|Commander / EDH||Legal|
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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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Shelldock Isle Discussion
3 weeks ago
Nice build! Though, I feel that 4x Shelldock Isle is too much. The condition that a library has to have <20 cards to really utilize, makes this a 2-of, max. This is a slow land, and doesn't directly affect your opponent unless you have crab in play.
You could swap them out for the Ghost Quarters. They're fast lands, run disruption, and set you up for the Trap play.
If you like mill, I deal exclusively in it, and would be happy to assist you with any questions.
3 weeks ago
@Norstail: Most of it is already explained in the Card Choices segment of the description, but I'll gladly go into detail a little more.
First let me say, that indeed the mana base might seem less painful if it were just two colors, but to generate maximum synergy with Hedron Crab, the deck would play many fetch lands either way, so with all the fetching we might as well splash a third color. I imagine the UB version would play the new mill land Ipnu Rivulet as well, making their manabase just as painful. The only real advantage concerning the manabase that I can see, is that UB can afford to play some copies of Shelldock Isle to close out a game with a hidden Archive Trap.
Splashing white gives us access to Disenchant and Fragmentize. Blue and Black offer no enchantment removal, so once an opponent drops a Leyline of Sanctity on turn 1 we just scoop, because all our spells target our opponent. At the moment, more decks have picked up the Leylines again to combat the hand disruption of decks like Grixis Death's Shadow and the burn spells of.. well, Burn. The best ways to play around that without white would be Set Adrift or Kiora's Dismissal - not exactly great options, right? In addition to getting rid of Leylines, Disenchant also gets rid of Chalice of the Void on 1, which shuts down almost our entire deck, and kills Platinum Angel, often still played in the sideboards of big mana decks like Tron, that we prey upon.
Beyond Disenchant and Fragmentize, there's Stony Silence, turning Lantern Control into a favorable Matchup and making the Affinity Matchup less impossible to win. Rest in Peace is also nice to have as permanent graveyard hate, because we enable decks like Dredge so they can rebuild too quickly if we were to use Nihil Spellbomb or Relic of Progenitus.
Finally we also need the access to Path to Exile, first and foremost because we desperately want removal that hits the big threats that dominate the format like Tasigur, the Golden Fang, Gurmag Angler, Reality Smasher, etc. Dismember would be another option, but even if we were just two colors, we couldn't afford paying 4 or even just 2 life for it most of the time. Path enabling our Archive Trap is really just the icing on the cake. It's true that many decks are already fetch-heavy, but there are also decks like Merfolk that don't play fetch lands, so game 1 any Archive Traps would just be dead cards stuck in our hand. If we Path them and they get a land, we can still drop our Traps on them before siding some of them out in game 2.
1 month ago
Jace's Phantasm is a super effective one drop that can either block in the mid game or attack in the late game.
You really want 4 Archive Traps, it's the most efficient mill spell you have access to.
Since your mana base is mono-color, you've got some space to throw in utility lands and stuff. Ghost Quarter is a good start, but I'd also add Shelldock Isle, Ipnu Rivulet (the blue HOU utility land) and maybe a Mikokoro, Center of the Sea or two. Oboro, Palace in the Clouds and Minamo, School at Water's Edge are traditional one-ofs in a mono-blue deck because they have no downside and can't be Boiled/Chokeed.
Since blue has a natural lack of remover, I'd put in a few Dismembers to get rid of those pesky big creatures that occasionally get on the battlefield. The 4 life is worth it if you need to take something out. Surgical Extraction is also a good card to include, because it has natural synergy with mill, can disrupt combo, or take out an eldrazi titan (the natural bane of mill) when it hits the graveyard.
2 months ago
have you ever tested Shelldock Isle in this? i was thinking of adding it to my simic mill deck, which has a focus on extra land drops and big mill effects. I usually either get lucky and mill the oppenent, win with Jace's Phantasm, or die with my opponent having very few cards in their library. I was thinking this could be a nice way to cheat in that last mill spell. Although most of your mill spells are cheap to cast so maybe you wouldn't really need it.
2 months ago
So you should focus on mill the opponent. Glimpse the Unthinkable Mind Funeral and Thought Scour are 4 ofs Jace, Memory Adept is ways too slow. Crypt Incursion should be a sideboard card also Damnation is questionable in maindeck, but if you want to go to midrange it is an option but i would play it as 2 of.
Also you could consider playing Breaking and other spells like Archive Trap and such to make it more consistent your main goal is to win because he has no cards in library you wont win with a majority of cards for control.
You could consider to splash in white if you got the money for the lands to play Path to Exile to have pretty good removal or to activate your archive trap, for that reason you should also consider to play some Ghost Quarter.
I hope its not too confusing and its quite clear why i made those suggestions. If not ask me. I hope it helps to make it more stable.
3 months ago
@TheRedGoat I use to run Perplex as a one-off however it was incredibly bad when you had resolved Lost Legacy, while Tolaria West and Shelldock Isle are always live. It was also easier just to mulligan into a Lost Legacy then run the Perplex to search for it, especially considering how fast modern is.
3 months ago
Por algum motivo a linguagem html desse site impede o uso de acento, ento boa sorte lendo hahaha.
-2 Altar of Dementia
+2 Mind Grind
um bom mill, disponvel no modern E baratinho. Deve ter na Domain, mano.
-2 Glacial Chasm
+2 Terrenos Bsicos / +2 Shelldock Isle
Glacial Chasm infelizmente no Modern, e no tem muito o que substituir no formato atual. Um terreno que vire criatura uma opo, mas eu no acho que seja igual, nem de longe. Eu colocaria 2 terrenos bsicos de acordo com a mana base, mas o Shelldock uma boa forma de conjurar algumas mgicas extras diminuindo seu CMC.
-2 Consuming Aberration
+2 Suffer the Past/ +2 Crypt Incursion
Consuming Aberration uma carta bem cara, e que infelizmente no causa impacto assim que entra na mesa. Ele forte pro deck, mas fica nisso, um corpo pesado que faz o efeito se sobreviver ao prximo turno. Como poucas criaturas so relevantes no seu deck, bem provvel que ele v ser removido (j que o oponente no ter gasto seus removals) antes de causar algum impacto. Como o Glacial Chasm deve ser retirado, pensei que o deck continua precisando de um sustain contra matchups como Burn, e qualquer outro tipo de aggro. Lifegain uma forma de se manter vivo enquanto voc mantm o plano de millar o deck do cara. Suffer the Past mais agressivo e tem menos sustain, porque dependente da sua mana, mas Crypt Incursion no tem agressividade nenhuma, embora tenha um sustain absurdo dependendo do deck.
Leyline of Sanctity um side bem comum nos decks que usam branco e que faz voc perder automaticamente a partida contra o deck. importante pensar em removals de encantamentos, pelo menos para o sideboard.
3 months ago
Running every possible fetch land is a good way to get the most out of your hedron crabs.Otherwise have you considered splashing black to get access to the best mill cards? Glimpse the Unthinkable Crypt Incursion Mind Funeral Darkness Breaking / Entering (play both halves with Shelldock Isle ).Ensnaring Bridge and Mesmeric Orb are also good pieces.