Shelldock Isle

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

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Set Rarity
Lorwyn 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

maxon on Milling M-m-m-milling

1 week 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.

Rhyno52 on Hedron Mill

2 weeks 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.

For the sake of the hedron crab you have to invest in Polluted Delta to have some more triggers available. Also Watery Grave is good. Shelldock Isle is an option.

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.

To get room for all those cards i would cut Fog Bank, Darkness, Crypt Incursion. You shoild also consider playing some removal like Fatal Push.

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.

K0rt on U/B Shadowborn, but with a Twist

1 month 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.

crosleydr on Oops, it went to your grave (Esper-Mill)

1 month 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.

Jewishman on Mono-blue Hyper mill

1 month 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.

Peisistratos on Competitive Modern Mill

2 months ago

Thanks for your comments and support Darkite and Sgt.Pickles! :)

Now on with the answears: Shriekhorn is a bad card but does what we need: being an extra mill spell, being a one mana play and so on; I've tried to cut it several times for anything else (like removals..) only for getting to the conclusion that I wrote (and I think that is a firm one): we cannot go lower than this in mill spell department because if we do so we really open ourselves to lose the game by ourselves; and we can afford to play extra mill spells only in the 1-mana slot. Thankfully it is effective enough, and I don't recommend touching it.

Your first 20 lands are practically untouchable. Fetid Pools would be the 21th. But at that point I would play Darkslick Shores because entering untapped (even if sometimes only) is more valuable than cycling at 2 mana half of the games you play against grindy decks.

Shelldock Isle despite entering tapped is astonishingly good: in order to win this deck need to cast around 5 big mill spells - those are Glimpse the Unthinkable, Breaking / Entering, Mind Funeral, Archive Trap, an early Mesmeric Orb possibly with fogs, an early Hedron Crab which survived late (Shriekhorn is not to be counted among them: it is mostly used to round up the count early, which is more important than defence or draw spells). Shelldock Isle entering tapped tally with the poverty in 1 mana early spells, and it is an important gear for casting one of the late mill spells (the first 4 ones of the list above - that is 16 cards!) so that it actually can be counted among them (so that we have a total of 7*4=28 big mill spells, 8 of which good only early and 4 of which good only late). In conclusion, it is too much important for our aim of winning on turn 5 to be cut.

And if with Shelldock Isle you don't hit a late mill spell you could choose a fog, which is equally good against aggro, or a Visions of Beyond which, even if it is always worse than the alternatives in this case, sometimes is still a worthy play even at 3 mana total.

Darkite on Competitive Modern Mill

2 months ago

Although I have to disagree with Shriekhorn (to an extent), and Shelldock Isle to me, feels more like a liability, I really love what you did here, as you clearly put a lot of work into making this guide. It helped give me a new perspective to my own mill deck as well. I used to run Darkness myself, I don't know why I cut it, probably because i was making room for white as a splash. I personally prefer running more pro-active means of protection, but darkness is probably more effective overall. Thanks for this amazing guide!

Peisistratos on Competitive Modern Mill

2 months ago

Hjaltrohir it doesn't seem to me that your removal plan can keep you alive long enough to net the small value those inefficient value cards can give you (Snapcaster Mage, Jace, Vryn's Prodigy  Flip..). Also, half of the removal suit is dead against the half of aggro decks, and against some creature decks they are useless overall; not to mention combo and control decks.

And in my deck (fog-plan against aggro) Snapcaster Mage, Jace, Vryn's Prodigy  Flip are so ineffient that they make fogs useless because they hinder you in trying to win the game the following turn: at that amount of mana (4 mana to net game-progressing value, for each of them) I'd be better casting two mill spells. And Mill is so slow that you will surely have 2 spare mill spells to play on turn 4. (That is also why Shriekhorn taking turns to do its work is not a real problem: later in the game we will cast our expensive spells still in hand).

The limits of any other removal suit makes turn-1 plays worthless aside from mill spells. I initially included Tome Scour for fast metagames, but then the meta slowed down and together with the great aboundance of discard spells made me want more powerful (and expensive) spells. Shriekhorn, on the other hand, is still worth it: it's a turn 1 play (which is more important that other turn-1 cards due to the previous considerations) which smooths your toil of getting good Visions of Beyond, Crypt Incursion and Shelldock Isle and makes your Mesmeric Orb better in that you can still play Mesmeric Orb AND get early Visions of Beyond, Crypt Incursion and Shelldock Isle without giving up the late-game power (if played early) of Mesmeric Orb. And, unlike Tome Scour, Shriekhorn is good with Set Adrift and can let you draw 3 from Visions of Beyond alongside a lone Archive Trap (13+1+6=20).

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