Underground Sea

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Underground Sea

Land — Island Swamp

(: Add or .)

KablamoBoom on What is Your Opinion of …

10 months ago

Used to think proxies were a form of cheating, and swore not to play with anybody who proxied. I first warmed up to them when a friend ran some for cards he owned, just, didn't want to bother re-sleeving every single game. Made sense.

I changed my tune overnight after playing someone whose turn1 was something like Underground Sea, Mana Crypt, Grim Monolith in a "casual game with jank". Bullshit. I realized then and there that it was about money. I had considered proxies cheating because it invalidated the money I had invested into cardboard. But I was never going to own a Mana Crypt, or anything over fifteen bucks for that matter. Limiting the cards I allowed myself to run, in a meta where someone could drop $1000 on turn 1...that's just pay to win. That's not the kind of Magic I want to play.

Printed off several pages of cards that same night.

Gleeock on What is Your Opinion of …

1 year ago

As Gidgetimer suddenly looks emaciated & bug-eyed, he/she sneaks out that OG Underground Sea, strokes it, & calls it "my precious"... :) -- in order to show us a complete 180 degrees from that awesome comment :)

Honestly though, I think stock concern stuff is mostly just corporate/investor swordplay going on. Even if Hasbro miraculously tanked, or shut down the MtG cash cow, then in the age of recycled ideas & reboots there would be another company popping up with the MtG property in short order to turn record profits after the game was "gone" - It would be one "last" reunion tour type of thing. How often do you hear that now? :)

Fluggleshmuggits on Cube Eternal

1 year ago

Changelog 12/10/22

Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair

IN

OUT

Metroid_Hybrid on At what point is a …

1 year ago

I have a Legacy Mono- Burn deck that doesn't use any Fetch-lands. Because of which, despite being completely foiled-out, all 75 cards cost less than a single copy of Underground Sea..

I call that "budget"..

Ardees on Gates? Nine Fingers Keene Competitive

1 year ago

If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.

Artifacts: you should be running at least Mox Diamond, Chrome Mox, Mana Crypt, Sol Ring, Arcane Signet, Mana Vault, Jeweled Lotus, maybe even Grim Monolith and Lion's Eye Diamond.,

Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.

Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy

Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).

Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit  Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.

Enchantments: a few staples in the current competitive meta: Rhystic Study, Mystic Remora, Sylvan Library, Burgeoning, Exploration, maybe Abundance and Necropotence

Removals: you could most definitely swap some of your removals for something better and more competitive, such as Force of Vigor, Nature's Claim, Abrupt Decay, Assassin's Trophy, and more.

Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.

If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.

Ardees on Ramses, First of the al-Ḥaššāšīn

1 year ago

andycampbellgg Thanks! This is the best way I could envision a Ramses deck being anywhere near highly optimized / competitive. Assassins tribal is just not powerful enough; most assassins are really not worth it. To fully upgrade this deck you'll still require Underground Sea and Timetwister, which you would swap for an Island and for Windfall. I'm running neither here as this is a deck a own in real life.

amarthaler on EDH Jorn, God of Winter

1 year ago

Update!

Out: 20 total cards! 1. Time of Ice, 2. Muldrotha, the Gravetide, 3. Iceberg Cancrix, 4. The Tarrasque, 5. Time of Ice, 6. Emergent Ultimatum, 7. Glittering Frost, 8. Boreal Outrider, 9. Faceless Haven, 10. Shimmerdrift Vale, 11. Avalanche Caller, 12. Frostwalk Bastion, 13. Coldsteel Heart, 14. Fabled Passage, 15. Opulent Palace, 16. Tropical Island, 17. Underground Sea, 18. Bayou, 19. Birds of Paradise, 20. Village Rites

In: 20 total cards! 1. Primal Rage, 2. Winged Boots, 3. Darksteel Plate, 4. Panglacial Wurm, 5. Sundial of the Infinite, 6. Diabolic Vision, 7. Inventors' Fair, 8. Thespian's Stage, 9. Boreal Centaur, 10. Hailstorm Valkyrie, 11. Druid Class, 12. Expedition Map, 13. Thing in the Ice  Flip, 14. Glorious Sunrise, and 2x Snow Forest, 3x Snow Island, 1x Snow Swamp

With this new design, we're looking to keep Jorn alive longer and deal more damage. There's also more ways to summon Marit Lage and pump up snow creatures. The mana base is smoothed out with more snow lands, and more card draw / ramp cards. Let me know what you think of the new brew!

TypicalTimmy on Well of Eternal Knowledge

2 years ago

Of course, the owner of Well of Eternal Knowledge is at a huge, massive, unparalleled advantage being in WUBRG because they have access to all colors and thus all spells available to them. Meanwhile, someone in Dimir or Naya or mono-white are at a serious disadvantage because they can not as easily cast spells other players have. However, with enough clever planning, you can cast another player's artifact that may open up colors for you, or play their lands which offer more mana options.

It would be significantly slower for players who use lesser amounts of colors, but it is doable. And the balance aspect comes from the other three players will likely team up Archenemy style against the owner / controller of Well of Eternal Knowledge for this very reason. And if a single card forces a 4-player deathmatch into a 3v1 war for survival, then I think the card can get away with such power.

For example, if a player draws their card for turn and thus must reveal the top card of their library, and it is an Indatha Triome, the next player could immediately play it, assuming the player who owns the Triome has already played their land(s) per turn. If in rotation the next player is Dimir and could really use access to the and the Triome offers, it's theirs for the taking. But perhaps that Dimir player actually wants to crack their Drowned Catacomb to search for an Underground Sea. They pass on the Indatha Triome. Then the next player can try their hand at it. If the next player needs it, they can have it.

Maybe one player has in their hand a Fellwar Stone. Perfect! This will open up all colors, basically.

Maybe someone reveals a Beast Within from their hand and another player decides OH HELL NO and immediately casts that targeting Well of Eternal Knowledge.

So the balance is there - you merely need to be clever about it.

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