Sea of Clouds

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sea of Clouds

Land

This enters tapped unless you have two or more opponents.

: Add or .

theNeroTurtle on test

3 weeks ago

hello

theNeroTurtle on test

3 weeks ago

...

clayperce on Disobedient Catmander

2 months ago

Greetings! Noticed your Help tag, and request for some general feedback ...

Biggest advice I could give -- especially if you're aiming for Bracket 4 -- is to invest a bit in your manabase for sure, and maybe in some more mana acceleration/cost reduction effects.

With a 4-mana Commander who wants to be casting multiple 3-mana spells a turn, I'd recommend 38 Lands (with as few Tap Lands as possible), 12 mana acceleration effects (costing 2-mana or less, to help power out Y'shtola on Turn 3), and 4 cost reduction effects or slow mana sources (costing 3 mana or less, to help power out 2x spells a turn starting on Turn 4).

Some possible Lands (with more options over at Managathering.com):
- Fetchable Triome: Raffine's Tower
- MDFCs: Hengegate Pathway  Flip, Clearwater Pathway  Flip, Brightclimb Pathway  Flip, and maybe Waterlogged Teachings  Flip (not sure if it's worth it as the Land side enters Tapped)
- Missing Fetch Lands: Marsh Flats, Flooded Strand
- Missing Battlebond Lands: Sea of Clouds, Vault of Champions

Possible Fast Mana sources:
- Fellwar Stone
- Thought Vessel
- Mox Amber and Mana Vault (worth mentioning, even if they're too spendy)

Possible Cost Reducers/Slow Mana Sources:
- Lyse Hext
- Alisaie Leveilleur
- Grand Arbiter Augustin IV (I know he's 4 mana, but he's really good)
- Relic of Legends
- Bender's Waterskin

Good luck (and good skill!) with Y'shtola!
Cheers!

theNeroTurtle on Tidus, Artifact Star

5 months ago

I feel like you could make more effective land choices. Lands that enter tapped with an additional downside like Karoo or Rupture Spire could be replicable. At least I think so.

Here are a few suggestions. Duals that don’t enter tapped.

Skycloud Expanse – under a buck.

Sea of Clouds – a little over $10.

Nimbus Maze - $5.

Mystic Gate - $5.

Adarkar Wastes – Less than a buck. Shocks suck, but when pace matters it’s worth it.

Deserted Beach - $4. Great choice.

Floodfarm Verge - $15.

thefiresoflurve on Praetor Tribal

2 years ago

Drop your ramp spells Cultivate and friends, replace with Dimir Signet / Talisman of Dominance cycles of mana rocks. With your land base being what it is, you're a lot more likely to be able to cast artifacts.

Additionally, if you replace your ramp spells, there's no longer any reason to run basics and you can replace them with good duals like the Sea of Clouds cycle (commander simp card).

DemonDragonJ on ‘Tis But a Scratch!

2 years ago

"A scratch? Your arm is off!"

Seriously, however, this is a great deck, and it is nice to see that March of the Machines gave such great support to knights as a tribe.

I personally would recommend the shocklands (i.e., Hallowed Fountain, Godless Shrine, and Watery Grave) over the "bond lands" (i.e., Sea of Clouds, Morphic Pool, and Vault of Champions), since the shock lands are far more reliable than are the bond lands, and any deck that contains both black and white should easily be able afford to pay 2 life per land, in order for it to enter the battlefield untapped.

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