Unknown Shores


Format Legality
Pre-release Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Block Constructed Legal
Standard Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal

Printings View all

Set Rarity
Ixalan (XLN) Common
Oath of the Gatewatch (OGW) Common
Theros (THS) Common

Combos Browse all

Unknown Shores


: Add to your mana pool.

, : Add one mana of any color to your mana pool.

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Unknown Shores Discussion

kahuna_ on Pirates Ahoy

1 week ago

Thanks! I was wondering what to cut out myself since it is a little creature heavy. Should I put some Unknown Shores in or what?


2 weeks ago

Also, I should say, I do use sac outlets. I use them in my lands. The purpose is that there is an inherent limit to how many times I get to use that effect in a turn cycle. This allows me to use it when necessary without the temptation to make a nuisance out of it.

I find that strikes the right balance for me personally. This approach really allows a card like Deserted Temple to shine, as it can be either a sacrifice outlet, such as with Phyrexian Tower, or an untap effect as with Minamo, School at Water's Edge, a mana generator as in with Gaea's Cradle, color fixing working like an Unknown Shores by untapping a Command Tower, token generator with Kher Keep or pump effect with Gavony Township.

It is all these things in one and at the same time it doesn't take up a spell slot in my deck.

So in addition to setting limits that are appropriate for my playgroup, the absence of a traditional sac outlet opens up a deeper reserve of spell options that might otherwise miss the cut in the 99 while at the same time adding the flexibility of spells into my mana base.

It makes for a perfect blend, or balance if you will, of the cost for its effect.

Rather than a game state devolving into auto-win mode, it instead rewards the player for proper threat assesment and the timiliness of one's limited interaction, which stands in contrast to the built-in limitlessness of infinite combos. :)

Captain_Howel on Pauper Mana Fixing

1 month ago

One thing is missing from Other: alongside Shimmering Grotto and Unknown Shores should be their third sibling, Painted Bluffs.

Gim on Jurassic Classic R/G/W

1 month ago

Personally, I would set my early game up to ramp into big Dinos. I'm talking full playsets of Kinjalli's Caller, Drover of the Mighty, and some Otepec Huntmaster and Thunderherd Migration.

And those big Dinos being full playsets Ripjaw Raptor, Regisaur Alpha, and Carnage Tyrant with stuff like Reckless Rage and Savage Stomp being good removal. Ghalta, Primal Hunger and Gishath, Sun's Avatar are also good choices.

For your mana base, things like Painted Bluffs and Unknown Shores are purely awful when you have cards like Unclaimed Territory, Inspiring Vantage, Rootbound Crag, and Sunpetal Grove that mana fix far more efficiently.

Argy on Purple Pirates seaking their destiny

1 month ago

With your land, I would toss Unknown Shores. While it's sort of OK in the late game, it puts you a turn behind the curve in your early game.

In its place I would put Spirebluff Canal.

If you are game you could take out a Mountain and an Island and add two Highland Lake. Don't do this if you want the deck to be Aggro.

While Auras work well in Sealed (like prerelease), they are generally not seen as good for Standard. That's because you get "two for oned" with them.

All an Opponent needs to do is play one card, such as Never / Return, and they will get rid of two of your cards - the Creature and the Aura attached to it.

Your Aura is a little bit different, in that it also gives your Creature Haste, so you get value out of it right away.

I would still consider dropping it, in favour of cards to disrupt your Opponent.

You need ways to stop your Opponent from getting away with their game plan. In you have excellent ways of doing this with counterspells.

Instead of your Auras I believe you would be better off packing some of these. Disallow if you can afford it, Admiral's Order for a cheaper version, or Cancel if your budget is tight.

These spells can also be used to protect your Pirates, if need be.

Your field is lacking a "bomb". One of the best ones in your colours is either the new Rekindling Phoenix (expensive), or the one I prefer, Glorybringer (also expensive). I prefer Glorybringer due to its initial Haste, and how it hurts Opponent Creatures.

They aren't Pirates but they bring their own value, and you need that.

The reason they are expensive is because they work. Not much way around that, I'm afraid. People pay more for the best cards.

You will need a Sideboard if you want to play this at a tournament like FNM.

Something like this might work:

3x Essence Scatter - stop your Opponent from casting an annoying Creature

2x Lightning Strike - extras to get rid of key Creatures

3x Magma Spray - if they have Creatures like Adorned Pouncer that can be returned from the Graveyard

3x Mutiny - get large Opponent Creatures to kill each other

4x Negate - stop Planeswalker spells, or spells that kill your Creatures

Hope that helps.

Playtest your deck a LOT. You can find good decks to test against here:
Ixalan decks to test against

If you make changes, and want me to take another look, tag me in these Comments.

Good luck!

ZVCKK on Purple Pirates seaking their destiny

1 month ago

My first question in an effort to help would be:What is your budget?Because that will drastically change what cards can be included in your deck.You are knew, so you probably don't want to spend all that much...but I assume nothing.Personally I like the challenge of a dirt cheap deck and work towards a cap of$25 USD.However most people in the MTG community consider anything below $100 "budget".

My second question is what do you want the deck to "do".Some decks work off of a specific card combo or mechanic - yours does not - which is fineBut you can still be more specific than red/blue pirates

Red can involve aggressive creatures, handy buffs or burn damageBlue can work around countering, bouncing, pacifying, tapping. and those are just forms of control.

Looking at your deck, you have a large number of cards getting you treasure-mana, but not a whole lot that uses all of that mana.

I would recommend removing Prosperous Pirates Sailor of Means Pirate's Prize

Get rid of Siren Lookout and find more Storm Fleet Aerialist

Get rid of Unknown Shores and instead use R/U lands such as Swiftwater Cliffs

consider replacing Swashbuckling with something like Madcap Skills or Hammerhand - madcap is a personal favorite, hammer hand gives you haste if you still want haste.

Sure Strike is good, but chances are you could do the same thing with a Shockthat is: killing the creature and leaving your's alive in a combat scenario.

3 mana is not worth having +2/+1 in my opinion. Probably don't bother with an equipment and go for an enchantment. or a buff instantthey are obviously less permanent and flexible, but they will do more damage/ give more power.

lastly I would suggest that you look for some blue instants. Because you don't have any really.Depending on what you want to do, either go for something like Claustrophobia so that you have a way of dealing with an opponent's 10/10, because your deck currently cant handle big creatures.

or go for a counter card. I know you have the siren for countering, but it can be targeted and killed. Counter-instants are a lot harder to deal with.

Keep in mind that I have a specific style of deck that I usually default toI tend to build aggressive decks.You may not want something of this style.That is something you will discover as you get more into mtg.

Blo on First ever MTG deck by ...

1 month ago

So requirements:
- Blue/Red/X splash
- Pirate themed deck
- Standard legal

Then there's some stuff to consider. Looking at your deck you have a lot of singles instead of a playset (4), which would increase the deck stability a lot. This is due to the nature of you being new, which is no problem at all. With the deck you currently have, you lack focus. As far as pirate decks go, you could consider pure aggro, a tempo based deck or a more midrange controlling deck. (see spoiler)
Aggro (aggresive) tends to curve out arround 4, with the majority of your cards being less than 4 mana. Decks such as Ramunap red are a prime example of it.
Tempo is an aggresive deck, but looking to bounce/kill/counter any impactfull plays of the opponent, and push damage through since you have a board and they don't.
A more controlling deck would run more higher drops and more counters or things such as River's Rebuke, Hour of Devastation and a few beaters with impact such as Torrential Gearhulk. As far as investment goes, I think control would cost you the most, and you'd be better of adding a bunch of black cards to the deck. So, I will continue with some more aggresive tips.

Some general tips though:
- Try to increase your copies per card and reduce the ammount of different cards.
- You don't really need copies of Unknown Shores, your mana base is good without it. The other land, Unclaimed Territory is great though, and you should try to get 4 in a tribal deck.
- Cards like Spirebluff Canal or even Highland Lake will improve your mana base, and running 4 tap lands won't hurt your deck most of the time. It's worth considering.
- Lookout's Dispersal is a good counter in pirates. It should cost 2 mana most of the time and is a hard counter most of the time.
- Hostage Taker is probably worth splashing for as you continue to play.
- Dreamcaller Siren probably has a place in your deck and isn't too expensive. You can use it to push through damage or tap their creatures before they attack. Either way, great tempo.
- Cards like Abrade serve multiple purposes and are great to sideboard in when you need it, or even play mainboard. - You need some removal. Fiery Cannonade will only hit their board and is great versus vampires or merfolk most of the time. Lightning Strike is just solid.
- Captivating Crew is also great in the sideboard, and a fun card to play.

Aggresive tips:
- Angrath's Marauders as fun as it may be, won't have a place in an aggresive version of the deck. The same holds true for cards such as Prosperous Pirates or Pirate's Prize.
- The raid mechanic is great! since you're attacking often and early you will almost always enable raid to gain benefit. This means that cards such as Chart a Course will outperform Pirate's Prize and Storm Fleet Aerialist will outperform Prosperous Pirates
- cards like Daring Saboteur are great, they are aggresive, can be unblockable and can draw you the cards you need in that match up.
- Warsail Marauder, Storm Fleet Sprinter and Marauding Looter are possible inclusions. The first one is great and very good in any aggresive deck. The last one gives you extra card filtering, to draw what you need.

So rather than giving you suggestions and make your deck, I gave some possibilities and hopefully you will enjoy the search to a more cohesive deck. Deckbuilding is something I enjoy a lot, so I dislike giving a decklist to copy ;).
Good luck and welcome to the game!

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justinspruiell on Novelty

1 month ago

I'm not sure what your goal for this deck is. Knowing what you want the deck to do and how you want to win is key for suggestions.

5 color mana bases are harder so color fixing may be more important Command Tower Unknown Shores and Manalith. But with your artifact theme you may not be concerned with colors.

Like I said I'm not sure your goal but some cards caught my eye and I would remove Universal Solvent Jinxed Idol Jinxed Choker and your changelings. I think there are much better options for all these cards available.

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