Seachrome Coast enters the battlefield tapped unless you control two or fewer other lands.
Tap: Add W or U to your mana pool.
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Seachrome Coast Discussion
2 weeks ago
1 month ago
Hero of Iroas has been removed for just sitting around and not doing his job. Phalanx Leader was hired because of his solid resume. Hands of Binding and Hidden Strings were removed because I can't keep pretending this is a control deck. Sage of Hours has now been there from the beginning since I guess he controls time, so he can do that. I also added an extra Ethereal Armor and replaced Seachrome Coast with Glacial Fortress. I'm pretty happy with the deck right now, but still open to suggestions.
1 month ago
This would start making the deck overly expensive, but some potential fun additions include Aether Vial and Seachrome Coast. If Vial is reprinted in the upcoming Modern Masters 2017, it could be affordable.
1 month ago
Thanks for the prompt replies guys, and the thoughtful suggestions! There's a lot there to digest.
I'm feeling a bit of hate for Familiar's Ruse which I can understand, especially since I'm removing a creature thereby throwing off my tempo. I suppose I was hoping to remove either a token or even Thalia's Lieutenant, which would then ETB again leaving a bunch of counters in its wake. I was probably being a bit too smart/optimistic.
My mana-base is another thing I'm not sure about. I'll look into Hallowed Fountain especially, but Seachrome Coast seems like it'll ETB tapped more often than not. I was fielding Temple of Enlightenment originally because Scry 1 rocks.
Swap out Grand Abolisher, really? I get that he needs but he seems invaluable, especially in my Meta which sees a bit of Tom-foolery during my turn. I get that he may be a bit difficult to get out, which I concede if I were going Tri-color (Bant, you know those dreams I've been having).
Adaptive Automaton is a 3-of in my mono-White Human deck, where he is very useful, and I guess I didn't want to include him in this one because, well: 1) I didn't want the 2 decks to mirror each other too closely; 2) I thought there would be other cards that would fit a Blue-splash deck better. Metallic Mimic is absent for the same reasons, but I find her less useful than her older brother to TBH.
Regarding Reflector Mage: I'm appreciating his appeal and will tweak things to include some (he'll need to be a 3-of if he's going to be included); maybe it'll be as simple as swapping the Echoing Truths, but I feel I need something to deal with Enchantments/Artifacts. Essence Flux may be required too.
I have looked at cheap removal/counter spells for a while now and will reconsider them again. Things like Mana Tithe (sort of), Mana Leak, Spell Pierce and Vapor Snag. I liked Silence for a while but found it needed to much pro-activeness to use well.
Cavalry Pegasus is very interesting. It'll 'break' the Tribal purity, but seriously it does make incredible sense. If I'm going down that road though, there are other non-human creatures worth considering too. There is always Abzan Falconer too, although my Average CMC will go up.
Once again, thanks for the replies, I really appreciate it. All the best.
1 month ago
Oh nice, I think this is the first time anyone has specifically requested my help.
My first reaction is that you need a better land-base: Seachrome Coast, Hallowed Fountain and Flooded Strand. If you can't afford them, I would strongly consider cutting or reducing anything that has multiple coloured symbols in its cost: Grand Abolisher, Meddling Mage and Familiar's Ruse.
Even with better lands, I would still consider cutting Familiar's Ruse; I just don't think there are going to be enough situations where holding up and reducing your own board position instead of playing a creature will be the right thing to do.
I would probably replace the Echoing Truths with Reflector Mages; more creatures and more Humans is what this deck wants and, while it'll depend on the kind of decks you're facing, I think the bounce effect the Reflector has is generally more useful than the Truth's.
1 month ago
Playtesting reveals actually this to be the best strategy with this deck which also is a "pretty likely" draw:
Turn 3: Myr Incubator
Turn 4: sac Myr Incubator generate 10 myrs, saccing the mana accelerators (you have enough clones of sol ring you don't need them anymore).
You win at the start of turn 5 due to the number of myrs that you generated
The reason for generating 10 myrs is because if you generate too many a Wrath of God can screw you since you empted your deck out. At the same time by making 2 extra myrs you have some chump blockers. Finally if Mechanized Production is killed if you make then cast Myr Battlesphere or Myr Matrix you have enough to win by damage anyways, since both cards essentially double your damage...and if you don't have either of those cards you can use some of your 10 myrs to activate Myr Turbine to get Myr Battlesphere.
1 month ago
Not the fastest deck I've built but it can win by turn 6 or 7 on an average game and during that time it builds up a reasonable army of 1/1 myrs.
However on an impossibly perfect draw it can win on turn 3
Turn 1: Seachrome Coast 4x Sol Ring 1x Thran DynamoTurn 2: Seachrome Coast play then saccrifice Myr Incubator for 12 mana to make 23 myrsTurn 3: Attack and win if not cast Mechanized Production to win at the start of next turn.
With that in mind your goal is to get 6-12 mana as fast as possible then use Myr Incubator then if some of your myrs die to attacks or get blocked use Mechanized Production to win the next turn. If you can't get Myr Incubator then Mechanized Production + Myr Turbine gives you 2 myrs per turn you still get 8 pretty fast, and Myr Matrix can go faster if you have enough mana, or finish off with Myr Battlesphere for your last 4 myrs all at once.
1 month ago
Well I've been testing it in paper recently, and there are a few things that I'd change with your list here. I run 15 lands, but I'm unsure if 15 or 16 is the correct number or not. Regardless, I wouldn't bother using Glimmervoid or Mystic Gate when you have Seachrome Coast available to use. It saves you on life and allows you to keep more 1-land hands then you otherwise could. I'd cut 1 Revival and 1 grapeshot for 2 more equipments since you need a critical level of equips to draw in order to combo off. Also Accorder's Shield is better than Kite Shield, so I'd run those first :)
If you do get around to playing against other decks, let me know how those Pacts work for you. I'd rather not need to get them, but if it turns out they're the best spell to use for protection then I'll bite the bullet and try to pick some up.