Sea Scryer

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirage (MIR) Common

Combos Browse all

Sea Scryer

Creature — Merfolk Wizard

Tap: Add (1) to your mana pool.

(1), Tap: Add (Blue) to your mana pool.

Sea Scryer Discussion

multimedia on Eminence Necromancers (Budget)

4 months ago

Been a while since I updated this deck.

Modern Horizons is looking like it will be just as good of a set for Commander than it could be for Modern. There's two new budget Wizards that I've already added without even playtesting them yet. Yes, I think they're that good that they don't even require playtesting before adding them. Faerie Seer and Watcher for Tomorrow are low mana cost Wizards who both have powerful ETB abilities for their mana costs. Both these Wizards will be excellent with eminence and bounce/blink. Watcher especially since at EoT when the eminence Wizard token is exiled it leaves the battlefield letting me then put the hideaway card into my hand.

I also added the new Talisman, Talisman of Creativity . I cut Sea Scryer , Information Dealer and Rakdos Signet to add these three new cards.

Caerwyn on Card creation challenge

5 months ago

TypicalTimmy - Honestly, I'd be extremely confused, as it is a huge break of the colour pie. Mono-Blue does not generate coloured mana, with the three exceptions of: (1) Ceta Disciple , which requires Green to use the mana ability; (2) Sea Scryer , which only produces , and, further, is an older card, from an era where the colour pie was not as important as it is today, and (3) Vedalken Engineer , which is limited to artifacts. Further, all of Blue's mana generation is on permanents, not instant spells.

Modern Mono-Blue cards tend to generate , and this mana is often restricted in some way, such as with Curious Homunculus  Flip, Cultivator Drone , or Renowned Weaponsmith .

Properly, your card probably should involve both Red and Green. Green tends to be the colour of Colour fixing, while Red tends to be the colour of instant speed mana generation. Which, at this point, we've just reinvented Manamorphose .

If we wanted to do a Blue-inspired colour fixing instant, we'd still want the Red element, as Red gives us access to instant-speed mana generation. Something like:


Mana Alter

Instant

Add . Spend this mana only to cast an instant or sorcery spell.


New challenge: Take an previously-posted card on this thread, ideally in the past page, with a colour pie issue and rework it so it fits with our modern understanding of each colour's role.

Ch0ppah on The River Merfolk

10 months ago

I saw this deck on a deck ad and decided to try to help out, mainly because I also enjoy playing Merfolk decks and I have one GU merfolk deck using Kumena, Tyrant of Orazca that's pretty fun to play. If you want the link, it's Alexander's Terrible Horrible No Good Merfolk Deck. If you like Merfolk, Kumena is an excellent commander to try out. I personally would get rid of Pyramid of the Pantheon because for your deck it's too slow. Most of your drops are already pretty cheap, and having to wait three turns (at minimum) to get the card's full power doesn't sound too great.

I would also get rid of Leonin Sun Standard, while the buff is a good mana dump and synergizes with any unblockable effects you can slap onto your merfolk, since the buff doesn't count as a +1/+1 counter buff and isn't proliferate-able, I wouldn't run it.

Windrider Patrol is too expensive for your deck. The scry is nice, but if thsi is a UW Aggro deck, it's probably best to stick to smaller, more easily swarmable creatures.

Animation Module is too slow too. 3 mana for a semi-prolif on only one permanent as opposed to something that can proliferate on everything.

Brave the Sands doesn't really make too much sense to me in this deck. The vigilance effect and being able to block multiple things doesn't really help either since if your creatures are big enough and able to block you probably won't get swung at anyway. If anything, run Intruder Alarm instead (it's so much fun trust me).

Noble Purpose can also be taken out. The lifegain from unblockable creatures is nice, but at 5 mana I wouldn't run it.

In my opinion, Kopala, Warden of Waves sounds good in theory, but against a swarm strategy like this deck is, you can bet people will probably save their single target removal for either other players or just use non-target board wipes on you.

Sea Scryer is a merfolk, but in a (mana-wise) cheap deck like this I don't think he'll be too useful. If he's in your opening hand or shows up in the first 3 turns or so he can be useful, but if you don't draw him before then he's kind of a dead draw.

Heartstone doesn't synergize enough with your deck. There's not enough activated ability creatures in your deck to warrant running it in my opinion. There's probably more you can do to get rid of things, but I think those are good suggestions to start with. Try to assess your big cards and see if they're really worth their mana cost.

MagicalHacker on MagicalHacker - List of All Land-Fetching Ramp

1 year ago

To everyone mentioned in this comment:

Thank you for your comments, and I'm sorry that it has taken me so long to reply to you. Between managing all my lists and setting up everything to be able to post commander gameplay videos to my YouTube channel, I have been overloaded with work. Thank you for your patience :)


Voxzorz, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Recross the Paths is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)

Gaspacho, thanks, I've removed those group hug cards except for Tempt with Discovery, because you will always get more ramp than each opponent regardless of how many fall into temptation. Also, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Spoils of Victory is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)

Intergalactic_Hegemon, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Sea Scryer is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!) As for one-time-use mana acceleration, my reasoning for not including them is this: If you use mana acceleration at the beginning of the game, your board state will be much better than each opponents', which causes opponents to become more afraid of you, which in turn makes it much harder for you to win as your opponents are more likely to be focusing their attention on you instead of on each other; if you use it towards the middle of the game or later, you give up explosiveness to do a smaller version of what these types of ramp spells do. Either way, since the average game is about 11 turns long, it makes no sense to try to replace cards that give a significant permanent boost in mana with ones that give a temporary boost, even if that boost is much higher.

TheDeckMaker2300, Patron of the Moon is a fantastic inclusion, thank you!

xevecx1, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Yavimaya Dryad, Yavimaya Granger, and Dawntreader Elk no longer are spells that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)

Crackbubba, Treasonous Ogre is a fantastic inclusion actually! Consider it this way: If a deck gains more than 9 life a turn, Treasonous Ogre can activate up to three times in a turn!

Intergalactic_Hegemon on MagicalHacker - List of All Land-Fetching Ramp

1 year ago

Sea Scryer is missing in blue.

Also, I only came here to look at one-time-use mana acceleration like Mana Vault, Elvish Spirit Guide, and Lotus Petal.

I am sad to not see any

RedUndead40 on Folk Taps

1 year ago

Zelpoke I almost entirely agree. I removed all but Sea Scryer since I really don't want to get below 35 merfolk. But I will consider it more after another review

Zelpoke on Folk Taps

1 year ago

Really hard desicion, but I think you should take out Spreading Seas, Intellectual Offering, Thrasios, Triton Hero, and Sea Scryer. Feel free to differ.

multimedia on Eminence Necromancers (Budget)

2 years ago

Today's Update:

Added Corpse Connoisseur and Terminate.

Cut Realmwright and Rapid Hybridization.

Connoisseur is a Wizard who I overlooked; it's pretty good with the reanimation theme because it has unearth. Putting Wizards into the graveyard is what this deck does making unearth great. Connoisseur is mana expensive compared to Buried Alive, but having this same effect with a Wizard is needed. It's unearth cost is only four mana and I can eminence it when unearthed. Realmwright is fine, but I've found that I don't need him. He's completely lackluster if I don't need his land ability.

Since adding Gamble I've also added more red lands sources to have a better chance of casting it early because of this I've added Terminate. It's such a good removal spell and I feel the manabase can now support it.

Cards on the chopping block are: Sea Scryer, Stonybrook Banneret and Victimize.


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