Tidehollow Sculler

Legality

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

Asder on Advertise your MODERN deck!

5 days 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

SCORE: 15 | 10 COMMENTS | 832 VIEWS | IN 6 FOLDERS


solarbeam on Three Color Midrange/Life gain Deck

1 week 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.

Driemer84 on Great Khan Punchy McStabbers

3 weeks ago

Definitely using this deck for my Alesha inspiration!

Have you considered Pia and Kiran Nalaar over Ponyback Brigade to lower the curve a bit? Also, Leonin Relic-Warder over Soltari Visionary or Duergar Hedge-Mage to pull the Fiend Hunter and Tidehollow Sculler trick on artifacts and enchantments?

I noticed in your write up you mentioned you were considering Wrath of God or Merciless Eviction. Have you considered Retribution of the Meek or Austere Command? Both of these give you a little more flexibility over what dies.

ZorrosRage on Athreos Aristocrats

3 weeks ago

Have to include Cartel Aristocrat just to keep the name :-D. Some others i would consider Stitcher's Supplier, Tidehollow Sculler

Blood Artist, and Zulaport Cutthroat are classics in aristocrat decks.

An MVP for a deck like this is also Rally the Ancestors you can easily kill people with it if blood artist or zulaport cuttthroat is in the grave

DrukenReaps on Rule #2: The Double Tap v2.0

1 month ago

Well at this point most of the good ideas might be taken but from a more casual perspective here are some possible inclusions: Lord of the Accursed, Vengeful Dead, Binding Mummy, Forgotten Creation, Corpse Harvester, Noxious Ghoul. I especially like Noxious Ghoul with Endless Ranks of the Dead or Liliana, the Last Hope's emblem.

As for potential cuts I think your weakest cards are Tidehollow Sculler, Stitcher Geralf, Gisa and Geralf, and Reconnaissance. Each certainly has solid uses but without having played the deck or gone against it these seem to be the smallest effects. I hesitate to mention Zulaport Cutthroat and Blood Artist for cuts because they win me games often but zombies have at least 3 similar effects in the tribe. Those effects being on a zombie vs not one a zombie is something to consider.

The list already looks awesome... Great job putting this together!

TearsInRain23 on Rule #2: The Double Tap v2.0

1 month ago

I am jealous of this deck as I want to run Varina so badly but own very little to support an esper deck. I'm loving this build. You need to cut three cards still so here are my suggestions.

Sanguine Bond: Expensive play that does not interact with your commander. It may seem nice to have with all the lifelink potential but it will likely reveal itself to be slow and inefficient as you'll likely kill with your army horde before drawing this or making a big difference.

Cleansing Meditation: Honestly I would of picked Austere Command. Is this a meta considerate inclusion? You only run a 12 enchantments, which is a lot but not enough for this card to be here.

Liliana, the Last Hope: I love this card. I've ran it in my commander decks of the past. It is a great card.. in 60 card decks. I find it to be very underwhelming for what it does in commander especially if you're goal is to get to the ult. The minus ability is good but you could do better in a running Liliana, Death's Majesty instead.

Tidehollow Sculler: I could see this making an impact in 1v1 commander but a rather unremarkable pick for multiplayer which could do more harm than good with unnecessary hate coming your way.

Nantuko Husk: Underwhelming unless in 1v1 and you make it unblockable. Mostly because if you pump it up a lot you could potenital self sabotage yourself since it wont even stay in play.

Hope those suggestions were of some help, I'm sure you have reasons they're there I don't see and I don't know your playgroup to know why you have it as you have. My only other concern is the lack of focus in the mill department. It would make sense to have an all in deck with zombies but it seems like an part in mill, part in tribal, part in lifegain, part in creatures dying so these pieces on their own look to be disjointed. I'd be interested in hearing how it runs.

EDIT: I also wanted to note your color wheel shows you will be thirsting for black mana and have an excess of white mana with little to put it towards. Has this caused any problems?

Saljen on Undead Esper Army

1 month ago

Tidehollow Sculler and Wayward Servant are really the only benefits you're getting from White. When I saw Varina I thought I might look into splashing White into my U/B Zombie deck, but I honestly don't think it's worth it. I'd rather just stick with The Scarab God to get my combos out more easily.

Sparky41 on Zombies

1 month ago

As someone who put together a modern zombies list, I'd say it's a bit of a meta call. By that I mean in a vacuum it may not be the "best" option, especially not against fast combo (although that could be mitigated by maindeck discard and/or splashing white for Tidehollow Sculler) or unfair aggro decks like bridgevine. But I play it as a fun and original choice that just so happens to be a sweet foil to all of the attrition-style decks played at my FNM. The selling point of Zombies is that they are recursive, so they play out like slower merfolk, but also have enough card advantage to keep up with any UWx control deck, any GBx midrange deck, Grixis Death's Shadow, Mardu Pyromancer, the list goes on. Notice the comparison to merfolk, as I feel the best build of zombies looks quite a lot like thetanman91's list, but includes lands that almost always come in untapped (fetch, shock, fastlands, basics), and also mutavault and aether vial to provide the aggressive pressuring stance any creature deck in modern should provide. My personal color splash choice is green, which is for maindeck Lotleth Troll and sideboard abrupt decay/maelstrom pulse, though blue and white each have their merits. The coolest thing about the deck is that you can tune the numbers of your specific zombies to face the kinds of decks you expect to see-add more lords (especially Death Baron) if your meta is heavy on humans, CoCo, or other creature decks; add more value zombies like Relentless Dead or Cryptbreaker if you expect midrange; add interactive zombies if you expect combo, like the aforementioned Tidehollow Sculler or my personal favorite, a few copies of collective brutality, which synergizes quite well with Dread Wanderer and Gravecrawler. And that isn't even covering the untapped potential of the new cards like Assassin's Trophy when they come out!

The most important thing to remember-never write a deck or archetype off as unplayable in modern, there are always ways to make decks viable. Such is the fun of a wide open format.

:)

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