Spreading Seas

Legality

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
Zendikar (ZEN) Common

Combos Browse all

Spreading Seas

Enchantment — Aura

Enchant land

When Spreading Seas enters the battlefield, draw a card.

Enchanted land is an Island.

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Spreading Seas Discussion

clayperce on Snapcaster Rock

1 week ago

8vomit,
Long-time Ponza player here, following up on your thread.

As ToolmasterOfBrainerd said, it's going to be a REALLY tough match-up for you. I'm personally 70% (9-4 on matches) vs. various Sultai Control builds ... so the best plan may just be to hope you don't get matched up again :-)

At our heart, we're a tempo deck, using Land disruption to set our opponents back and early ramp to move us forward. So you'll want to prioritize ways to nerf our Land disruption and disrupt our early ramp for sure. Looking at your current 75 ...

Beyond your current 75 ...

  • Some Enchantment removal could be solid, for Utopia Sprawl and of course for Blood Moon. I like Seal of Primordium (since it works vs. Chalice of the Void when X=1), but there are a ton of solid options.
  • Spreading Seas could be REALLY good here. It's great against us early (on a Forest + Utopia Sprawl) and decent late (if we don't have a Blood Moon out is can sometimes be challenging to get double-red). And it's also superb on yourself when we have Blood Moon out.
  • Can your mana base afford to run 2x Forests? It's the first Basic I'd try to kill (to keep you off Goyf and Enchantment removal). I'm also going to do everything I can to keep you off BB (for Lili).

Post-board, we probably won't change much. Maybe 1-2x Relic of Progenitus if we saw or expect Goyf. Probably an Obstinate Baloth (if we've got one), for Lili. Watch out for Trinisphere though ... if we see a bunch of your big-mana spells (Kalitas, Tasigur, etc) they won't come in, but if Snap-Push created any issues for us in Game 1, expect Trin' (usually 3x) for sure.

Good luck, mate!

sylvannos on Azorius U/W Control on a ...

1 week ago

I'd cut each the following:

-1x Tablet of the Guilds (lifegain on its own is generally terrible)
-3x Prison Term (there's a lot of better options))
-1x Wall of Denial (again, better options are out there)
-1x Angel of Invention (doesn't dodge Lightning Bolt and you're not playing a lot of creatures. It's mana cost is too high to justify playing a creature without flash)
-1x Niblis of Frost (It dodges Fatal Push and Abrupt Decay, but not Lightning Bolt)
-3x Render Silent (there are cheaper Counterspells. 3 mana is a lot)
-1x AEtherling (you don't need a lot of win conditions)
-1x Azorius Guildmage (we need some room)
-2x Negate (again, need more room for some other stuff)

I'd add:

+1x Opt (you want 4 copies)
+2x Detention Sphere (general purpose removeal)
+2x Mana Leak (low mana Counterspell)
+1x Dispel (this is fills a role similar to Negate, except it costs less mana)
+1x Elspeth, Sun's Champion (this is the type of win condition you're probably looking for)
+1x Condemn (Death's Shadow really doesn't like this card)
+1x Logic Knot (it's a hard counter that's excellent to have later in the game)
+4x Spreading Seas (some decks simply won't be able to cast spells at all if you play this, especially Tron)
+1x Venser, Shaper Savant (this should just be in your main)

For your sideboard, I'd do:

1x Blessed Alliance (good catch-all card to handle a variety of decks)
1x Supreme Verdict (against Aggro, you'll want more sweepers)
2x Blind Obedience (this is a good choice against burn and you're already playing them)
2x Disenchant (you need instant speed artifact/enchantment removal)
2x Relic of Progenitus (graveyard hate)
1x Essence Scatter (good choice)
2x Negate (these are the ones that were main but get moved to the side. You bring them in against combo and control)
1x Dispel (against some decks you'll want 2, namely control decks)
1x Celestial Purge (beats Zoo, Burn, and Rock strategies)
2x Ceremonious Rejection (helps against Tron and Affinity)

After that, the main things you'll want are Cryptic Command, Snapcaster Mage, Celestial Colonnade, and Jace, Vryn's Prodigy  Flip (which you know). On the cheaper end of things, look to getting 3x more Serum Visions, Search for Azcanta  Flip, Jace, Architect of Thought, Stony Silence, Rest in Peace, Mindbreak Trap, and Wall of Omens.

You'll also want to improve your mana base, as that's probably the most important part of a control deck. Once you have 4x Flooded Strands, 4x Hallowed Fountain, and 4x Glacial Fortress, you can add in more utility lands, such as Field of Ruin and Ghost Quarter. Seachrome Coast is another great option.

I'd cut Evolving Wilds from your deck right away and add in 3x Plains and 1x Island. Port Town and Temple of Enlightenment are okay to have, but look to replace those with Glacial Fortress or the other lands I mentioned. You really don't want lands that always come into play tapped that aren't manlands. Otherwise, you'll die when you can't cast Supreme Verdict on turn 4 or Dispel + Negate on turn 3 when you're going second against burn.

miracleHat on The Government Can!

1 week ago

This deck would do better if you left Luminarch Ascension as your sole wincon. Eldrazi and titans are expensive. If they game has lasted long enough to get 6/10 mana you have already stabilized and are already winning. Ascension narrows the amount of time that it takes to win and forces your opponent to come up with an answer. On turn 6, instead of playing Sun Titan, you can (for example) create 3 4/4 flying angels to either provide defense of offense. This would also remove the need for clunky planeswalkers, the rest of your creatures, and Enchanted Evening for more removal (Path to Exile/Swords to Plowshares/Power Sink), better enchantments (Moat, Spreading Seas, and enchantments that draw cards), and mass removal (Wrath of God, Supreme Verdict).

The above suggestions are relatively easy to implement and will make this deck able to fight other strategies more quickly, clearly, and precisely.

APPLE01DOJ on Azorius Blue/White Control

2 weeks ago

Well they could side in Molten Rain or Choke or Blood Moon or any number of hate cards against you. That's what makes Negate valuable. Your job as the Control pilot is to know what you can and absolutely can't let get through. In addition Fatal Push, Spreading Seas, and Ghost Quarter are common MB cards. You're not going to be able to stop everything all the time, thus having multiple win conditions is important but your goal is not to out aggro the opponent but the long game. You want to prevent and neutralize threats until your opponent is out of outs and loses to a flying 4/4 or 3 1/1s. Some thing also to consider is that the majority of modern decks kill themselves through the long game.

With all that being said, one of the biggest threats against Control is opposing manlands such as Treetop Village or Raging Ravine. You can't counter these and they're immune to sorcery speed board whipes. You may want to add a few Ghost Quarter or Field of Ruin to your mana base.

kamarupa on Modern-Illusions

3 weeks ago

1xBuried Ruin can make your Vials tough to get rid of.

1xKira, Great Glass-Spinner (because it's legendary)

1xJace, Cunning Castaway?

Am I missing something, or is there almost no point to Spreading Seas, especially with a full set of Ghost Quarter? I think something like Imprisoned in the Moon, Pongify, Vapor Snag, or Void Snare or some other more direct means of disruption would be more useful.

ej133 on Seeking for Nirvana. UW

4 weeks ago

Awesome deck. I love UW Control builds.

Quick tip: you could try fitting 4 copies of Spreading Seas here. It's sooooo much value and in a field with so many 3-color decks in Modern right now, sometimes it's a game-winning card.

Enticer on Unblockable Merfolk copy

4 weeks ago

Thank you so much for doing this! I really appreciate it.

Merrow Commerce would go really well with my deck, as well as Kopala, Warden of Waves.

I don't think this deck needs all those removals and counter cards (such as 4Mana Leak and 4Echoing Truth), especially if I add in Kopala, Warden of Waves. I'm not sure that Opt would be that useful.

Spreading Seas is my version of Aquitect's Will, but Aquitect's Will is better. However, my parents are already mad at me for ordering so much, so if I have a slightly worse version of a card which both basically do the same thing, I'm going to stick with the old card.

Coat of Arms has great abilities, just like Vanquisher's Banner, I'm just worried about how much it costs. I don't really see a use for Quicksilver Fountain. Herald's Horn and Door of Destinies sound interesting.

Cold-Eyed Selkie sounds intriguing, except if I add it in I will get in trouble at my school, because the picture is to scary(I know, It's crazy).

I would like to have 3 instead of 2 Deeproot Waters, and more creatures to trigger its ability.

Also, do you think I should get rid of Navigator's Ruin?

Thanks so much for going to the trouble to do this!

-Enticer

Pal00ka on The River Wilds

1 month ago

What card(s) make both Spellbook or Reliquary Tower relevant? You only have cards that draw 1. That being said, where is your draw? Add instant draw spells (Pull from Tomorrow) in case counters are not needed and enchantments that want combat damage (Bident of Thassa).

Also, an advantage of merfolk is islandwalk, why aren't you taking advantage of that? Spreading Seas is the classic enabler and there's others, even a merfolk, to ensure your damage always gets through.

Because board wipes are more common than spot removal (generally) Kopala's "perk" isn't nearly as useful. You mentioned Ixalan in your description so I'd relook at Tishana or Zenana because both are far more impactful commanders.

If you wanted to stay mono-blue I'd suggest Azami, Lady of Scrolls and ensure all of your merfolk are also wizards (there's more than you'd think). I brewed a list for this idea and it seemed fun.

Just my 2c, hope something helps!

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