Tidehollow Sculler


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

Printings View all

Set Rarity
Modern Event Deck (MD1) Uncommon
Modern Masters (MMA) Uncommon
Shards of Alara (ALA) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Tidehollow Sculler

Artifact Creature — Zombie

When Tidehollow Sculler enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card.

When Tidehollow Sculler leaves the battlefield, return the exiled card to its owner's hand.

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Tidehollow Sculler Discussion

Darth_Savage on orzhov titans

21 hours ago

Modern is a fast format and your deck as it stands isn't doing anything much turn 1 or 2, you have too many 3 drops. When you are looking for synergy between the two titans a card like Binding Mummy which would work with both or Shadow Alley Denizen make sense. A card like Burglar Rat, will often times help your opponent, a lot of decks in modern want to discard cards. Griffin Guide and Mobilization don't do enough, they cost 3 mana and have very little impact on the board state. Attended Knight is more or less a worse Blade Splicer which is fair enough since one is rare and the other common, but still you have access to the entire Modern card pool. There is a similar issue with Crow of Dark Tidings Stitcher's Supplier is a better enabler for the graveyard and Wayward Servant or Tidehollow Sculler are better creatures.

In it's present form this deck might be ok on a slow casual table, but even then the mana cost balance is off, if you want to stay alive long enough to cast a Titan. At the very least balance the 1,2,3 drops so you have a better chance of something to do each turn, good luck and I hope this helps brew your deck.

Bionicle4320 on Teysa’s Orzhov

1 week ago

IMO Teysa Karlov is what makes Elenda, the Dusk Rose so good (Teysa effectively quadruples her tokens). I might switch to 2 elenda and 3 teysa, or cut a Hunted Witness to get 3 of both.

The major issue I see at this point is that there is no card draw. Athreos, God of Passage kind of fixes this if you get him early enough, but otherwise it can be a problem. To fix it, there should probably 2 Viscera Seer to filter some or just draw. Bankrupt in Blood is coming out in RNA, and it looks like a particularly good choice. Having both 4 Zulaport Cutthroat and 4 Blood Artist can make this wildly more consistent, but the only thing I could think to cut to add zulaports would be Dictate of Erebos, but that kills a lot of the flavor.

Sideboard is also important. Stony Silence, Dusk / Dawn, Tidehollow Sculler, Solemnity, and Disenchant are all good options.

I hope you're having fun refining the list!

ZorrosRage on CoCo Aristocrats

2 weeks ago

you can still use CoCo midrange just the backup of rally is too good. If you want a fun idea, but would require a different build. Can try tokens around Teysa Karlov. if i wanted to have fun with Teysa prob not competitive you could use Stitcher's Supplierstill. It mills 6. Also Tidehollow Sculler if you can play it and sac it you get them to remove 2 cards forever. Also double procs from your burn creatures could be fun. Don't forget creatures like Doomed Traveler are good cards that proc twice. If you want to play with the new Teysa try it without Elenda, the Dusk Rose and maybe 1x Athreos, God of Passage so your curve isnt so high and if you rally it wont cost as much

admiralackbar on

3 weeks ago

To get the double trigger on Tidehollow Sculler you would need to use an instant like Restoration Angel Cloudshift or Eldrazi Displacer. I think you should look at a eldrazi and taxes deck for some ideas. Flickerwisp would only work if you used Aether Vial to put it into play.

admiralackbar on

3 weeks ago

I think you should add some more cards with etd effects like Blade Splicer Flickerwisp Restoration Angel. Also Tidehollow Sculler works really well with Wasteland Strangler because they don't get the card back. Also if you bounce Tidehollow Sculler in response to him entering the battlefield you will exile two cards from their hand and they will only get one of them back because of the way that the stack works in mtg.

Pieguy396 on What happens to a kitesail ...

1 month ago

I believe the Duress stays in exile until the card that used to be a Kitesail Freebooter leaves the battlefield. This would be different if the Duress was exiled under a Tidehollow Sculler, because the return-the-card ability would never trigger.

Asder on Advertise your MODERN deck!

2 months ago

Eledain I think you should run more basics so that Field of Ruins don't end up being worse strip mines. I also think some focus on entering the battlefield stuff could give the deck some spice as you have a Tidehollow Sculler, Siege Rhino and Knight of Autumn. maybe something similar to Eldrazi and taxes to take advantage of Tidehollow Sculler exiling it. also, where are the Ghost Quarters? this deck definitely needs it. another thing that could be cool is Cat Jesus aka Leonin Arbiter to stop fetches and them searching for basics. something to watch out for if you do put it in is it is symmetrical so your Field of Ruin will cost 4. a version of Leonin Arbiter that isn't symmetrical is Aven Mindcensor

my deck is evil. feedback to make even more so is appreciated.

Lantern-Less Lantern

Modern Asder


solarbeam on Three Color Midrange/Life gain Deck

2 months ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

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