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

Printings View all

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

willis1234 on Do you like fish stick?

2 days ago

Surgical Extraction is a good modern card by itself but it buffs your Cosi's Trickster too. Lord of Atlantis or other merfolk lords would be a good edition. Spreading Seas is good with Lord of Atlantis too.

Mandalorian on W/U Reflector

3 days ago

I think the Maneuver and Cloudshift are not necessary with 4 Restos and the addition of 4 Flickerwisp and/or Felidar Guardian. Then with 8+ flicker effects in creature slots, you wont need the spells to do it. Eldrazi Displacer is the best flicker creature if you can support the colorless cost.

Sun Titan

Angel of Invention

Wall of Omens

Spreading Seas

Mulldrifter

GeminiSpartanX on R\G land destruction

1 week ago

Hello! You commented on my deck RG Ponza, PPTQ WINNER!! the other day asking for advise, so here it goes!

Firstly, Ponza is a great deck, mostly because you can customize it to handle just about anything between good RG creatures and SB cards. Often you can use a variety of threats to win as long as your opponent can't develop their game plan in a timely manner due to your LD spells. That being said, I'm going to explain why certain builds and card choices have helped me be more competitive with the deck, and offer suggestions on how you can change your deck for a larger open meta.

The first thing I noticed in your list are the 2 MD Surgical Extractions. These slots are better as almost anything else. I know your idea is probably to use them as pseudo LD by exiling all of a certain type of fetchland from an opposing deck, but here it isn't worth the slots. Most people think that Ponza is a dedicated Land Destruction (LD) deck, but it really isn't. The LD is there simply to keep an opponent off-balance enough for you to land a large monster and beat down for the win. This is why all competitive lists run Blood Moon. Against an opponent that isn't mono-colored, Blood Moon will often slow them down enough that your huge threats can attack with impunity. So I'd look to replace the surgicals and a number of Molten Rains with a playset of Blood Moons as the first upgrade to the deck.

Once you do that, your mana needs to change. More basic forests and only 1 basic mountain along with your 8 fetches is the ideal for a Blood Moon deck. Almost every game you want a forest on turn 1 to play a mana dork or Utopia Sprawl. If you have blood moon, you want to always put your sprawl on a basic forest so it won't fall off if you play a moon and had a sprawl on a stomping ground for instance (since it wouldn't be a forest any longer). My list reflects a typical mana base for reference (although many people prefer to use 3 stomping grounds instead of 2 grounds and 1 Cinder Glade).

Now let's talk about your threats. You acknowledged that you see most lists run Stormbreath Dragon and Inferno Titan, and there is good reason for that. You want to make sure that your threats have an immediate impact on the board when you play them, or are otherwise incredibly hard to remove. Your choice of Predator Dragon isn't great since you really don't want to hamstring yourself by killing off your own mana dorks just for your opponent then Path your dragon and you've effectively 2-for-1'd or even 3-for-1'd yourself. Stormbreath Dragon's protection from white means that there are only a few commonly played removal spells in modern that are able to deal with it, and often they're not run as 4-ofs in the decks that use them (pretty much just Terminate and Dismember). A resolved Inferno Titan kills one or more of your opponent's creatures just for hitting the battlefield, or at the very least Lightning Bolts their face. I've won a few games just by getting my opponent low enough that the etb damage finished them off, or won under an Ensnaring Bridge thanks to that damage. Since you get that damage every time the titan attacks, he essentially swings in as a 9/6, with the ability to pump his attack so that often he gets in for 12 damage per attack if your opponent doesn't block. The titan is one of the fastest clocks to win the game, and affects the board in some way even if he gets removed. Other commonly good creatures in Ponza are Thragtusk and Obstinate Baloth since they gain life, have good bodies/abilities, and help shore up burn and other agro matchups.

Part 2 of your creature selection, is that you should include more big creatures to use. Right now your list only has 6 big threats to win with, and I think that number should be 10 or more. One of the ways this deck loses is by drawing too many LD spells and not finding a threat to close out the game with. Eventually your opponent will stick something and if you still haven't found a threat you'll have a tough time. I count Planeswalkers as threats, so if you look at my list I'm running 11 solid must-answer threats, with 2 Courser of Kruphix as support/card advantage slots. Some lists run Tireless Tracker in those slots, but I like how courser blocks better and gains life against agro and burn, and is naturally resistant to bolt. I also like how you don't need to sink additional mana into it to get the card advantage. To make space for the additional threats, I'd cut the remaining Molten Rains and the Boom/Busts. You don't need as high of a quantity of LD spells when you have Blood Moon, since moon often disables multiple lands at once. I recommend using a variety of threats from 3-6 converted mana cost so that you have options in games where you have trouble getting your 4th land or if your opponent kills your early mana creature. I'm testing out Carnage Tyrant myself, so that is a good one to keep in your 75 for now. If you do get the moons and make the changes to your LD spells that I suggested, then Goblin Dark-Dwellers becomes less good due to having fewer targets in most games and should be replaced with other threats.

Finally, on to your SB. You mentioned on my deck that you're still in the process of making it, which leads me to believe you may not be as familiar with what the good/bad matchups are. Affinity is a tough matchup, as is lantern control. For that reason, I would use Ancient Grudges over Destructive Revelrys. Since you're not a burn deck, the 2 damage from revelry doesn't matter as much, and being able to remove 2 artifacts with one card is great against the decks we want to beat. Mono-colored decks are also tough, with the worst being Merfolk since they present a fast clock and can disrupt our mana by putting Spreading Seas on whichever land we enchant with Utopia Sprawl. I run a single Choke in the SB just for them. Storm is also a tough matchup, so you'll need grave-hate on turns 1-2 to deal with them. Cage is good, but I like a split of both cage and Relic of Progenitus since relic is also good against Living End, which happens to be another bad matchup. Cage doesn't stop Living End decks, so I lean towards more relics for that reason. I also use a Scavenging Ooze in the SB for added utility/grave hate when I just want something for Snapcaster mage decks. Carnage Tyrant and more often Thrun, the Last Troll are used against control decks. Many people use Kitchen Finks against attrition decks like Jund or Death's Shadow, but I like Obstinate Baloth and Chameleon Colossus better since they are good main-deckable threats. I personally like Acidic Slime in the SB as a way to deal with enchantments, artifacts, and opposing large creatures (deathtouch). Any other SB slots are up to your discretion as to what you want to beat.

Well, I know I wrote a book here, but hopefully I explained some of the reasons why many lists look the way that they do. One way you could go with your list here is to make the Blood Moon change last, keeping the Molten Rains in place of them to allow you to use the dark-dwellers as threats until you make the change (since Moon just wins many games by itself). This is only if the list you currently have here is what you have irl. If you're buying cards for it, just start with the blood moon version since it's more viable in larger events. Good luck with Ponza!

Mandalorian on Get Down with the Slickness

1 week ago

There are some pretty cheap dual lands you can add here to make the deck more consistent-

Yavimaya Coast

Lumbering Falls

Temple of Mystery

Thornwood Falls

Looks like you already have Master of the Pearl Trident which is great. I suggest picking up Lord of Atlantis as well and then coupling it with Spreading Seas or Sea's Claim to mess with your opponent's mana and make your whole team unlblockable against non blue decks with islandwalk.

Cancel is quite bad and there are plenty of cheap upgrades you can choose from something simple as adding a scry with Dissolve or going more narrow and efficient with Spell Pierce, Unified Will, or Mana Leak

Typically Merfolk decks play Aether Vial to power out multiple cards a turn, but they are quite expensive so since you are running , I suggest Collected Company

Other good Merfolk options

Merrow Reejerey

Harbinger of the Tides

Silvergill Adept

Cursecatcher

xyr0s on U/W AS FORETOLD (opinions please)

1 week ago

Oh, is it a filtering card? I hadn't understood that at all. It's so cryptic, this card. Sry, I'm rude.

Anyway, no matter how good the flipped side is, modern is not a place where you spend turn 2 playing a card that reads: "1U, at the beginning of your next turns upkeep, scry 1." Pressure is much too high on the first turns, so anything that digs a couple of cards deep, replaces itself, and costs 1 mana is going to be played at much higher frequency than Search for Azcanta. It takes two turns, before it has filtered better than playing a Spreading Seas, provided that it shows you cards that you don't want both times. It takes 4 turns, before it has put more cards in your graveyard than Thought Scour. And you can find situations where you actively wish to play these two cards on turn 2, unlike Search for Azcanta which you'll almost never want at that point. Even Jace, Architect of Thought digs deeper, short-term (digs 3 cards in turn 4, when search has at best dug 2 cards deeper).

And personally, if I had to bring a scry 1 in the upkeep card, I would rather have Thassa, God of the Sea. Might not be every game a control deck would meet her devotion requirement, but on occasion it would happen - especially if any jace was in the deck, and maybe some Spreading Seas. By the way - notice how Thassa hasn't seen any play the last two years or so, since her time as an honorary merfolk ended? Filtering cards is not something in high demand in modern.

wonderboyrox on Drawing Calamari

1 week ago

How's it going, man? I am also fairly new to this site. Just finished uploading the last of my personal decks. I am a long time player of mtg however, and come here with 15+ years experience under my belt.

At first glance, I see two main issues. One is that you don't have enough draw power, and the second is that you literally have zero ways to protect your creatures. Here are the changes I would suggest:

-3 Abundance (Too mana intensive and does NOT count as card draw)

-3 Burgeoning (Doesn't flow well with the deck, imo)

-1 Hardened Scales (Only gives +1 counter/trigger)

-3 Spreading Seas (NO reason whatsoever for this to be in the deck, imo)

-2 Spellbook (Not enough constant draw to warrant)

-2 Venser's Journal (Not enough constant draw to warrant)

-2 Bloodspore Thrinax (Doesn't fit into the theme well enough)

-3 Champion of Lambholt (Costs too much mana, doesn't fit the theme)

-2 Island (New mana curve is not high enough to warrant 22 lands, imo)

+2 Horizon Chimera (Fits the theme, gives protection from flying threats)

+3 Betrayal

+4 Fate Transfer (Nice "Oh shit" card if creature is about to die, also synergizes with Hardened Scales.)

+4 Cartouche of Knowledge (Fits the theme, added evasion offers a win con)

+4 Mizzium Skin (A must-have source of protection)

+2 Lorescale Coatl

+2 Zameck Guildmage

Overall these changes would add a bit more consistency to the deck by increasing your # of playsets. It would increase the amount of protection you have from "kill cards", since you were previously at zero. And I beleive at the end of the day it would increase your card draw, (fitting the theme of the deck). I hope these suggestions help, let me know what you think!

BrandonJamesCAC on U/W AS FORETOLD (opinions please)

1 week ago

Yeah I'm not seeing how

Search for Azcanta relates to winning in this deck.

So for 2 mana, and 3 turns, you get a Thought Scour?

Being a control deck, your two drops need to be powerful.

Turn 2, I want to be putting a

Spreading Seas on a Tron land

Or Casting a Mana Leak on

Tarmogoyf.

And if I don't need to be doing either of those things, I want to be cantripping at my opponent end step.

It's an interesting concept but the decks you will struggle with, affinity, burn etc...

Don't care about

Restore Balance or if you have 13 cards in your hand from the unreliable Ancestral Vision

Remand on a suspend card is hilarious.

I'm not saying your idea is bad. I'm saying it won't work in a control deck in modern.

ToolmasterOfBrainerd on U/W AS FORETOLD (opinions please)

2 weeks ago

I think this deck lacks interaction. Search for Azcanta is really bad. Spreading Seas would be much better. But you should definitely have 4 Path to Exile and possibly even a Condemn or 2. Otherwise you risk getting overrun before you even get to play.

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