Shelldock Isle


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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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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Shelldock Isle Discussion

Cereal_Killer on Red Emrakul's apostles

1 week ago

I tried the u/b version and I noticed that even with Taigam's Scheming and Telling Time, the deck needs red cards as Faithless Looting.

Beseech the Queen costs too much, but an Expedition Map or Tolaria West could help getting the Shelldock Isle so i'll make so space for them.

Lost Legacy is a good card, but has 3 problems:1) It's sorcery, not instant such as Extirpate or Surgical Extraction.2) Costs 3 mana (but this isnt a real drawback).3) Although it makes me exile what I don't need, it makes me draw cards. This means I can't use it on apostles cause i'll lose the match due to the fact i can't afford to draw 25 cards all in one turn. (consider 25 apostles + 3 lands (not fetching them, or you have to count them doubled) + 1 lost legacy + other 1/2 cards in hand + 1 card draw per upkeep in hand for a total of 33 cards, minimum, out of my library before drawing 25. It's a risk). Although it is very useful after you have removed all apostles with a Surgical Extraction or an Extirpate,the mana cost and the type (sorcery) make it a less desiderable card.

Cereal_Killer on Red Emrakul's apostles

1 week ago

I tried Cathartic Reunion and the fact that you have to discard other two cards make it less playable than Tormenting Voice (remember that after exiling all apostles probably your hand would have only 3 cards, if one of this 3 cards is Cathartic Reunion you need to discard all your hand. This is a good thing when you don't have a Shelldock Isle in hand and you want to draw it, but if you have already it Cathartic Reunion just becomes an useless card).

Telling Time, Taigam's Scheming and Contingency Plan are great cards (even if scheming and plan don't make you draw cards), but I need to make space for them (remember more apostles you have and more simply your library will reach less than 20 cards). So, in order to put them, should I remove all the red spells turning it into an u/b deck?

Index doesn't thrill me, because it just make you scry, without drawing (as Opt) or adding cards to your hand or graveyard (as Telling Time or Taigam's Scheming.

For the lands question nothing to say, you are right, I'll change them.Just the fact that, if the answer to the previuos question is "Yes"(remove Manamorphose, Tormenting Voice and Faithless Looting, add Telling Time, Taigam's Scheming and Contingency Plan in order to make it just u/b), I'd put some Polluted Delta instead of Scalding Tarn.

Blue_Flame on Creature Mill

1 week ago

I dig it. Hedron Crab would fit well in here. If you wanted to spice up your manabase a bit you could play 1 or 2 Faerie Conclave or a couple Shelldock Isle.

TheSurgeon on All Down Mill From Here

3 weeks ago

Drop the Shelldock Isle. It's too slow. You already have enough ways to get archive trap. Consider Breaking as well.

TheSurgeon on [ Modern Mill ] Say goodbye to your library, bro

1 month ago

Concerning Mesmeric Orb, your spells are mill archetype and at minimal cost, therefore you will always mill your opponent faster.

Personally, I too was against using these for some time, but after some consideration and playtesting, they have become unquestionably valuable indeed. With so many repeating mill spells in this deck, milling your own library is no problem, considering the offensive benefits. It gives less incentive for your opponent to be throwing out a boardstate just for the sake of having a boardstate, or even attacking with said boardstate. It stresses your opponent as they simply cant be tapping for unnecessary jank. And I LOVE the psychological part of this game.

I've even seen several lists, along with a previous version of my own competitive Mill deck, running Snapcaster Mages alongside Orb to turn the GY into a toolbox. These are pricey and fit well.. but not necessary, IMO.

Fraying Sanity has a little more value with Orb in the deck, but I would never run more than 2 of a 3-cost enchantment.

Come turn 4, you should be close to cleaning up the game, you only need to buy the necessary 1-2 turns to finish. I suggest Sideboarding Damnation, for decks that go wide (lots of small creatures), but run something cheap to Fog the board, like Darkness so you can still be cranking out a mill spell the beforehand, because you only have to save one instead of 4, to buy a whole turn. When coupled with Crypt Incursion, multiple Darknesseses in the deck can be amusingly frustrating for your opponent to get around. And with Orb, it makes them pay for every creature they swung with (great for hyper-aggressive players).

Any 2 cost counter would really do fine for this deck. I suggested Remand as it's indescriminate, replaces itself, and is good any point in the game. Deprive is often used as it feeds Hedron Crab, but is mana specific. And there's the ever popular Mana Leak, good for turns 1-4 which is about this deck's speed, but fails against Tron and ramp decks come turn 2-3. Pay attention to your group meta, and find what works best.

Crabs are your only creature, exploit the reason you put them in here, a set of Deltas is pretty good for what you have going on, mana wise. But I don't like Shelldock Isle. First, it's slow; you need speed in this deck, you don't need a free spell on turn 6, when you'll win that turn anyway. Second, your only real option to use it with is Archive Trap. Everything else is either sorcery speed, a walker, or extremely affordable to save mana for. Throw in another Swamp. 4x Watery Grave in place of Drowned Catacomb and Sunken Hollow, as they can be tutored with Delta.

Hybrow on Land Staples for Commander

1 month ago

I think you forgot the hideaway lands... Shelldock Isle, Windbrisk Heights, Mosswort Bridge, Howltooth Hollow, Spinerock Knoll

I love them. .. well, I love 3 of them, the Black and Blue ones I find harder to play.

Peisistratos on Competitive Modern Mill

1 month ago

If you are playing Dimir Aqueduct just to play again a land, you may want to up your land count. Oboro, Palace in the Clouds does the same thing and comes into play untapped; Shelldock Isle comes into play tapped but it's totally on another power level. We exploit the fact that Mill has very plays on turn 1, and later you could find a hole in your game progression so that you could play it on turn 3/4 (of course, exploiting such cases requires you to play an adeguate number of lands, around 24).

About Visions of Beyond, it is not about getting greedy but about carefully planning your game. At times you may want to cycle it early. It's about to find the balance between making land drops, making full use of your mana every turn, winning the earliest we can, and have a late game out against disruption OR if we end up the fuel before Shelldock Isle is ready.

On the contrary, Serum Visions is bad, since you really can get something from your scry only on turn 1 because of the sheer amount of fetches we have to play and because of Mesmeric Orb; turn 1 is also the only turn in which you can afford to have a play that doesn't do anything (mill spells are quite mana expensive). I prefer to play my Shelldock Isle when I have 1 mana to spare; this also open up more room to actual cards for a better ratio between the cards you really need.

Shivalry on Competitive Modern Mill

1 month ago

Now that Darkness is back on my radar, I am likely going to drop Fatal Push. Currently, I had been cycling Dimir Aqueduct by playing it and picking it back up to trigger Hedron Crab and activate the Revolt on Fatal Push. It was quite satisfying. But with Darkness, I won't care about spot removal, since I can just Fog my opponent and mill him out. So I agree with Fatal Push.

I may give Shelldock Isle another go, but I played with it ALOT when I first brewed up my deck, and I hated everything about it. I felt like I was pitching 2 cards, often ones I wanted, and I hate that it comes into play tapped. If it was able to be tapped for mana immediately, I would be more inclined to put up with it. I feel much more like I'm driving the match with Ipnu Rivulet than on the back foot with Shelldock, especially on the draw. But perhaps, I will give it another shot.

Same with Visions of Beyond, I feel far to slow. I get greedy and it sits in my hand too late, until I panic on turn 3/4 because I don't have any action, and I cycle it digging for some, never benefiting from the full draw 3 effect. I played it as much as I played with Shelldock. Swapping it for Serum Visions has felt sooooo good. I love the scry. I can't say it enough. I love planning out my next 2 turns. I never feel bad about my timing when I play Serum Visions. I feel in control and on the offensive. Maybe I will try mixing them, two of each, but that might dilute the effectiveness. In any case, Serum Visions is currently my best turn 1 play, far and above Hedron Crab, and I don't lose anything for it. I don't miss a landfall trigger, and I keep him off the field and away from Fatal Push for at turn. Also, if I bring Shelldock back in, I can go land into Serum Visions turn one, then Hedron into Shelldock for the landfall trigger. Since it comes into play tapped, you don't lose anything.

However it plays out, I need to do much more testing. I am excited to play out Darkness though.

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