Shelldock Isle

Shelldock Isle

Land

Hideaway (This enters the battlefield tapped. When this does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)

: Add .

, : You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.

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Shelldock Isle Discussion

keizerbuns on Delve Recycling

2 weeks ago

Those are all great suggestions Corrosive_Cat! I did actually originally plan on putting Subtlety in, but just decided not to. Maybe I can try running a couple and play test it to see how it is. I think Masked Vandal is an excellent sideboard card, so I'm definitely going to put some in the sideboard!

I also really like the land suggestions, however I think with Mosswort Bridge and Shelldock Isle that I already have too many lands that enter tapped, but I'll consider them, and I thought about using Endless Sands but realized ultimately it doesn't really do anything in this deck.

Thanks for the suggestions!

Corrosive_Cat on Delve Recycling

2 weeks ago

Commandeer and Subtlety are good exile outlets, and Endless Sands and Mosswort Bridge // Shelldock Isle could be cool too! And Masked Vandal would make a stunning sideboard card.

abbatromebone on Help with my landfall deck

1 month ago

1) fetchlands dont have to grab basics they can grab shock lands like Breeding Pool 2) you have a way to get artifacts from the graveyard to the battlefield so I would recommend crucible of worlds. 3) have you considered Ghost Quarter + Archive Trap as part of your deck? Its pretty good. or Field of Ruin 4) generally good cards in this deck to think about Visions of Beyond Fractured Sanity Tasha's Hideous Laughter Into the Story Oboro, Palace in the Clouds Shelldock Isle

Reported on Competitive Dimir Mill

6 months ago

Wow, I've taken a lot of inspiration from this list! I have a less competitive list that revolves around the crabs and Phenax for mill, Creepy Crawly Library Removal [Phenax Mill]. I can't afford a playset of Archive Trap yet but I definitely want to get my hands on Shelldock Isle , didn't know that existed until now! The Field of Ruin is a great idea I hadn't thought of too.

Hardhitta7 on Competitive Dimir Mill

7 months ago

Archive Trap is the best mill card in the deck, almost every deck in Modern plays fetchlands, would definitely keep 4 copies. Plus Field of Ruin can make them search.

I would make room for some Drown in the Loch or Fatal Push . Gonna need to kill Monastery Swiftspear , Soul-Scar Mage , and Sprite Dragon early cause they can kill you quick.

I’ve also seen a lot of people run Shelldock Isle . Can get you a free Archive Trap or something later on.

tabbs33 on The Dark Mill

1 year ago

Is this deck intended to be casual or competitive? Budget or no? I'd recommend changing the hubs for your deck to help everyone give more targeted feedback and to expose the deck to a broader audience.

That being said, here are cards I'd recommend based off of Mill decks I've seen on MTGO/online (not taking into account card cost): Shelldock Isle as it basically nets you an extra card/free spell

Oboro, Palace in the Clouds to trigger Hedron Crab over and over

Visions of Beyond because it's basically Ancestral Recall for Mill

Search for Azcanta  Flip to continue to dig up Mill spells

Surgical Extraction/Extirpate/Ashiok, Dream Render/Nihil Spellbomb to hit key pieces your opponent needs (e.g. Uro, Kroxa, etc.)

Field of Ruin to hit your opponent's important lands

Crypt Incursion as a way to help you survive

Snapcaster Mage to flashback your Glimpses, Visions, etc.

Drown in the Loch, Fatal Push to serve as cheap, flexible answers to your opponent's threats

Inquisition of Kozilek,Thoughtseize to get your opponent's threats before they become threats

Breaking / Entering as a maybeboard card if you really need more efficient mill

Here are some other thoughts I had:

-You have a fair number of expensive cards in your deck, but you only have 20 lands. I have a feeling that your expensive cards will be stuck in your hand as you struggle to draw enough lands to play them (which will only be exacerbated by the fact that you have 64 cards in your deck). Even still, you'll probably want 21-23 lands in your deck. With that the average game of Modern lasts about 5 turns - can you successfully mill your opponent out in that time? If not, you'll want to trim/remove the cards that don't have a significant impact by that time. For example, I would consider replacing the following:

Curse of the Bloody Tome: comes out on turn 3 and you'll probably get 1-2 triggers out of it.

Patient Rebuilding: very variable and you may not even get any triggers out of it.

Keening Stone: you probably won't be able to cast this card.

Traumatize: most of the time this will probably only be marginally better than another Glimpse or perhaps even worse! I'd recommend doing some playtesting with your deck to see on average how many cards you mill from your opponent by turn 5. Also consider that opponents will be thinning their decks with fetchlands, Arcum's Astrolabe, and Mishra's Bauble.

Consuming Aberration/Nemesis of Reason: again, won't have an impact until turn 6, which may be too late.

Increasing Confusion: this card is very deceptive in that it actually isn't that mana efficient. If you flash it back on turn 5, then it's the exact same thing as Glimpse!

Mind Grind: same thing except for Mind Funeral - at 6 mana, this card does the same thing that Mind Funeral does for 3! -If you can afford it, definitely run 4x Glimpse, 4x Archive Trap, and 4x Mesmeric Orb. Those are your most powerful cards that you'll want every game.

-You'll also want dual lands, like Darkslick Shores, Drowned Catacomb, Watery Grave, etc. This will really help prevent you from getting mana screwed by drawing too many of one basic. Also, fetchlands are Hedron Crab's best friend!

Mill is always a fringe deck in the Modern metagame as most decks will just out-value and outrace you, which is a shame because I always find Mill so fun to play! I hope all this helps you out and I hope I didn't come off as mean/rude. I'm genuinely trying to help you out with your deck so you can win more and have more fun with it!

Kaja3 on Competitive Modern Mill

1 year ago

I can see Shelldock Isle being particularly deadly if it has an Archive Trap stored as a powerful finish to an opponent, especially if you have a Breaking or better in your hand. If you can force your opponent to search their library, then other mill cards should damage them beyond recovery. As for stuff like Emrakul, the Aeons Torn, as long as you can reliably exile them while they're in the library, they're harmless, as very few cards can recover cards that were exiled by other things. Any Emrakuls in an opponent's hand are much easier to deal with, as more cards exist that can deal with those.

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