Seachrome Coast

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Rare

Combos Browse all

Seachrome Coast

Land

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

ArchonBlue on Law and Order (white blue control)

1 week ago

Definitely a good start! I like what you have going on so far. That being said, there are a few things I would change.

First off, you have way too many creatures. Reflector Mage is good but it doesn't have much of a place in Control, same with Sun Titan. I would cut all those. In their place, you need some solid counterspells.

Negate is way too specific to be run as more than a 1 of in the mainboard, so I'd cut three of those. If you're playing Casual I think you can just run 4 Counterspell. In Modern, I'd look at Cryptic Command, Rune Snag, Logic Knot, and Mana Leak.

I'd also suggest running 4 Spreading Seas and consider Opt. You don't need Honor of the Pure. I'd replace it with a third copy of Supreme Verdict.

Prairie Stream is ok but there are better lands in Blue and White. I'd look into Seachrome Coast, Flooded Strand, Hallowed Fountain, and Glacial Fortress. You also need to be running 24-25 lands in Control so you can cast multiple spells quickly. If you can afford it, definitely run 4 Celestial Colonnade. Those are way better creatures for Control than Reflector Mage or Sun Titan because they can be tapped for your counterspells and removal and are generally less vulnerable.

You also might want to consider an additional win condition or two, like AEtherling, Gideon Jura, Elspeth, Sun's Champion, Gideon, Ally of Zendikar, or Geist of Saint Traft. Dragonlord Ojutai can be pretty rad too but you have to run him with a couple copies of Minamo, School at Water's Edge or else he's too vulnerable.

I'm not sure you need 3 Detention Sphere but if it's working for you that's fine. I would strongly consider Search for Azcanta  Flip. It's easily the best cantrip in Modern Control right now.

MrSilk on Modern Competitive Solemnity - Azorius

2 weeks ago

escesare

So I'm going to just say that I basically agree with everything you said. You aren't wrong!

To my defense, I made this deck very shortly after getting back into magic after a long stint away and at a time where I didn't have a lot of the more expensive staples. My mana choice was chosen simply due to budgetary concerns at the time and still to this day I have yet to change it, but I agree with your mana choices. I've never once had an issue getting the mana I need personally for my infinite life combo to be out reliable by turn 4 and my wincon in place (after titi flip wipes) shortly after. Personally I like Glacial Fortress over Seachrome Coast because I'm just the kind of person who draws fast lands late and regular lands first.. It's just my luck I guess lol. I do agree with your fetch land and Hallowed Fountain input. I do notice that you have 10 fetches, but only 7 fetchables.. I'd likely take out two of the fetches and stick in two more fountains or basics.

As for removal and cantrips, I also agree with you here. I have another 2x Serum that I can slip in and I have an Opt sitting around somewhere too. I also think I have a few more paths I can slip in and I do think I'll switch my wrath out for Verdict too.

My Ghostly Prisons and Declaration in Stone are in there simply because my meta is extremely token heavy and these cards are very punishing to tokens.

Kira, Great Glass-Spinner is an amazing card, I'll likely stick it in when I take out the spirit mantles.

All in all I agree that I'll need less budget lands, more removal and better cantrips with less dead cards like spirit mantle/distortion strike.

Thanks for the amazing input! Once I decide to update this deck to an even less budget version, I'll likely take your advice. If you think of anything else, please feel free to share! :-)

escesare on Modern Competitive Solemnity - Azorius

2 weeks ago

Is this budget or casual, because cards like Spirit Mantle, Nimbus Maze, and Glacial Fortress just don't belong in competitive, and there are major omissions like maxing out Serum Visions and Path to Exile? Don't just take my word for it, look at your casual/competitive meter ;)

The lands should be 4 Flooded Strand, 4 Windswept Heath, 2 Polluted Delta, 2 Hallowed Fountain, 4 Seachrome Coast, 3 Plains, 2 Island. Compared to your mana base which only has 16 white and 10 blue sources, this gives 19 white and 18 blue. Flooded Strand is by far the best land; it's much much better than basics because it can be Plains or Island (to dodge Blood Moon) OR Hallowed Fountain for the negligible cost of 1 life. If nothing else, add the Strands. Seachrome Coast is strictly better than Glacial Fortress and Nimbus Maze; since your curve ends at CMC = 3, it's always untapped when you need it.

Distortion Strike and Spirit Mantle are unplayable outside of fragile creature combos. Your creatures are huge and persistent; the only thing they're afraid of is removal. Since the average top Modern deck has 8 removal (as many as you have creatures), you don't have to worry about unblockable because your creatures won't survive that long ;)

Just play more removal of your own, which clear the path AND aren't useless if you don't have creatures. Or cards like Apostle's Blessing which make your creatures unblockable AND protect them from removal. Or at least cards that cycle like Slip Through Space and Cartouche of Knowledge. All of these options are strictly better. You might also consider Kira, Great Glass-Spinner to block removal.

Ghostly Prison seems out of place. Why would a combo deck (the fastest deck type) need delay tactics when you can use that card slot to just assemble your combo faster (e.g. Serum Visions, Jace, Vryn's Prodigy  Flip, Opt, Sleight of Hand)?

Wrath of God also seems out of place, but if you have to, at least play Supreme Verdict instead.

Happymaster19 on Spirited Away: A Paranormal Primer [U/W Spirits]

3 weeks ago

@ Cafelattis

Prairie Stream is incapable of coming into play untapped on the first two turns and even then, you need runner-runner basics to open the game. Seachrome Coast is a painless UNtapped source on the important first few turns. Prairie Stream is more for a Sphinx's Revelation/Cryptic Command type control deck which this is not. Thank you for the feedback!

Cafelattis on Spirited Away: A Paranormal Primer [U/W Spirits]

3 weeks ago

Super cool deck, but i do have a suggestion, why not use Prairie Stream rather than Seachrome Coast. Its basically the same card but PS is cheaper AND is and Island and Plains in addition, so you can tutor up PS with your fetchlands to have a relatively painless turn one. Just a thought, unless you REALLY like the artwork i guess (a passion for fashion and all that).

WizardOfTheNorthernCoast on Tuning my first modern deck

4 weeks ago

I like LK too, but it's better with Fetches indeed. However, you don't have much use of your graveyard - aka the extension of your hand - aside from Moorland Haunt so that's good to have a way to interact with your GY. If you ever come to play Black, Murderous Cut is a good deal too.

If you want to play more tempo/control cards, I'd strongly advise you to put in Path really. You can't go wrong with PtE. Also, I'd remove 1 Favorable Winds for the 4th Path. FW acts as an anthem that you already have with Captain / Phantasmal Image on Captain. Also, you do want to draw proactive cards at all stage of the game and FW is only good if you're ahead.

What concerns the mana base, if you go with lots of Basics, Prairie Stream is surprisingly good. You can also fetch it, should you one day come to buy Flooded Strands. Seachrome Coast is great when you have many low CMC cards with various colors. Coasts synergize less well with Glacial Fortress though.

Sjorpha on Tempted Spirits

4 weeks ago

I would not play Logic Knot without fetchlands, and the same goes for the checklands, or at least I wouldn't use so many of them. If you can afford some fastlands like Darkslick Shores and Seachrome Coast they are much better for a low curve deck without fetches.

Supreme Will is a cool budget friendly counterspell that can replace logic knot and give you the option of digging end of turn if there was no need to counter anything.

You are investing quite a lot of your mana base into securing the black mana for Lingering souls, I think adding the 4th copy as well as 1 or 2 black removal spells makes sense here. If you decide to use fetch lands a single Murderous Cut would be nice, otherwise the classic Doom Blade is fine. Fatal Push would be the best obviously but it's expensive.

If you want to stick to the Delve cards and can't afford fetches one alternative is running Thought Scour instead of Opt, maybe as a 3/3 split with Visions, then you can use those to fuel your graveyard, keep 1-2 logic knot and use a single Murderous Cut.

I also think the deck should have 22-23 lands, possibly with 2-3 of them being the cycling dual lands (Fetid Pools etc) to avoid flooding and fuel delve some more.

I personally don't think Spectral Procession is good in tempo spirits, you don't want more sorcery speed stuff. It's great in budget token focused decks though.

sylvannos on Azorius U/W Control on a ...

1 month ago

I'd cut each the following:

-1x Tablet of the Guilds (lifegain on its own is generally terrible)
-3x Prison Term (there's a lot of better options))
-1x Wall of Denial (again, better options are out there)
-1x Angel of Invention (doesn't dodge Lightning Bolt and you're not playing a lot of creatures. It's mana cost is too high to justify playing a creature without flash)
-1x Niblis of Frost (It dodges Fatal Push and Abrupt Decay, but not Lightning Bolt)
-3x Render Silent (there are cheaper Counterspells. 3 mana is a lot)
-1x AEtherling (you don't need a lot of win conditions)
-1x Azorius Guildmage (we need some room)
-2x Negate (again, need more room for some other stuff)

I'd add:

+1x Opt (you want 4 copies)
+2x Detention Sphere (general purpose removeal)
+2x Mana Leak (low mana Counterspell)
+1x Dispel (this is fills a role similar to Negate, except it costs less mana)
+1x Elspeth, Sun's Champion (this is the type of win condition you're probably looking for)
+1x Condemn (Death's Shadow really doesn't like this card)
+1x Logic Knot (it's a hard counter that's excellent to have later in the game)
+4x Spreading Seas (some decks simply won't be able to cast spells at all if you play this, especially Tron)
+1x Venser, Shaper Savant (this should just be in your main)

For your sideboard, I'd do:

1x Blessed Alliance (good catch-all card to handle a variety of decks)
1x Supreme Verdict (against Aggro, you'll want more sweepers)
2x Blind Obedience (this is a good choice against burn and you're already playing them)
2x Disenchant (you need instant speed artifact/enchantment removal)
2x Relic of Progenitus (graveyard hate)
1x Essence Scatter (good choice)
2x Negate (these are the ones that were main but get moved to the side. You bring them in against combo and control)
1x Dispel (against some decks you'll want 2, namely control decks)
1x Celestial Purge (beats Zoo, Burn, and Rock strategies)
2x Ceremonious Rejection (helps against Tron and Affinity)

After that, the main things you'll want are Cryptic Command, Snapcaster Mage, Celestial Colonnade, and Jace, Vryn's Prodigy  Flip (which you know). On the cheaper end of things, look to getting 3x more Serum Visions, Search for Azcanta  Flip, Jace, Architect of Thought, Stony Silence, Rest in Peace, Mindbreak Trap, and Wall of Omens.

You'll also want to improve your mana base, as that's probably the most important part of a control deck. Once you have 4x Flooded Strands, 4x Hallowed Fountain, and 4x Glacial Fortress, you can add in more utility lands, such as Field of Ruin and Ghost Quarter. Seachrome Coast is another great option.

I'd cut Evolving Wilds from your deck right away and add in 3x Plains and 1x Island. Port Town and Temple of Enlightenment are okay to have, but look to replace those with Glacial Fortress or the other lands I mentioned. You really don't want lands that always come into play tapped that aren't manlands. Otherwise, you'll die when you can't cast Supreme Verdict on turn 4 or Dispel + Negate on turn 3 when you're going second against burn.

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