Seaside Citadel

Legality

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

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Uncommon
Commander 2013 (C13) Uncommon
Shards of Alara (ALA) Uncommon

Combos Browse all

Seaside Citadel

Land

Seaside Citadel enters the battlefield tapped.

: Gain , , or .

Seaside Citadel Discussion

kamarupa on Draconic Sentinel

2 weeks ago

You can read the really long bit below or look at my Defender's deck: 'fender-benders. Pretty much the same thing. I think I'm 1-2 lands short of what the deck needs.

I suggest cutting Tower Defense. If your walls aren't big enough to block, Tower Defense isn't likely to help - it's pretty useless against too many things - Deathtouch, board-wipes, removal, discard, etc, etc. Additionally, in my experience, it usually didn't accelerate a win.

I also suggest you cut Assault Formation. It's great to have a back-up plan, but Assault Formation is significantly worse than Arcardes.

I suggest adding 4x Time of Need . This will not only negate the need for Assault Formation, but also tutor up a Tetsuko Umezawa, Fugitive. With Time of Need, I think you could also cut 1xTetsuko. Additionally, you could add 1x Rogue's Passage to further ensure you can get creatures through.

I think Wall of Denial is better than Tree of Redemption in every way except flavor.

I suggest cutting Wall of Mulch in favor of Wall of Omens and Orator of Ojutai . It's just not good to sacrifice any creature - The dorks need Defenders to kick out the mana, especially if Freed from the Real+Blue Sun's Zenith is a wincon. Additionally, if dorks are going to tap for mana, additional creatures are needed to block. And, with Time of Need, the "need" to draw cards is considerably less.

Sylvan Caryatid is worth considering if you can afford it. While it doesn't tap for nearly the mana you get with Axebane Guardian or Overgrown Battlements, it does mana-fix and can't be easily removed. "Bolt the bird" pretty much applies to Axebane Guardian. I went with a full set of both Caryatids and Guardians to help keep the mana-base consistent. I'd also say that the more dorks you have, the less land you need. I think you could run 21-22 lands with 8+ dorks. Because Arcades draws you a card for each played Defender, the more Defenders you can pack in the better.

In my experience, opponents remove Arcades as quickly as possible. Therefore, something to protect him: Muddle the Mixture - the drawback to this spell is also its strong-point - It can tutor Tetsuko or other 2-drop Defenders, or you can use it to tutor Time of Need, which, while being a round-about strategy, is still useful. But that also means you're less likely to have it in hand when you need to protect the Arcades you just spent 5 mana to get. Both Negate and Heroic Intervention are stronger, but less synergistic and slightly less flavorful. There are, of course, other spells - these are just my top picks.

Beast Within is the broadest removal in the game and in a Defenders deck, tends to be pretty funny as most of the Defenders are at least 0/4. (making the 3/3 Beast irrelevant). In the same vein, Slaughter the Strong is equally fantastic. It's like they made it with Arcades and Tetsuko in mind.

Seaside Citadel is better than Rupture Spire.

Sideboard spells:

I really like Shalai, Voice of Plenty in the sideboard. Just 1x is enough because 4xTime of Need. Teyo, the Shieldmage is also a great synergy spell to counter burn decks. Return to Nature is the new Naturalize , and either is solid in any sideboard. Pithing Needle can be useful, as can Elixir of Immortality and Ratchet Bomb .

Saljen on Sliver EDH

1 month ago

That's waaaaaay too many lands. 37 is a good number for slivers. If you're worried about hitting your colors and need your lands to fit a budget, here's some lands you can check out. The Vivid land cycle ( Vivid Marsh ), the Tri-colored land cycle ( Seaside Citadel ), 1 of each basic land + Evolving Wilds / Terramorphic Expanse / Prismatic Vista , and then a smothering of budget 5 color lands like: Grand Coliseum , Rupture Spire , Unknown Shores , etc.

I also play a Sliver deck. It's a budget list, but the budget is really only spared in the land base. I run all of the above mentioned lands and have zero problems hitting all 5 colors. Here's my list if you're interested.

Lands aside, here's some other Sliver staples that you're missing that might be worth looking at in the future. Sliver Overlord , Sliver Legion and the upcoming The First Sliver should be auto-includes if you can afford them. On that same note, Morophon, the Boundless is stupid good with Slivers and can let you play your commander for free from the Command zone, as well as reduce the cost of every sliver in your deck to just colorless or free. Cyclonic Rift is a staple in any EDH deck that runs blue, it would definitely slot nicely into this deck. Paradox Engine and Intruder Alarm create an infinite combo with Sliver Overlord that lets you search out and play every single Sliver card in your library. The 'Domri' planeswalkers are very good with Slivers ( Domri Rade , Domri, Chaos Bringer , Domri, Anarch of Bolas ). They each give repeatable draw, ramp, and removal. Vanquisher's Banner is another solid piece that pumps and draws. Smothering Tithe works really well with Slivers, as it fixes your mana and ramps and next to nobody actually pays that extra 2 mana. Cryptolith Rite is another Manaweft Sliver / Gemhide Sliver , definitely worth running the extra effect. Birds of Paradise really helps with fixing, especially if you land it on turn 1.

As far as your Slivers, I'd say that you could definitely clean up the creatures in that list a bit. Most Slivers are pretty dirt cheap cost wise, so it wouldn't cost much to analyze and trim down that list to use only the best Sliver for each effect. I've put a whole lot of effort into making sure that my creatures are as optimized as possible, so feel free to use my deck list for a reference in that endeavor.

Anyways, from one Sliver player to another; enjoy losing all your friends!!

DemonDragonJ on How Many Basic Lands are ...

2 months ago

In all of my decks, slightly less than half of the cards are lands, and, in the specific case of my Atraxa EDH deck, 40 out of the 100 cards are lands.

Of those lands, slightly more than half of them (24) are basic lands, a decision that I made to protect myself in the case that one of my opponents is sufficiently cruel to use Blood Moon or Ruination .

I previously had in this deck all four triple lands that Atraxa supports ( Arcane Sanctum , Opulent Palace , Sandsteppe Citadel , and Seaside Citadel ), but I removed them in favor of the "storage lands" that Atraxa supports, since the deck's focus on the proliferate mechanic should allow those lands to generate large amounts of mana with little investment.

Now, however, I find myself wondering if I can risk reducing the number of basic lands in this deck to 20, so that I may keep the triple lands, since they are excellent for this deck; the deck does contain Chromatic Lantern , but I cannot rely on drawing that card every game, as it is only one card out of one-hundred.

What does everyone else say about this? Should I keep twenty-four basic lands in my Atraxa deck, or can I afford having only twenty, to allow the triple lands to remain in it?

DemonDragonJ on Storage Lands in an Atraxa ...

2 months ago

I have an EDH deck with Atraxa as its general, and that deck has all four triple lands that are supported in her colors ( Arcane Sanctum , Sandsteppe Citadel , Seaside Citadel , and Opulent Palace ), which are great lands, but they enter the battlefield tapped, so I am seeking replacements for them.

I cannot believe that I did not consider the “storage lands,” the lands that use storage counters, when I was building the deck, as they would be absolutely perfect for a deck that focuses on the proliferate mechanic, but I wish to seek advice from the other users on this forum before I put those lands in my deck.

The storage lands that I am considering for my deck are Calciform Pools , Dreadship Reef , Saltcrusted Steppe , and Mage-Ring Network . What does everyone else say about this? Are those lands good for an Atraxa EDH deck?

StopShot on Budget cedh mana base

3 months ago

There's a couple others you should consider.

Shadowblood Ridge = OG Filter

Arcane Sanctum = Tri-Land

Crumbling Necropolis = Tri-Land

Frontier Bivouac = Tri-Land

Jungle Shrine = Tri-Land

Mystic Monastery = Tri-Land

Nomad Outpost = Tri-Land

Opulent Palace = Tri-Land

Sandsteppe Citadel = Tri-Land

Savage Lands = Tri-Land

Seaside Citadel = Tri-Land

Ash Barrens = Cycles for any color of mana which you can play untapped.

Path of Ancestry = Literally a Command Tower that comes in tapped. It's strictly better than a tri-land if your commander has 3 or more colors.

Mirrodin's Core = Comes in untapped. Can give you any color of mana the very next turn.

Thespian's Stage = Copy target player's Command Tower .

Vivid Crag = Vivid Cycle

Vivid Creek = Vivid Cycle

Vivid Grove = Vivid Cycle

Vivid Marsh = Vivid Cycle

Vivid Meadow = Vivid Cycle

eliakimras on GWU (some kind of) Control

3 months ago

Since you are in 3-color domain, you might consider running 4 Seaside Citadel and 2 Evolving Wilds instead of 2 Blossoming Sands , 2 Tranquil Cove and 2 Thornwood Falls .

multimedia on Baby's First Angels

4 months ago

Hey, for a first Commander deck well done.

I'm not sure what your budget is for this deck because I see expensive price cards (Avacyn, Iona, Baneslayer) then also many ultra low budget cards. My cards suggestions are low budget ($4 or less each, most are $1-$2) to improve the manabase because when playing three colors you want more dual lands. A 12-12-8 basic land ratio is too many basic lands for a three color deck. There's several budget lands and additional mana production to consider adding.

White is the most important color because the majority of Angels are white and have mana costs. Angels have high mana costs therefore more ramp (mana rocks, land ramp, mana docks) are quite helpful to cast them in a game.

Cards to consider adding:

Canopy Vista, Prairie Stream, Port Town, Fortified Village, Ash Barrens and Bant Panorama have interaction with basic lands. Vista, Stream, Scattered Groves, Irrigated Farmland can be searched for with Farseek since these lands are two different land types. Vista and Groves can be search for with Nature's Lore since they have Forest as one of the two land types. Being able to search for and ramp with dual lands is helpful with a three color manabase.

Signets and Talimans are good two drop mana rocks for ramp in Commander decks. Fellwar Stone and Chromatic Lantern are rainbow mana rocks. Very helpful for mana fixing since Lantern lets you tap any land you control for any one color of mana which is good with a three color manabase. Elvish Mystic and Avacyn's Pilgrim are additional one drop mana dorks.


Cards to consider cutting:

  • 6x Island
  • 2x Plains
  • 2x Forest
  • Blazing Archon
  • Clone
  • Dust Elemental
  • Gleaming Barrier
  • Servant of the Conduit
  • Conqueror's Pledge
  • Secrets of the Golden City
  • Beneath the Sands
  • Divine Verdict
  • Time Stop

If your deck's budget is higher than I think it is please let me know and I can give you better land suggestions. There's other budget card upgrades you can make here and if you're interested I offer more advice.

Good luck with your deck.


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Seaside Citadel occurrence in decks from the last year

Commander / EDH:

All decks: 0.08%

GWU (Bant): 2.12%