Sea Gate Wreckage
: Add to your mana pool. ( represents colourless mana.)
, : Draw a card. Activate this ability only if you have no cards in hand.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Sea Gate Wreckage Discussion
5 months ago
1x Tangle Wire
1x Bolt Bend Is this ever reduced for your commander?
1x Taurean Mauler It's okay but sort of unnecessary. Can have an artifact dwarf instead.
1x Torbran, Thane of Red Fell Useless in your deck, replace with a 1 mana dwarf.
1x By Force
1x Wheel of Misfortune Really unreliable, especially if all 4 players still playing.
1x Akroma's Memorial You shouldn't win by combat.
1x Illusionist's Bracers One use of commander should be more than enough to win.
1x Dwarven Thaumaturgist His effect is irrelevent.
1x Mycosynth Lattice Mana fixing for opponents, how generous.
1x Rings of Brighthearth see Illusionist's Bracers above
1x Clock of Omens Primary wincon, and at instant speed.
1x Dwarven Grunt 1 mana dwarves
1x Dwarven Scorcher 1 mana dwarves
1x Dwarven Trader 1 mana dwarves
1x Enslaved Dwarf 1 mana dwarves
1x Liberated Dwarf 1 mana dwarves
1x Proteus Machine Artifact dwarf, slotted for consistency. Unnecessary really, can be replaced with whatever.
1x Feldon of the Third Path Can create an artifact dwarf or maybe pull out a dragon that was discarded/played if game went too long.
1x Possessed Portal Use if winning and clock of omens has been dealt with or you don't have an artifact dwarf.
1x Daretti, Scrap Savant Good for rummaging or returning an artifact, since you always have a treasure in play. Can be replaced with good card draw.
1x Mystic Forge 1/4 of deck is artifacts. Can also fix dead draws to a certain extent. Can be replaced with good card draw.
1x Herald's Horn Call dwarves every time. Can be replaced with good card draw.
1x Final Fortune Can win out of nowhere. Use only if you are certain you can win. Be careful, highly recommended only if opponents appear tapped out.
Other worthy mentions I don't feel like figuring out how to slot in right now:
Outpost Siege Solid red card draw.
Commune with Lava Playable red card advantage.
Maze of Ith Use this as a spell slot, not a land slot. Can untap your own dwarves, or be used defensively.
Scrying Sheets all your lands are snow for whatever reason, so could be okay if you have nothing else to cast in a turn.
Valakut, the Molten Pinnacle with all these mountains, why not?
Command Beacon In case people kill your 1 toughness commander too many times.
Darksteel Citadel More artifacts. ONLY PUT IF you don't have color problems.
Flamekin Village Not sure if haste is important enough, but something to consider.
Inventors' Fair gives you health, but more importantly can tutor an artifact.
Madblind Mountain If you end up with a lot of top deck shenanigans.
Labyrinth of Skophos If you're being attacked.
Kher Keep Chump blockers.
Shinka, the Bloodsoaked Keep Might help seem more intimidating early game?
Sequestered Stash Can return an artifact to your DECK, and then commander can grab it.
Sea Gate Wreckage If you run out of cards and have colorless mana sources.
Quicksand Can dissuade attackers
Nykthos, Shrine to Nyx Big mana
Myriad Landscape Ramp
Mouth of Ronom If you still have too many snow lands.
7 months ago
Personally I was looking for the fastest build possible. Izzet always feels like a glass cannon to me and the deck hurts after the opponent gets set up so I'm just looking for speed. Great top decks help if just about anything in the deck has huge potential to deal high damage. I threw in Experimental Frenzy in the side board as my late game play as I'm trying to avoid running too many later game cards such as Sram or Emry. There are a few builds though some even run Lurrus of the Dream-Den which seems explosive too. My card draw is Sea Gate Wreckage as I only want cards when I ran out and if I ran out I have the mana to spare. I just felt trying to go to late game wasn't the play but if I'm dragged into it I should be able to keep playing cheap stuff off the topdeck.
11 months ago
I've piloted a bunch of b/x discard over the years.
Lurrus/Kroxa/Unearth is a really nice package, but you will have some difficulty fueling the graveyard. I like the Bolt devil interaction, but it will need a little more to support it. Its worth looking at Cabal Therapist lists to see how other people were trying to make a similar package work.
Quick fix; Vilage rites is unlikely to give the card advantage you need. Swap for some draw/discard - Stitcher's Supplier or similar, so that you can lurrus it.
Longer fix; plan a sideboard. Rogue brews get a vast advantage from pre-sideboarding against the meta, and giving up bad matchups entirely with sideboard slots dedicated elsewhere. Discard likes maindeck Surgical Extraction to mess up key pieces of tron. Davriel, Rogue Shadowmage is good.You need to be exiling their graveyard regularly, so stuff like Elspeth's Nightmare is worth considering.
Mausoleum Secrets and a black 'answer' package could go a long way in this deck, and let you have a thinner sideboard spread.
Jund wants to get into a topdeck war just like you, the battle is keeping them off of value engines. That means surgicaling things before they reccur them, and keeping them off answers to affliction. Some cards like Sea Gate Wreckage can help, if you improve your manabase to support it. Specific hand pruning like Thoughtseize or its budget cousins will go a long way, letting you avoid their 2 for 1's. Exactly how you approach the matchup will depend on which flavour of jund - and as a rogue brew, you get the advantage of building just for them.
11 months ago
I think this deck could be extremely potent if you made a few changes - (entirely my opinion)
Play more lands (Yes it sounds ridiculous, but I honestly think 60 lands would be optimal, I'll explain why, ESPECIALLY ones that have built-in draw such as Sea Gate Wreckage)
Play wheels (i.e. cards like Wheel of Fate, preferably ones that make people draw to 7)
Profit because you will be able to make your opponents draw/discard their entire decks. You will be drawing 7 cards each time you wheel, drawing mostly lands. Then, you will need to put down any permanent to drop all of your lands from hand to field (assuming both commanders are out). This will regain the mana you just lost, if not more, assuming the other cards you drew help net you more mana and/or cards or you have cards like Nyxbloom Ancient or Lotus Cobra out. (Or, alternatively, you can use the artifacts you're producing for more mana.) Assuming you draw another wheel, or a way to recur them as mentioned above, you can continually repeat this until everyone else loses because you keep using Mirror of Fate and Restock so you don't lose. (I also recommend Rude Awakening.)
1 year ago
I always liked the idea of affinity/robots and tried splashing with with lots of colors. Between the mana issues and seeing so much value in colorless land ended up not splashing. This ended up not only being fun as hell, but so versatile and resilient that it's beating lots of competitive decks in testing.
The Ozolith is insane with modular creatures since it doubles their counters when they die.
SynergyBuild on None
1 year ago
For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!
(Nonbudget versions would be like Volrath's Stronghold)
Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.
1 year ago
Sorry for the double post but I can't edit the first.
I searched for the sentence "no cards in hand" and found some usefull things.
1 year ago
A few reasons I'm playing them.
Hangarback Walker is a solid creature that we can easily grow, casting on X = 1 is fine and 2 is average. When it dies we get the Thopters which pairs well with Tomb of the Spirit Dragon, especially wanted in any matchup with aggro decks and the blockers are great. It also can grow easy, you can block with it, activate it, try playing with it before you knock it!
Walking Ballista is always a good value creature, handy mana sink late game, can take out small things if needed.
When Ugin is in play they are free to cast for X = 1, with Mystic Forge they can be played off the top, and when Mystic Forge and Ugin are together in play the deck just goes onto the field, I'd say cut the Ballista if you don't have them, if you play with them dont go for massive amounts of counters from the cast, Hangarback is my preferred of the two in the deck, I'd put Spatial Contortion in place of Walking Ballista if your trying to play this asap.
In regards to the manabase try these:
- Blast Zone
- Sea Gate Wreckage
- Ruins of Oran-Rief
- Cryptic Caves
I'll post some different manabase and main ideas I'm working through them and if you want to see more I'll try to post it sooner :)