Sea Gate Wreckage

Legality

Format Legality
Pre-release Legal
Noble Legal
Hero Legal
Tiny Leaders Legal
Heirloom Legal
Vintage Legal
Frontier Legal
Modern Legal
Block Constructed Legal
Casual Legal
Leviathan Legal
Legacy Legal
Magic Duels Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Rare

Combos Browse all

Sea Gate Wreckage

Land

: 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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Sea Gate Wreckage Discussion

Madhava on white artifacts going wide

2 weeks ago

Looks good, but how about a few utility lands? I'd say nearly half as many plains should meet your white mana needs... also, you could probably safely run this with 19 or 18 land.

Darksteel Citadels will help your Cranial Plating & Etched Champion, Inventors' Fair finds you whatever you need, Buried Ruin brings back whatever you need, maybe even a Sea Gate Wreckage, since you pretty much want to toss your entire hand onto the board ASAP anyway.

Bonded Construct is going to get stuck from time to time. Vault Skirge might do better; he also comes out turn 1, & he's great wearing some Cranial Plating.

DPhoenix on Su Majestad

1 month ago

Hand of Justice, Enlightened Tutor

Replace Erase with Revoke Existence.

You need to remove those painlands, since you are mono color, they are useless. Replace them with utility lands like: Maze of Ith, Sea Gate Wreckage, Flagstones of Trokair, Mistveil Plains, Kjeldoran Outpost, etc.

Hyperalgialysis on The Perfect Kill it with Fire

1 month ago

The only thing I can see that might help would be a couple of Geier Reach Sanitarium Sea Gate Wreckage maybe some other of the man lands like Ghitu Encampment Hellion Crucible or Gargoyle Castle. Basically lands that let you draw or turn into creatures if by some miracle they make it to the late game. The other thing is more for sideboard, but things like Ghostfire Touch of the Void to get around protection from red. I run an 8 whack zoo hybrid, and I am very weak to burn. The second it I see burn game 1 I throw in Kor Firewalker since it is hard for burn to interact with. Looks like it wins a lot, really enjoyed the effort you put into the description.

frogkill45 on eldrazi black&blue something (help)

2 months ago

Made a list for you of things is would try. I have played both Tron and Bant versions of Eldrazzi. if you want to be competitive in modern you need efficiency in the spells you cast, Eldrazzi tron decks can play Thought-Knot Seer on turn 2 and smasher on 3. Plus many other decks in modern spit out Gurmag Angler or Tasigur, the Golden Fang on turn 2. You need cheap removal. Vapor Snag is great vs gurmag/tasigur, Fatal Push is great vs many other decks, but bad vs eldrazi or any creatureless combo deck like storm or ad nauseum. Fathom Feeder is a great card too as suggested above. Elder Deep-Fiend is also a very good card.

example list of what i would run. just tagged things you dont have in the above list

Lands:

4x Eldrazi Temple

4x Polluted Delta

1x Wastes

2x Island

2x Swamp

2x Ghost Quarter

3x Underground River

1x Sea Gate Wreckage

1x Sanctum of Ugin

2x Watery Grave

Creatures:

4x Eldrazi Skyspawner

4x Fathom Feeder

4x Bearer of Silence / Wasteland Strangler

2x Mist Intruder

4x Thought-Knot Seer

2x Reality Smasher

2x Blight Herder or more Smashers

3x Oblivion Sower

1x Ulamog, the Ceaseless Hunger

Other Spell:

4x Relic of Progenitus / Tormod's Crypt

4x Fatal Push / Go for the Throat

4x Vapor Snag

Sogatog on Mono White Eldrazi & Taxes

2 months ago

Thanks for the feedback Padapos. Sundial of the Infinite seems interesting, I hadn't seen it mentioned in this context before. That said, I don't see where it does anything useful outside of the combo with Flickerwisp, and even then it's a little slow, having to spend a turn doing nothing to play it and having an extra mana up to use it when you actually put Flickerwisp into play. And of course it's basically dead in any scenario without Flickerwisp.

As for Eldrazi Temple, I could run 4 and did consider it, but I prefered using the last colorless land slot for a second Scavenger Grounds to hassle decks like Death's Shadow and Storm. I've only got 2 Eldrazi creatures to begin with, and really value the main deck grave hate. I could add Reality Smasher, as you said, and have played it in Taxes shells before, but it's really slow to cast, especially considering I'm often sacrificing my own lands to tax the opponent. I like it in some metagame contexts, but right now, there are way too many situations where I'm dead t3-5 if I'm not actively disrupting my opponent. I prefer a card like Mirran Crusader- also hard to kill, hard to chump block, and hits hard, but comes down much sooner and can be played off Aether Vial much more easily.

As for Shefet Dunes, when you say it's terrible, I think you're evaluating it based on its sacrifice effect which, admittedly, is pretty bad. But its main purpose is as an untapped dual land, making white and colorless. Compare it to a card like Godless Shrine in a white/black deck. If I cut them for Sea Gate Wreckage, I'll only have 10 white producing lands, making it very hard to play white creatures when Aether Vial isn't out and on the right number of counters. Shefet Dunes can also be sacrificed to Scavenger Grounds, but this is also less important than its function as a dual land. I do like it better than Caves of Koilos as mana fixing here though because it does have little sacrifice upsides that could come up now and then, which Caves lacks.

On Sea Gate Wreckage, it could however replace Scavenger Grounds. Wreckage is better against controlling decks that want to play long drawn out games, Grounds is better against fast decks that use the graveyard like Storm, Death's Shadow, Dredge, and Collected Company decks with the Kitchen Finks combo. I care more about the latter right now, and Grounds does still have some utility vs control stopping things like Snapcaster Mage, so right now I want to try it. That said, in the future I might be willing to replace Scavenger Grounds with Sea Gate Wreckage, more Eldrazi Temple, or even Mutavault, Tectonic Edge, or Caves of Koilos for extra mana fixing.

As for Tron lands, I don't see where I can fit those in and keep the color white in the deck. Taken together, many of your suggestions point to me just playing Eldrazi Tron instead of this deck. Which is fine, and probably even stronger than this, but is also just a completely different deck, rather than a refined version of this one.

Padapos on Mono White Eldrazi & Taxes

2 months ago

If you're going to run flicker affects try running Sundial of the Infinite. You can turn the flicker effect into a full blown exile effect. Sundial has great synergy with vialing in flicker creatures since you can leave the mana up at all times to end the turn with sundial exiling all effects on the stack. If you're going to run Eldrazi Temple you might as well run 4 of it and abuse the hell out of how overpowered it is.

To be honest it sounds bad but it would be far better to just make an Eldrazi white deck that focuses around taxing. Add in stuff like Reality Smasher to really hit it home for the win condition. You can cut the Shefet Dunes because the card is absolutely terrible and add in Sea Gate Wreckage.

But consider the Sundial strategy as it is very punishing on the opponent when you use flickerwisp to exile their lands after you are already taxing them hard for mana costs. Tron lands work really well with Eldrazi obviously but also work amazing with Sea Gate Wreckage because you can legit draw 2 cards every turn and still have the mana to play literally 3/4 of your deck in the same turn.

Kysta on

2 months ago

Thanks Padapos for the suggestions!

I replaced 4x Plague Belcher with 4x Relentless Dead, but I am unsure of how I am going to fit Geralf's Messenger into the deck. The removal now consists of 4x Path to Exile, and 4x Fatal Push, also putting in 2x Graf Harvest (I would rather this than paying Lord of the Accursed's cost every turn). I don't think I am game enough to include Aether Vial as it is very expensive (Awesome card though). Thanks for suggesting Sea Gate Wreckage, but I think the card draw from Cryptbreaker is enough for me :)

As for lands, I added in 4x Marsh Flats, and 4x Godless Shrine, taking out 4x Holdout Settlement.

Thanks again!

Padapos on

2 months ago

I tried out plague belcher in my own Zombies deck and he just isn't worth playing. As the above suggests add 4x Relentless Dead and also add 4x Geralf's Messenger. Also if you're playing zombies, instead of running the Lord of the Accursed you should try running something like a 2/3 split of Death Baron and Cemetery Reaper. For removal spells since you're in white you should be running 4x Path to Exile and 4x Fatal Push. One really good card I added as a 2 of to my deck recently was Graf Harvest. For 1 single mana this card generates SO much advantage for a zombies deck and I'd rate it a 10/10.

If you don't care about budget, it's best to add in 4-6 fetchlands for your mana sources and to help activate revolt for Fatal Push. You can also add in cards like Aether Vial and Phylactery Lich to combo with it. It helps you play zombies at instant speed while leaving up mana for effects like Cemetery Reaper, Relentless Dead, Graf Harvest, Cryptbreaker, and even Mutavault if you decide to add it in along with a couple Urborg, Tomb of Yawgmoth.

Lastly, a FANTASTIC card for late game card advantage for when you finally get into top deck mode is Sea Gate Wreckage. Only problem is that you need to have a mana source that taps for colourless mana to activate this land's ability. This can be very easily solved by running filter lands that can tap for either 1 colourless mana or tap it and one of the colours in your mana base to produce 2 colours in that mana base. The card you would want would be Fetid Heath and you would want approximately 3 of them if you include Sea Gate Wreckage.

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