Seachrome Coast

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase 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

bayard on Brago Updated

3 weeks ago

Ok here we go. Since I'm such a nice guy I've taken the liberty of making your draft chaff better.

Here are the lands that could realistically be added to this deck:

Mana LandsNimbus Maze, Reflecting Pool, Seachrome Coast, Adarkar Wastes, City of Brass, Mana Confluence, Mystic Gate

Utility LandsScavenger Grounds:I dont mind if you dont use this one

Academy Ruins:Seems good with the combo being artifacts

Buried Ruin:See academy ruins

Hall of the Bandit Lord:Haste-y brago? Your choice.

Since the win con is infinite blinks we need to make sure we have what we need to win with that also the there's still some blink creatures you "need":

Enlightened Tutor&Mystical Tutor:No skill tutors

Spreading Seas:Disrupts and is good with infinite blinks, kills things like Gaea's cradle and such.

Sensei's Divining Top:More Broken Shit

Venser, Shaper Savant:Better as a creature honestly.

Snapcaster Mage:Nough said.

Ponder or Brainstorm:I just like turn one plays. These aren't necessary though.

Prophetic Prism: I was kind of thinking of this one. Don't overlook it.

Whir of Invention:Just yes. Your mana base can probably already support it, but with the new lands for shuure.

Ill continue this some other time Im too tired to continue

Mandalorian on Azorius Control

3 weeks ago

I like the planeswalkers, and you should consider playing Gideon Jura as well since he is very very hard for creature decks to deal with. If planeswalkers become your main win condition you can play sweepers like Supreme Verdict as a 4 of.

I would take out Divination and Charm and go up to 4 Serum Visions and add a playset of Spreading Seas to mess with your opponents mana.

Go up to 4 Path if you can afford it, as it's the most efficient removal spell available to the deck.

I think 4 negate in the maindeck is probably overkill and will be dead in hand a lot of matchups. If Cryptic Command is out of budget then I would just go up to 4 Mana Leaks and some other removal. Ojutai's Command can make a weak Cryptic impersonation sometimes and could also work well in your deck for brining back Thing in the Ice to the battlefield.

As far as the mana base I would find some more duals to play. If Flooded Strand and Hallowed Fountain are too expensive then you could play Seachrome Coast. You could also play Ghost Quarters and Tectonic Edges to further mess with your opponent's mana. Celestial Colonnades might be a bit pricy but 1-2 Faerie Conclaves might be okay.

Other U/W control good stuff to consider

Logic Knot

Think Twice

Detention Sphere

Dragonlord Ojutai

Geist of Saint Traft

Narset Transcendent

Spell Queller

Mandalorian on The Sea's Servants

3 weeks ago

I think you should try and play at least 1 other type of dual. If Flooded Strand+Hallowed Fountain is too expensive then I would suggest Seachrome Coast. If that's still outside budget then I would say Prairie Stream.

I think Spreading Seas is better than Aquitects Will because you can just straight up win games by messing with peoples mana. Turning your Abzan opponent's Overgrown Tomb into a Opulent Palace is much worse than just straight up turning into an island that they cant use.

As far as other noncreature suggestions if Path to Exile is outside the budget then I would play Dismember. Path or Dismember, Unified Will, and another Spell Pierce, over Negate, Disssolve, and Devouring Light (even though you get the tap synergy with some of your Merfolk).

sylvannos on Intruder Alarm

1 month ago

@Minihorror227: Yeah if you stay straight U/W, I'd go with a list something like:

4x Thraben Doomsayer
4x Steward of Solidarity
4x Drift of Phantasms
2x Snapcaster Mage
2x Sun Titan
------------------------------------------
18 Creatures

4x Intruder Alarm
4x Serum Visions/Opt
4x Path to Exile
2x Remand
2x Cryptic Command
2x Spell Snare
1x Dispel
3x Altar of the Brood
1x Sphinx's Revelation
------------------------------------------
21 Other Spells

4x Flooded Strand
4x Hallowed Fountain
1x Glacial Fortress
2x Celestial Colonnade
2x Plains
3x Island
1x Westvale Abbey  Flip
4x Seachrome Coast
------------------------------------------
21 Lands

3x Spellskite
2x Rest in Peace
2x Stony Silence
2x Disenchant
1x AEtherize
1x Condemn
1x Blessed Alliance
1x Hibernation
1x Wrath of God
1x Blind Obedience
------------------------------------------
15 Sideboard Cards

You'd play it like a regular U/W Control deck, except you'd have a combo finish. You could even put an Emeria, The Sky Ruin package somewhere in the deck, so you can switch into a more Sun Titan control shell if your opponent boards in too much hate or they have a deck that really likes to tap and untap its creatures.

JeskaiM4n on U/W Control

2 months ago

At first, Psionic Blast? Just no. And Mana Tithe is not good enough for control decks.

Go up to 4 Mana Leaks, card is great.

If you have the coin Cryptic Command is must.

More duo lands in form of Glacial Fortress/Seachrome Coast could be good. And again Celestial Colonnade is must have if you can afford it.

I have to say that Modern is not good format for new player as you have to know what your opponent is doing to play right. But everyones gotta start somewhere.

Also control deck doesn't need this many creatures. I would creatures to 6. Like 4 Snapcaster Mages and few Spell Queller or maybe Torrential Gearhulks. Those other creatures are more like sideboard cards. Celestial Colonnade is very good finisher so not that many creatures is needed.

Good draws!

WizardOfTheNorthernCoast on Esper Zombies

2 months ago

Love the idea of such a spicy build, but your manabase is really bad. It needs some Seachrome Coast / Darkslick Shores at the very least, and up to 22-23 lands imho :)

freakingShane on Azorius: The Law

3 months ago

By all means, keep the walkers! They are both good, for sure. Anything that I recommend is only just a suggestion, but the goal of any deck is to be enjoyed by its player. So any card(s) you enjoy playing, I highly suggest keeping them in!

Good swaps for the Path to Exiles. And as for your lands, it depends on your budget of course. Mana bases are where the money is, unfortunately. I would ultimately just recommend getting rid of Azorius Chancery because it is super slow. It comes in tapped (taking up one turn) and removes a land of yours (taking up two turns). Even running basics would be better, in my opinion.

If you can afford to run 4x Seachrome Coasts then I would say do that. Additionally, 4x Hallowed Fountains could replace Tranquil Cove. Again though, those are pricey. Bottom line is, anything that comes into play tapped slows you down, and with these decks you need to be fast and efficient to get that UW control started.

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