Seal Away

Seal Away

Enchantment

Flash

When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.

Latest Decks as Commander

Seal Away Discussion

Balaam__ on

1 week ago

I like the core structure of what you’ve built here. Initial thoughts would be a need for more control; most spirit decks run things like Skyclave Apparition or Spell Queller—creatures that in and of themselves really have an impact on the board as they enter. Those cards are significantly costlier than the individual card budget you’ve allotted, though. If they’re not an option, I’d recommend leaning more heavily into true control spells. Counterspell would perform better than Dissipate, but if that’s slightly out of range then I’d recommend Mana Leak and Spell Pierce. Seal Away is a cheap alternative to On Thin Ice or Path to Exile and works well enough.

Also, while dual lands (i.e. Hallowed Fountain) would be ideal, they’re exorbitantly expensive. Tranquil Cove suffices as a thrifty alternative.

TheRheX on Alela's Air Force Squadron (flying matters)

4 months ago

Did you have a chance to test Inkshield yet?

I'd also like to know how the following cards perform in your deck:

What do you think about Estrid's Invocation in your deck? I don' play it myself since it can be a dead card and i don't have too many great targets but for you it might be a good way to regain the Monarch by targeting Court of Grace (would you get a 4/4 instead of a 1/1 if you stack it correctly?). Also, if you target a commander when you copy Seal Away / Grasp of Fate / Oubliette / Conclave Tribunal it works like repeatable removal since they will most likely choose to put their commanders in the command zone.

Yeti_Confetti on Eldrazi Exile

6 months ago

Some cards I've found that you may want to consider: Seal Away is low CMC and has flash for a surprise when they swing, Cast Out comes with cycling to help you draw if you really need it, Brain Maggot has a small body but can grab anything nonland from their hand, Baffling End may be better than silkwrap depending on what creatures you're up against normally. Dire Tactics / Anguished Unmaking are unconditional creature removal, at the cost of some life. Maybe even Bane of Bala Ged for fun. Finally Warping Wail has some flexibility that you may find useful.

I personally would drop Grip of Desolation . For 6 mana you'll want to be doing more than what it offers, could play two or three spells instead even. Maybe add more copies of Utter End in its place, or Vraska's Contempt can hit 'walkers and creatures, and the two life is a nice touch.

I hope you find this helpful, neat deck and best of luck with it!

TriusMalarky on Felidae Cult

10 months ago

9-lives In 60-card formats, you can just run 4-8 removal spells. Literally. You don't need obscure, bad Fogs, Tormod's Crypts and funky Naturalizes to deal with what most decks are doing.

4x Prison Realm would be fine.

I think you're a little confused when it comes to interaction -- what I've gotten from "you want to answer each threat with a good card for it" in the context of that post is that you're trying to wield silver bullets against specific archetypes -- and the archetypes you're trying to fight are really weird ones.

See, for the most part, you won't need to fight Graveyards, Artifacts or Enchantments, and you rarely need Fog effects or ways to make your creatures indestructible unless you're playing against very specific decks. Most of the time, you could run 4 Prison Realm and be totally fine. In fact, I recommend something like Prison Realm or Seal Away as removal to deal with whatever your opponent is doing. I always run at least 4-ish interaction maindeck in 60-card.

Also, you're confused on when and why you want hate cards against specific decks. Very few decks are actually going to be using artifacts or enchantments in a way that you're scared of them. And the ones that do, especially in Pioneer, are easily taken care of by Felidar Sovereign.

Graveyard decks are easily taken care of with Tormod's Crypt.

On drawing what you need.... just run enough. There's enough good creatures that you can win, there's enough white removal that you can draw it in time. Tutors are really only good when they draw you multiple cards or tutor up a combo piece. They're just slow and a bit clunky.

I mean, unless you have 3+ mana, are using cards like Swords to Plowshares and Path to Exile, and tutor stuff up with Demonic Tutor... which still sucks in most formats.... you're spending too much mana for too little cost.

Oloro_Magic on Walking the Eternities

1 year ago

It's coming a long nicely, there is still some work to be done though, I'd cut both Kasmina, Enigmatic Mentor and The Wanderer for wrath effects, ideally Supreme Verdict but there are other options such as Settle the Wreckage. Both the aforementioned walkers are very low impact and not particularly relevant ability wise, in other words, they are never going to be cards you are happy about drawing really.

I'm also not sold on a full playset of Quench that feels like it will just come back to hurt you as the game goes into the deeper turns you are more or less designed to dominate in. Instead, while I could see playing a single copy of quench I'd like some form of spot removal: Glass Casket, Declaration in Stone, Seal Away, Stasis Snare, Baffling End, and Detention Sphere all strike me as viable options here.

Finally, the mana needs to be re-worked, yes you are a jeskai deck primarily, but the most important thing you can do turn one in this deck is play Oath of Nissa, as such you want to be able to have access to green mana turn one. Ideally that will take the form of Breeding Pool and Temple Garden but that isn't very budget friendly. Instead, simply adding some basic forests to the deck will go a long way to better equipping the deck to succeed in the long game. With that in mind you may also want to find room for Fabled Passage if you have access to it as some form of mana fixing. Finally I'd cut a plains for a Raugrin Triome, just some additional cover as the game goes on, plus it cycles if you don't need it.

MrCuddlefish on Mardu control pioneer

1 year ago

Collective Brutality is one of the best and versatile early creature interactions in pioneer, but you could also use Seal Away as spot removal. The only cards I would consider replacing with those are Palace Siege and Crackling Doom.

GoblinElectromancer on Mono White OR White Green Lifegain Angel Knights

1 year ago

-4 Ajani's Welcome +4 Soul Warden for starters. No 7 or 6 drops without ramp. +2 Ajani's Pridemate. +4 Soul's Attendant. I would make this kinda like a soul sisters deck with life gain rather than base the deck completely on angels.No Knight's Pledge or Seal Away. -2 Entreat the Angels. That card is a dud opening hand or drawing it turn one/two. I would take out the Darksteel Citadels. There is really no reason to play them. 4 Angel of Vitality. In a life gain angel deck it's busted. If you can afford it I feel like a couple of Resplendent Angel would be good. Good luck!

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