Sea's Claim

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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sea's Claim

Enchantment — Aura

Enchant land (Target a land as you play this. This card enters the battlefield attached to that land.)

Enchanted land is an Island.

Icbrgr on Colorshift Land Control

9 months ago

I am wondering what people think about the concept and effectiveness of Changing an opponents land type as a means of control.

The two big examples That I can think of that have seen play In the format is Blood Moon and Spreading Seas; but there are other cards that also serve the same function.

Is there a deck that these cards have a home in? Or do these cards have potential to be revisited for a homebrew?

I'm currently fantasizing about some sort of Grixis Pile with some sort of combination of the above cards combined with some removal and or the Grief/Malakir Rebirth  Flip package.

ENZU on Orphans

1 year ago

I would say Sea's Claim or similar. Islandwalk decks that also hate on Field of the Dead etc. Still have some use if ur commander is Thada Adel or something. Or if your commander cares about mono U devition i.e Thassa, God of the Sea

Another thing might be arguably Solemn Simulacrum and Thran Dynamo because the format has increased in speed to the point where people ramp from cmc 1-3 and almost never 4.

Interdict is a good blue spell given so many comboes, but whirlwind denial and such are much more flexible. Counterspells in general tend to phase each other out because with answers you want the most efficient and flexible version of that effect. Which leads to my next abandoned card Doom Blade.

Then i would say something i miss from magics early history are janky, powerful symmetrical effects on artifacts. I.e. Horn of Greed. These are still played in edh, but wotc abandoned designg them

Paxreseda on Simic Merfolk

1 year ago

Great concept! It can get big in a hurry. I would ditch the counter spells since they don't synergize with anything else and those slots can be better used to turn opponent lands into islands for your islandwalking.

Aquitect's Will is $0.27 and works to get your damage through. Spreading Seas is another reliable favorite. Sea's Claim is another trick.

Then simply enjoy the creative insults your opponents begin hurling at you!

wallisface on Merfolk Land Hate - Global Warming

3 years ago

So, Tide Shaper, Sea's Claim, and Spreading Seas are all really good ways to deal with lands. However, Eye of Nowhere, Boomerang, and Hidden Strings are not at all.

  • The bounce effects of Eye of Nowhere & Boomerang will not slow your opponent down much at all, seeing as most modern decks can comfortably cast most of their spells with 2 lands in play - and they can simply replay the land you've bounced. This will often cost you more tempo than it will disrupt your opponent.

  • Hidden Strings being sorcery speed means that you can never tap down an opponents lands to do anything meaningful, besides maybe preventing counter-magic (they'll be untapping everything in their upkeep anyway). Any other instant-speed stuff the opponent wants to cast they can just do in response to you casting this. The Cipher effect seems even less useful, as there's even less valid targets to tap down after the combat phase, leaving you mostly having to untap your own stuff to get value.

I would suggest the following two cards instead:

  • Convincing Mirage is another card that will permanently turn off an opponents land, so is a lot more useful than a flicker effect.

  • Ashiok, Dream Render prevents your opponent being able to search their deck at all, which means if they're playing fetchlands, these lands are useless to them now.

TheSurgeon on Troubled Waters

3 years ago

First off, I like this deck. Clean cut, simple and straightforward. That being said, I feel that it may be just a bit narrow in it's purity. I love the board pump and the cost reduction and how well it synergizes with being unblockable.

I feel that you have too much island giving. You only need one Island on the opp. side to make your entire board unblockable. Drop Spreading Seas, and Sea's Claim for 4x Tideshaper Mystic (spreading seas on a stick) and 2x each of Stoneforge Masterwork, and 2x Mask of Memory or Curiosity for some draw; or even 2x Bident of Thassa if you're finding that 20 lands is too rich for your low-ass curve. XD

Stonybrook Banneret honestly isn't doing anything for you, besides making other copies of himself cheaper. Otherwise, the deck is mostly 1 cost and 2 cost u-devotion creatures. Replace with some counter like Mana Leak or even more merfolk like Cursecatcher to synergize with your bounce effects. You don't really need a more hard counter than that with how fast this deck gets scary. Early game disruption and resource strangling is your real defense here.

VampDemigod on I_want_to_playallthedecks’s Thada Adel deck

3 years ago

Here’s some cards I found that might be fun! (And some overlap with Riotrunner’s suggestions!)

Floodchaser, Streambed Aquitects, Tidal Warrior, Lingering Mirage, Merfolk Wayfinder, Aquitect's Will, Scourge of Fleets, Sea's Claim, Ensnare, Engulf the Shore, Inkwell Leviathan, Colossal Whale, High Tide, Spreading Seas, Daze, Wonder, Mu Yanling, Sky Dancer, Quicksilver Fountain, Chasm Skulker, Wanderwine Prophets, Seafloor Oracle.

Obviously, we don’t need to include any or all of these, they’re just fun cards that could go in the deck!

Denver_Dudes on merfolk bois

3 years ago

Not sure if this helps, but you should only need 1 Kira, Great Glass-Spinner in Merfolk. You can substitute 1 Kira for 1 Merrow Reejerey.

I would also suggest removing the 4 Opt for 1 Merfolk Trickster, 1 Merrow Reejerey, and 2 Vapor Snag. You could also add in some Harbinger of the Tides, if you so choose.

Alternatively, you could also look into 8 seas variations and run 4 Sea's Claim along with Spreading Seas. It’s a really fun way to mess with your opponent.

All and all looks like a good starting point for Merfolk.

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