use it. Queen Marchesa keeps surprising me in that she seems to find ways of using cards that I had overlooked before, and often either finds herself in situations that would need these uncommonly played cards, or she finds ways around the drawbacks of these uncommonly played cards. She keeps showing me that unconventional can be fun and powerful, it just takes experimenting to find these subtle synergies.
5 days ago
I think I may have come up with a card to get me out from under a Solitary Confinement squeeze. Sea Gate Wreckage. In the setting of a Solitary Confinement squeeze, this is essentially the same as a Library of Alexandria. Not a huge bomb card draw spell, but I think it could be effective. The Monarch, Solitary Confinement, and Sea Gate Wreckage means I can't be damaged, I can continue to maintain the Solitary Confinement, and I have a card to play each turn. I think I will playtest it, but I am very optimistic.
1 week ago
Another update to the two people who are reading this: I took out Scrying Sheets (there are so few snow permanents that it doesn't seem worth it in this particular deck) and put in Sea Gate Wreckage; filling a colorless land slot with a card that lets you repeatedly pay three mana to draw a card when your hand is empty (which happens fairly frequently with this deck) seems insane in the mid/late game, and could become a huge draw engine with various untap-land effects. Since I took out a few draw spells, it seems worth adding card draw back in a slot that doesn't typically draw cards.
I also took out Awakening (too symmetrical, although it probably still works to this deck's advantage) for Rishkar, Peema Renegade. I like having an extra creature, and Rishkar is a great three drop, because he could provide two extra hasty mana on turn three, depending on which other creatures we've got out, and we've got other ways to add counters to our non-mana elves if he sticks around. He's also just 4/4 of value for 3 mana, which seems good, and has bounce synergy with Wirewood Symbiote, which is nice in a deck that's light on enter-the-battlefield creature effects.
I've still got a couple of creatures possibly on the chopping block. Yeva, Nature's Herald has been underwhelming so far; I haven't yet had a game where I've been able to have the combo of Yeva and Quest for Renewal or similar letting me flash in creatures on all my opponents' turns. By the time that's set up, I'll probably have few cards in hand anyway. Winding Canyons and untap effects might be enough flash for the deck.
It seems like Silhana Starfletcher is a little underwhelming as a flyer blocker and one-mana generator for three, since this deck isn't really configured for defense, and all the other three-drops have much higher value. But without another one- or two-drop mana elf, Silhana seems fine for now, as the most versatile three-drop that generates one mana. Maybe Seedborn Muse goes in one of these two slots; I'm not really sure.
Aside from the creatures, I'm very happy with the mana base (I just went through Mana Base Crafter, and Sea Gate Wreckage was the only card I didn't yet know about that I wanted, and now have). I've whittled the non-creature spells down to the ones that I always want to see in my hand at some point during the game. I'm not sure if there's anything more to add, but I'm sure there will be some spicy cards in future sets that slot in nicely.