Shelldock Isle

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
Lorwyn (LRW) Rare

Combos Browse all

Shelldock Isle

Land

Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)

Tap: Add (Blue) to your mana pool.

(Blue), Tap: You may play the removed card without paying its mana cost if a library has twenty or fewer cards in it.

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Recent Decks

Shelldock Isle Discussion

counterzenith on Blue Black Control

2 days ago

I really love this deck. It is super original, and contains a lot of cards I have not seen played in modern before, but it still feels like a good old fashioned control deck. I do have a few suggestions, however. A lot of your threats cost quite a lot of mana. In control decks, it is always better to keep your threats as cheap as possible, especially against other control decks, so that you can keep mana open to counter any spells that would remove your threats. For that reason, I would recommend adding in some more Creeping Tar Pits. They are cheap threats that allow you to keep up mana to protect your plays. They are especially good now Jace, the Mind Sculptor is legal, as they can kill Jace, the Mind Sculptor without worrying about blockers. I would take out Shelldock Isle and Magosi, the Waterveil for this, as Shelldock Isle is far too slow to give any advantage, and Magosi, the Waterveil is a downright terrible card, as control decks never EVER want to skip turns; skipping turns gives your opponent a free turn to resolve their cards, which is exactly what control decks don't want to happen. The same issue shows up with a lot of your counter/disruption cards. Cards like Counterlash and Draining Whelk don't offer a big enough advantage to make them worth running in face of the risk they will just be beaten by cards like Mana Leak and your opponent's threat will be resolved. I definitely understand the desire to add more threats in. When I made my first control list, I added a load of extra wincons in, because I couldn't see how the traditional control decks hoped to win the game. However, many cards in control decks that seem just to be control cards at first glance actually are excellent wincons. A good example of this is Jace, Architect of Thought. This card is brilliant, and is one of my all-time favourites. It's excellent at stalling the game, and it is surprisingly easy to get to the point activate its -8. Once you've done that, you've basically won the game! If you would be willing to completely change this deck up, I would suggest taking out most of your wincon cards, and replacing them with cards that can act as both control and wincon. However, I completely understand if you don't want to. I really think this deck has a lot of potential, and so I've made two lists that are my own versions of this deck. One is an U/B control list that has a lot of the creatures taken out and is more traditional, and one is a list that is much more similar to yours, but has just been tweaked, just in case you don't want to take out the cards that make the deck unique. The more traditional list still has a lot of the uniqueness of the original deck, just some of the suboptimal cards have been removed.

Traditional Control Version:

http://tappedout.net/mtg-decks/counterzeniths-take-on-mtgnewb99s-control-v10/?cb=1518971341

Non-Traditional Version:

http://tappedout.net/mtg-decks/counterzeniths-take-on-mtgnewb99s-control-v11/

Peisistratos on Competitive Modern Mill

2 weeks ago

Caleb5490 at that point you could simply win with another mill spell. There is no point in sacrificing consistency: you could draw unwanted Eldrazi along the game, and you would need to actually hit an Eldrazi with Shelldock Isle.

Peisistratos on Competitive Modern Mill

2 weeks ago

Fettuccine_Alfredo you have enough lands that you can easily find a spot in the curve to play Shelldock Isle without delaying key spells. And Shelldock Isle is a really strong card and essential as to hit the critical mass of mill spells (5) in a reasonable time (turn 5). It would be a sorely mistake not to play 4 of it here. Refer to its dedicated entry for more insight.

kevinfeuerhelm on Competitive Modern Mill

1 month ago

@Peisistratos I did not intend to imply Breaking / Entering should replace Mind Funeral, I only mean that they are very comparable in power. They both require help to net you 10, though the "help" in the case of Mind Funeral is often simply luck. I just meant the main board I play is different, and Breaking / Entering has as much a place as Mind Funeral.

For Game one, I focus on doing everything i can to increase chances of a turn 4 win, I dont mainboard protection, leaving 8 open slots. I tune the board for game 2 and hopefully 3 and Breaking / Entering or Mind Funeral (in the case of a deck with higher land count) are the first 4 to be side-boarded out. It eliminates dead cards in game one however.

I don't think you're wrong about Mill, I just fall into that group that wants to play mill, understands it'll likely never be Tier one, but still want to Play Mill as competitively as possible.

Also, the bug on MTGO will not allow you to cast either half of Breaking / Entering alone from a Shelldock Isle either.

Peisistratos on Competitive Modern Mill

1 month ago

kevinfeuerhelm you should definitely turn your nose up at a card worth 80% of Glimpse the Unthinkable. Mill happens to care about milling only by tens: you never have to mill mush lesser than 50, and many of your engines begin to work at 20 (Visions of Beyond) and 30 (Shelldock Isle) milled cards. Sometimes you get lucky with your Breaking / Entering because your opponent have thinned her own deck or because you compensate your lucklaster spell in Breaking / Entering with another card (e.g. Archive Trap); but that does not cover all the cases. And when you are forced to cast a second Breaking / Entering, you'll probably lose. Your experience (given its traits) with Mind Funeral obviously means nothing; if you think you're saving 1 mana replacing Mind Funeral with Breaking / Entering, you're deluding yourself: many times you'll need to cast an additional spell to win, and that will cost you a card and more mana.

I didn't know about the bug. To clarify, I never meant that it were possible to cast Breaking FUSED with Entering off of a Shelldock Isle.

kevinfeuerhelm on Competitive Modern Mill

1 month ago

I've been working on fine tuning a modern mill deck of my own for a few weeks. We actually landed on 46 of the same cards for the main deck, and very similar sideboards.

On to my point. I suggest you start keeping an average of your Mind Funeral hits. The average you actually hit in actual games. So over my last 100 castings of Mind Funeral it has milled, on average 9.2 cards. Throw whatever statistics or computing out that you want, that's been my experience (all on MTGO).

With this in mind I want to make a case for Breaking / Entering. Sure, Mind Funeral occasionally hits it big, but it also has a chance to mill 4-7 cards too. I don't intend to imply that it should be played over Mind Funeral, but I think Breaking / Entering is at least worth stronger consideration for play, as it has better mana efficiency. 80% of a Glimpse the Unthinkable is nothing to turn your nose up at.

I don't run Darkness mainboard so I have room for it myself.

Id also like to note that on MTGO you CANNOT play Breaking / Entering off of a Shelldock Isle. I don't know if this is a bug or correct based on the words "from your hand" in the wording for fuse.

Force_of_Willb on Were the millers

2 months ago

I got a couple suggestions. If you want to stay mono blue then consider: 4x Thought Scour,4xs Hedron Crab, 4x Fraying Sanity, and 4x Shelldock Isle and Ipnu Rivulet and Sphinx's Tutelage are maybes.

unless summary dismissal is a meta choice than you can try Countermand.

As denijsx90 recommended before Archive Trap is worth the cost of the card, but cheaper options like Startled Awake  Flip can speed up the deck too.

2nd suggestion is adding black - which allows Glimpse the Unthinkable, Mind Funeral, Pilfered Plans, Psychic Strike, and Induce Paranoia which adds more efficient milling spells and some control and card draw.

The key to winning mill is the same as burn - SPEED, but unlike burn you have to do it 3x faster since libraries are 60 cards instead of 20 life. I play a "mono blue" with the win cons of Archive Trap+Sanity Grinding, but my deck takes advantage of using the Shadowmore/Eventide Avatars Overbeing of Myth, Godhead of Awe, Dominus of Fealty and lots of UU/UUU spells (Counterspell, Cryptic Command, Wistful Selkie, Plumeveil. Usually when I hit on turn 3 it is for 20 - 26 cards and can finish up by turn 4 or 5.

Maybe drop the Sphinx of the Final Word, Doorkeeper + defender package, and most of your spells. I like the Manic Scribe + Archaeomancer + Displace as a causal combo in multiplayer, but its too slow for Modern.

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