Enchantment — Aura
When Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.
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Spreading Seas Discussion
1 day ago
Spreading Seas have been invaluable. A lot of decks in Modern are mana hungry, and the top decks right now are non-blue. Death's Shadow plays very few actual lands and try to function off 2-3 for the whole game. Eldrazi Tron too. It's even incredibly strong against Burn and those are the top 3 decks right now. It's also important to have something on the board so that Felidar Guardian isn't just a 4 mana 1/4. However, I am certain that 3 is the correct number at the moment, not 4 like a lot of Saheeli lists.
The creature suite is something I've been tinkering with myself. I don't like Wall of Omens because against a lot of decks it just doesn't buy enough time, and against other decks it's just a 2 mana 0/4 draw a card, which does nothing against dedicated combo decks (Scapeshift, Ad Naus). I am not on Wall of Omens at the moment.
I am, however, testing a less All-In list with a grindier creature package, similar to the one you mentioned. Right now, I like having: 4 Felidar Guardian (half of the combo, must play 4), 4 Snapcaster Mage (best reason to be a control deck, must play 4), 1 Vendilion Clique (2 is too many, but good against opposing Control/Combo decks), and 2 Pia and Kiran Nalaar (great on an empty board, great when you're behind, synergy with Saheeli Rai and Felidar Guardian, protects Saheeli Rai in the air and on the ground). The instant/sorcery build also changed slightly, so let me know if you're interested in how else my build has evolved.
As for the counterspells, I also don't think Mana Leak or Condescend is where we want to be, nor should you be playing maindeck Negate. The main counterspells to consider for this build are: Remand, Spell Snare, Cryptic Command, or Dispel. I think you have a fundamental misunderstanding over the role of Remand. It's key role is not to protect the combo turn, but rather maintain tempo (keep the board clear, stop your opponent from casting cards, all while drawing deeper into your deck to find the combo). It also can be really strong in counter wars against opposing control decks by targeting your own spells. I also think Cryptic Command can be great in the more controlling lists, so I wouldn't count out Cryptic Command. Swan Song is completely unnecessary with what this deck is trying to do, so anytime you're considering Swan Song, consider Dispel instead.
Sleight of Hand is great in a completely dedicated combo deck where all cards are based around the combo (Storm, Ad Naus) but less powerful in a Control deck with a Combo win condition. Thanks for the suggestion though.
3 days ago
I have a streamlined version of the deck made Pauper Midnight Gond
+1 because your approach to reminds of twin in modern:
UR Twin: Straight forward combo with control to push through the hate.
RUG Twin: The deck beat people with never going infinite. Sometimes a Goyf and some threats in a game of attrition beat people.
Have you considered having a silver bullet package since you are running 4 Heliod's Pilgrim?
I see you are playing the Aura Gnarlid AKA Pauper Goyf for your deck. The deck seems spicy.
I advocate having 2-3 Spreading Seas in the SB. The disruption against tron and many decks can help. You can also just use it as tutor-able draw card.
Best of luck on the Midrange approach.
Is Mark of Fury a good card for the deck? Too Cute? Too Narrow?
[SIDENOTE] Midnight Presence Midrange works here because of Nylea's Presence and Presence of Gond. I would like to combo have a stronger presence in Pauper, even if it means putting a combo into a mid range shell a plan B. Pauper is currently defined by mid range creature battles and closing out a game or having the "I WIN" button is needed sometimes. At worst the combo is 8 cards for most builds (FOR YOURS: 11 cards w/ the tutors). You can effectively SB into a value shell, because untapping midnight guard is pseudo vigilance and in mid-range have one more threat to push a board stall.
4 days ago
In the future, please link all cards in your question. It makes it much easier for us to understand what's going on if we can see the cards involved. You can link cards by using double square brackets:
5 days ago
Mrow1987 I've ran Spreading Seas for the past year, and I'm play testing Aquitect's Will. I've found that mana blocking my opponent for two isn't as effective as the synergy I get from the Merfolk island maker (see Merrow Reejerey. Not to mention a lot of decks don't have counter removers but many do have enchantment hate. Thank you for your comment!
6 days ago
The deck looks solid. But I think that Spreading Seas is a must for an merfolk deck.
6 days ago
I prefer Aquitect's Will for three reasons, personally. The first is the obvious one, it's cheaper. The second is that it's a Merfolk spell and combos well with Merrow Reejerey. The third is that Spreading Seas is a lot easier to destroy than a Flood Counter. But, it is all down to preference, and you make some excellent points in the Sea's defense.
I'm actually working on a deck that's not quite a Merfolk deck, but has some splashed in. I would love some tips if you have the time! Oodles of Squids: 50 Squids Darker
6 days ago
Rayze_Darr Thank you for your input! I really appreciate it! However, the Aquitect's Will is much worse than Spreading Seas, Spreading seas changes their land into an island. So it disrupts their mana base. Where as Aquitect's will only add island to the lands types. So for example if they had a blood crypt out it would be a swamp and mountain, if you put aquitects will on it, it would become an island swamp mountain and tap for all 3 colors of mana where as if you put a spreading seas on it, it would become an island and it would only tap for blue mana. Also spreading seas shuts off Inkmoth Nexus and Blinkmoth Nexus where aquitects will does not. As to the counters I do run counterspells in my deck list. They are sideboard except one spell pierce main board mainly because countering creatures isnt where you want your game to be. Merfolk is a tempo matchup that doesnt care about creatures because you get island walk off of them and your creatures make each other really big. and the goal in merfolk is to tempo them off their game by locking them out of their mana fixings and protecting your own creatures to really pressure the opposing player into making bad plays and tempo them off the game. Remand Is a good tempo card and everybody has their own opinions on things but i see remand as more of a control card to tempo people off until you hit them with a hard counter. where as they're mostly going to be kill spelling your creatures so if you have remand it just alows them to have it back into their hand to either cast again immediately or cast again later on. which is why I prefer dispel. The reason for that is most matchups it is better to have 1 or two kill spells for whatever your opponent plays rather than counter spells, if you can give them an island more likely than not you just win because your things are unblockable with a lord and you come out much faster and harder than they do. The counterspells are mainboard just for the purpose of heavy removal matchups because they compliment your Kira, Great Glass-Spinner and protect your creatures because without your lords protected heavy removal matchups will just kill your board with singleton removal and you wont be able to do anything until they finally finish you off. Also in the case of cryptic command it is a good card and i can see the use of it in some places. but my opinion I like more of a tempo/aggro merfolk than a control merfolk. Also cryptic command floods your 4 drops which you dont want and the only 4 drop you really need is master of waves because it is basically your end game against most matchups. Again thats just my opinion and my take on the deck. I really do appreciate your input! It has given me some new ideas to play with and test out! Thank You! and if theres any decks of yours you'd like me to take a look at I'd love to!
6 days ago
I would replace Spreading Seas with Aquitect's Will, ends up doing the same thing for 1 mana less. You could also benefit from some Counters, myself personally being fond of Remand and Cryptic Command