Retreat to Coralhelm

Retreat to Coralhelm

Enchantment

Landfall &mdash Whenever a land enters the battlefield under your control, choose one —

  • You may tap or untap target creature.
  • Scry 1. (Look at the top card of your library. You may put that card on the bottom or your library.)
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Legality

Format Legality
Block Constructed Legal
Limited Legal
Casual Legal
Tiny Leaders Legal
Commander / EDH Legal
1v1 Commander Legal
2019-10-04 Legal
Vintage Legal
Unformat Legal
Modern Legal
Canadian Highlander Legal
Leviathan Legal
Highlander Legal
Pioneer Legal
Oathbreaker Legal
Duel Commander Legal
Legacy Legal
Custom Legal

Retreat to Coralhelm occurrence in decks from the last year

Latest Decks as Commander

Retreat to Coralhelm Discussion

RadicalOink on

21 hours ago

I would suggest putting in more cards that allow you to play additional lands. Azusa, Lost but Seeking, or Exploration would be good fits. Also, there a lot of infinite combos that you could try and work with. One of my favorites is: Sakura-Tribe Scout plus Retreat to Coralhelm plus Storm Cauldron. You can play a land by tapping Sakura-Tribe Scout, get the landfall trigger and activate Retreat to Coralhelm to untap Sakura-Tribe Scout, then immediately tap that land for mana, and because of Storm Cauldron, it will get sent back to your hand. Then you can repeat this process to gain infinite mana. You can also use other cards with landfall triggers to get even more value out of this combo. Tatyova, Benthic Druid would gain you infinite life and draw your whole deck. Stick Jace, Wielder of Mysteries in there and you would just outright win the game. Overall, pretty solid, budget deck. +1 from me.

Fallerup on Reap the Tides Altered

1 week ago

Time Warp + Meloku the Clouded Mirror + Mystic Sanctuary = infinite turns and then you just win :) So if Time Warp isn't too expensive for you, that is something I would look to add. Mystic Sanctuary is cheap, it's just a land that returns a spell from the graveyard to the top of your library. how it works: With Meloku the Clouded Mirror on the battlefield and 5 available mana, cast the Time Warp. Put the Mystic Sanctuary into play and, with the trigger of Mystic Sanctuary's ability, put Time Warp on top of your library. Use the Mystic Sanctuary's mana to activate Meloku the Clouded Mirror's ability, returning Mystic Sanctuary to your hand and creating a token. Take the extra turn and repeat this process infinitely. you then have infinite flying 1/1 illusions that kill everyone. then you take one extra turn after you think you have enough. about 40.000 creatures should do it :) and then you kill everyone.
Another combo thats also good with landfall is Scaretiller and Retreat to Coralhelm. if you have creatures that let you put at least 2 lands into play each turn. you play Scaretiller with Retreat to Coralhelm on the field and then play your first land, tapping Scaretiller, triggering it, returning a fetchland from the graveyard to the field, this triggers Retreat to Coralhelm untapping Scaretiller, you can then fetch again and again and again, for as many lands as you want. Walking Atlas lets you put extra lands into play by tapping it. Wayward Swordtooth, Tatyova, Benthic Druid, Azuza, Lost but Seeking all do this. you just need one of them to pull this combo off and you can fetch all the lands out of your deck. If you are only running basic lands, you can make due with something like Prismatic Vista which fetches basic lands out of your deck for the cost of 1 life, which is negated by tatyova, since she gains you a life when you play a land. so you are neutral on life.
so these are all the cards I suggest you add to the deck: Mystic Sanctuary, Wayward Swordtooth, Tatyova, Benthic Druid, Time Warp, Azuza, Lost but Seeking, Walking Atlas, Scaretiller and fetches like Prismatic Vista, Terramorphic Expanse and Fabled Passage. If you have the money, all the dual lands that fetch blue and green are also good. But if you don't want to spend money on prismatic vista, the regular fetchlands like Terramorphic Expanse and Fabled Passage work too as I said, since you are also taking unlimited extra turns, the lands become untapped anyway.

none of them are expensive thanks to reprints. What you take out for all of this I'm not quite sure. But I think I would start with Jace. he doesn't look like a card that belongs here. he is good for milling. If milling is your plan, then I think this is the wrong commander. I can take a look through the list and suggest cuts if you like, but later :)

plakjekaas on Can This Turn-3 Infinite Landfall …

3 weeks ago

I'm playing a deck with possible infinite landfall combo's that has more pieces interacting with Retreat to Coralhelm, maybe not from turn 3, but still, redundancy is key in commander:

Oboro, Palace in the Clouds / Meloku the Clouded Mirror / Trade Routes / Living Twister can all return a land to hand for 1 mana

Walking Atlas / Llanowar Scout / Sakura-Tribe Scout / Skyshroud Ranger can then put the land back in play and trigger Retreat to Coralhelm to untap itself.

Lotus Cobra will help you make all the mana you need. Knight of the Reliquary + Retreat can put all your forests and plains into your graveyard for a big Splendid Reclamation. Tunneling Geopede / Spitfire Lagac will kill your opponents even if they'd play an Eldrazi Titan that shuffles back their graveyard. I'd also include a few ways to give haste to a creature, so you won't have to wait a turn before you can combo.

So the best tip I can give you with this combo: breach out to more colours than just Blue and White. Landfall decks just work best with Green included, because Green can get you a lot of lands into play, even when you're not going infinite. There's more landfall pieces in existence than alternatives to Retreat to Coralhelm, so that might improve the consistency of the deck, making it more enjoyable to play, even if you're having a hard time assembling the combo.

Unless you want to challenge yourself and make a Landfall deck without green. In that case I'm all for it and wish you the best of luck!

bjgivesbj on Can This Turn-3 Infinite Landfall …

3 weeks ago

Test Infinite Ghost Crab

Good Morning Community,

Today I began to play with a combo that I discovered accidentally as I was searching for U/W cards with exile effects. I stumbled upon Ruin Ghost, and an idea clicked that ideally finds turn one Ruin Crab, turn two, Ruin Ghost, and turn three Retreat to Coralhelm. If I'm not mistaken, Ruin Ghost can blink the same plains that was tapped for its ability, returning it to the battlefield untapped. when it returns to the battlefield, Retreat to Coralhelm should be able to untap Ruin Ghost, so that the user can rinse and repeat, while Ruin Crab passively mills multiple opponents. I've also added some other landfall cards that generate tokens such as Emeria Angel.

My main question is has this combo been found before? Nevermind, I'm sure the answer is yes, I just want to be let down easily.

I guess I'd like to know your thoughts on the efficiency of the deck. Should I add more removal? Counterspells? More card draw or cycling to find the combo pieces? Creature protection like Dive Down? Would you splash another color to get more value?

How would you feel if you played this deck against your friends? How would you feel if you had to play against this deck?

RhythmBeast on Siani & Eligeth

1 month ago

I just built these two together the other night, and I love seeing how other people get on similar ideas and brew like this. I ended up taking apart a sub-par Baral deck to build this, so there are a few differences and possible card ideas I thought you might consider. Isochron Scepter and Dramatic Reversal are always good for mono-blue decks that need to bring a lot of mana and have enough supporting artifacts. Thassa, God of the Sea has a passive scry ability and can give unblockability when needed. Talrand, Sky Summoner, Murmuring Mystic, and Docent of Perfection  Flip are great ways to build a flyer army from playing instants and sorceries. Eyes Everywhere, Sphinx of Foresight, and Retreat to Coralhelm have great passive scry abilities. I like the idea of tossing Psychic Impetus on an opponents creature for free draws on other turns, or just throw it on one of your own creatures. Finally, I think the only other cards I had that are notable are Spark Double and Jace, Wielder of Mysteries. I cut a lot of my more costly (mana-wise) one-time scry cards, and a few of my lower cost scry spells that don't do much on their own or arent gonna get great value sans the commanders.

Simerix on W/U Bunny Boi

1 month ago

Meh cards: Retreat to Coralhelm

Cards to consider adding: Aven Mindcensor, Jace's Erasure, Propaganda , Ghostly Prison, Windborn Muse, Solemn Simulacrum, Frantic Search, Ponder, The Magic Mirror, Psychic Corrosion, Jace Beleren, Reliquary Tower

Remember than milling people out is likely how you will win.

Definitely make sure to add more than just basic lands, otherwise, it'll be hard to cast things. Go to https://www.managathering.com/duallands/Azorius.html for other of the choices. Clicking the lands will take you to the TCG player page for the land

GingerHobbit2 on Slow and Steady Wins the Race

2 months ago

I would also consider running the bounce lands, i.e Simic Growth Chamber, as they are super good with him untapped. If you want to lean harder into this direction, you could go infinite with Sakura-Tribe Scout, Retreat to Coralhelm and two bounce lands, which are all good cards in the deck, regardless of going infinite :)

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