Shelldock Isle

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual 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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Shelldock Isle Discussion

pimplez on Competitive Modern Mill

1 week 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 ...

1 month 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 ...

1 month 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.

slyryan on Give Me a MILLion more

1 month ago

Definitely like the land base better. I had the fast lands instead of the check lands. Think check lands make more sense. I also have 4 Shelldock Isle so this is better. Them entering tapped is a bit of a struggle. The Mesmeric Orb is good with the Fraying Sanity. All in all I think its an improvement

cdkime on A New Hope

3 months ago

Dump Shelldock Isle. It does not give you anything important. Instead run Ghost Quarter--not only does it disrupt your enemy's mana, it can trigger Archive Trap.

You do not really have enough support to make Liliana's Caress competitive.

Mindcrank will turn your Jace's Phantasms and other creatures into more effective mill machines.

Sphinx's Tutelage can be effective, particularly alongside Visions of Beyond.

SkulduggeryP on It's easter again bay-bee! A modern look at eggs.

3 months ago

Hi, I don't know if any one is reading this, but I just want to talk about a breakthrough I just had. Shelldock Isle. This card is perfect, because I really don't need much in the way of mana fixing, it comes into play untapped, and it removes a useless card from my library (AKA, a land). Also, I realized that if I replaced almost every land with fetch lands, the total land count when I am going off will shrink by three or four, decreasing the risk of top-decking nothing. I've put the replacements in the maybe-board because it significantly increases the price.

dosipovitch on Competitive Modern Mill

3 months ago

Thank you SO much for this guide. I'm looking to get into Modern, playing a play style that I enjoy (even if it isn't the most competitive to start). I had a couple questions for you...

1) I'm guessing that Jace, Memory Adept is just way too slow for this deck, even with Shelldock Isle?

2) Why Nihil Spellbomb over Tormod's Crypt? Is it for the potential draw? My thought was that the 0 cost would help out the curve.

3) What are your thoughts on Commandeer for dealing with Leyline of Sanctity? It wouldn't work against a turn 0 Leyline, so I'm not sure what your thoughts would be on that.

4) What are your thoughts on forcing your opponent to draw to lose during say an Emrakul trigger? For example, Shelldock Isle an Overflowing Insight , playing Careful Consideration, or Cephalid Coliseum?

Thanks again for the time and energy you put into this. I appreciate any and all input!

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