Spreading Seas


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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

APPLE01DOJ on Mono Blue Control - Annihilation -

1 week ago

Never tried Logic Knot in this deck but I've been unhappy with it in other decks. It's one of those cards that can be dead a lot of the time and you wish you drew anything else.

Never actually played Disrupting Shoal in any deck but I'm not the biggest fan of cards that don't function independently.

I really don't think this deck needs more counters but if I was going to add some it would probably be 2x Cryptic Command.

If you're just looking for something to put in over Spreading Seas, I'd suggest Snapcaster Mage, Nimble Obstructionist, Vendilion Clique, more Cyclonic Rift, Think Twice, Squelch or Tempest Djinn.

Gattison on TappedOut

3 weeks ago

I think -2 Toils of Night and Day, -1 Spreading Seas (or something like that) and at least +3 Psychic Venom could help.

Opt could be another cheap option for more draw (beyond the obvious crap like Preordain).

Oh and maybe Echoing Truth for the sideboard against weenies. And something to combat aura hexproof and protection and stuff like that.

I like the idea too, so I hope some of that helps. Let me know how it performs. =)

Chasmolinker on Rug Burn

4 weeks ago

I'm not a fan of CoCo in this deck because the chances of missing are too great. With only 12 creatures and a more reactive spell package, it doesn't fit for me. I do like Spreading Seas however, as it stalls and cantrips in one package.

Flooremoji on Rug Burn

4 weeks ago

How do you feel about CC in this build? Also is Spreading Seas working for you? You do have alot of two-drops. Still great deck. +1 for the name.

DiverDown on Mono Blue Modern Merfolk

4 weeks ago

You can cut 4 Islands. 20 lands is the max you need for Merfolk in Modern. You'll also want to grab a playset of Aether Vial asap to really make the deck as powerful as it is in competitive Modern, but if you're playing casually it'll be fine. For now, cut those 4 Islands, and add a Cursecatcher, Silvergill Adept, Spreading Seas, and probably a Dismember for removal and your deck will be looking pretty good. I recently retired my Merfolk deck after playing it for about four or five years now because my playgroup only plays Commander now. If you need any tips at all, feel free to tag me here. I'm your guy.

APPLE01DOJ on Control Freak

1 month ago

I've been playing Mono Blue Control for several years and I strongly suggest more cantrips and better counters. I'd also advise 1-2 Cyclonic Rift in 75 as a catch all.

Cards like Rune Snag and Mana Leak while they have their limits are generally better than all the situational counters like Spell Snare, Stubborn Denial, and Condescend.

Cards like Serum Visions and Opt are cheap ways to dig through your deck for answers and assure you hit your land drops.

A Spreading Seas play set should be in the 75.

ArchonBlue on Miracles U/W Control

1 month ago

Hey everyone! I've been playing U/W Control with a Gideon tribal theme for awhile and now I want to try the Miracles version. This is the list I came up with. I noticed a lot of decks run Opt over Serum Visions, but to me Serum Visions seems better because it can set you up for a Miracle'd Terminus which is what makes the deck so good. I also threw in Entreat the Angels, and then left he sideboard the same. For reference, here's both decks so you can see the changes I made.

Gideon U/W Control vs. Miracles U/W Control

I'm also wondering if I should run Damping Sphere in the sideboard to hate on Tron since the Miracles version doesn't run Spreading Seas, although I did add a Ghost Quarter for that reason in place of the 5th fetchland.

raskolnikov93 on Pattern Recognition #91 - Mana ...

1 month ago

An article on mana denial and no mention of Blood Moon, which restricts both the amount and type of mana nonbasics can produce?

Alpine Moon and Blood Sun also deserve a nod as producing mana isn't the only worthwhile thing lands do, and these are effective in shutting off those abilities.

My absolute favorite land destruction spell also wasn't mentioned: Mwonvuli Acid-Moss.

Finally it seems odd to talk about mana denial without mentioning the auras that turn your opponent's lands into Islands like Spreading Seas, which restrict color and type and also support an islandwalk game plan.

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