Shelldock Isle


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

Printings View all

Set Rarity
Lorwyn (LRW) Rare

Combos Browse all

Shelldock Isle


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

APPLE01DOJ on UB Turn 3 Emrakul (4 real)

1 month ago

Tolaria West

It may not speed things up but it effectively makes 8 copies of Shelldock Isle.

Funkydiscogod on Could this work? (UB Turn ...

1 month ago

In my opinion, this deck would be improved by trading speed for consistency. We can disagree, but I believe a control shell would give a more consistent kill.

Your deck is looking to Surgical Extraction a Shadowborn Apostle from your graveyard once you have the Shelldock Isle with a game-ending threat underneath it.

I like your combo because it doesn't get blown out like Polymorph when they cast it targeting a token. But, it can be interrupted by most graveyard hate in Modern, like Nihil Spellbomb(which doesn't stop Extirpate) and Rest in Peace(which does). If the opponent is lucky enough to draw their sideboard Pithing Needle, you'll also have a difficult time. I suggest Selective Memory as the alternative because it doesn't share the same weakness to removal the other strategies do, mostly because it can pack removal and doesn't target or use the graveyard.

Control decks can far more reliably set up Little Miss in the top 4 cards for Shelldock Isle with Serum Visions and the Wallet Sculptor(if you can afford him). If control decks can make enough mana to swing with a Celestial Colonnade, they could cast Selective Memory and threaten both Remand to protect it or a game won if the opponent doesn't respond.

It's not like 4 mana is unreasonable in modern: Cryptic Command comes to mind as proof control decks easily make it happen. In fact, you could run up to 26 non-fetching land with a control strategy, since you know you want to have 4 land for the Selective Memory, and 1 Island and 1 Shelldock Isle when you combo.

Maybe I missed the point, and the deck concept wasn't to try to cast Emrakul, the Aeons Torn from under a Shelldock Isle, but to cast it as inconsistently as possible by turn 3.

Debo on Modern Mill 2-Pc Draw Combo

3 months ago

Turns out that Shelldock Isle was just too slow.

Testing out Underground River to be faster, or Grier Reach Sanitarium to increase the draw.

Also, it seems that the deck just wasn't ramping fast enough, so were removing Swans of Bryn Argoll for Leaden Myr and Jace's Erasure for Talisman of Dominance.

Debo on Modern Mill 2-Pc Draw Combo

3 months ago

Turns out that Shelldock Isle was just too slow.

Testing out Underground River to be faster, or Grier Reach Sanitarium to increase the draw.

Also, now searching for a form of mana ramp for the 4 cmc cards to keep up with creature burn decks.

pimplez on Competitive Modern Mill

3 months ago

Very good read! In the graveyard hate section you jokingly mentioned using Goryo's Vengeance to steal their Emrakul, the Aeons Torn. Goryo's Vengeance can only target your own graveyard so as hilarious as it would be it cannot be done. I think it is worth mentioning that you can do this with Entering off of a Shelldock Isle. While it isn't very likely to happen, it does provide a main board answer to an opponents main board eldrazi.

Neotrup on Can Shelldock Isle stockpile exiled ...

4 months ago

Correction: There is only 1 exile zone, but it may contain multiple piles of cards. The exile zone can have multiple distinct piles, as each pile exiled by a particular permanent must be kept in separate piles, see 406.4. In this case each time you replay Shelldock Isle it will create a new "pile" of a single card and will only be able to cast that one card.

If Shelldock Isle does manage to exile multiple cards without leaving the battlefield (for instance you can activate Strionic Resonator targeting it's Hideaway trigger), it's activated ability will let you cast each exiled card.

DragonDanceSalamence on Can Shelldock Isle stockpile exiled ...

4 months ago

cards do what they say, nothing more nothing less. since Shelldock Isle says nothing about what happens to the exiled cards when it leaves play, nothing happens to them. they stay there.

not sure how you plan to play multiple lands in the "same turn", but i'm assuming you mean replaying the same Shelldock Isle again, regardless of which turn. when a card leaves and re-enters the battlefield for any reason, it is treated as a new entity entirely and any cards affected by its previous existence are no longer affected. if you replay a Shelldock Isle after bouncing it to your hand, you would only be able to cast the most recently exiled card for free. if you had not yet cast the first exiled card before bouncing the land, then you lose your chance. note however, there is technically only 1 exile pile.

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