Enchantment — Aura
When Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.
|Have (2)||metalmagic , Taki117|
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Spreading Seas occurrence in decks from the last year
All decks: 0.1%
Commander / EDH:
All decks: 0.0%
Spreading Seas Discussion
1 month ago
So, here's what I'm thinking:
Pyroclasm(2 copies or so)
Thought Scour for consistency
Ratchet Bomb because repeatable specified wraths is fun.
Grave Peril can also control the board.
Locket of Yesterdays can help reduce mana costs of reanimating spellbombs.
Os Mox Tantalite worth running?
Pithing Needle seems great.
Renegade Map for land draw?
3 months ago
I think you are running way more Flight effects than you really need. I would cut all the 1 mana cards that give flying and offer no other benefits, for starters. Cloak of Feathers, Jump and Flight could all go. The next ones you could cut would be the ones that only offer small pump effects in addition to flight, such as Arcane Flight.
Speaking of Flight effecs, Flight of Fancy is notably missing here. It is Flight and Divination rolled into one, which is fantastic.
Mystic Sanctuary is a great card to have in every Blue deck today.
Otherwise, I think it would be really cool to see more serpents that require islands to attack combined with a sub-theme of island-giving, like Spreading Seas+ Serpent of the Endless Sea. There are tons of powerful creatures like this that only need a little work to get going.
3 months ago
Chivalry is Dead!
"Don't ask my name, it's long since I forgot
if once I had a name, a home, a wife?
No words of fame or valor is my lot,
and yet my quest continues past this life."
Doran, the Siege Tower: The basic idea of all Doran decks is the ability to turn very cheap defensive creatures like Nyx-Fleece Ram into big offensive threats, based on the idea that 3/3s for 1 and 5/5s for 2 etc is great value and hard to race for most decks. Doran also has a strong defensive quality since his ability applies to all creatures, effectively neutering strategies based on high power creatures or pumping up the power of creatures, like for example Kiln Fiend or Goblin Piledriver. A third advantage of Doran is that he and the other 16 zero power creatures in the deck can attack through Ensnaring Bridge, making this decks matchup against Lantern control and other bridge prison decks a lot better. Assault Formation acts like a backup copy of Doran that can be fetched with Zur and dodges more removal if needed, this redundancy is important since the deck is much weaker if it can't put this effect on the field.
Zur the Enchanter: Solving problems and gaining card advantage by tutoring up additional creatures and enchantments as he attacks. Also a "4/4" flying beatstick in this deck making the 4cmc much more reasonable.
Chord of Calling: Allowing us to get our creatures reactively or in opponents end step rather than tapping out, making the deck much more resilient and flexible when playing around removal, counterspells and board wipes.
Behind the Scenes: Adds a whole new synergy to the toughness strategy. Since all of our creatures have zero or very low power this card makes them unblockable by most things that could trade with them. This fundamentally changes the dynamic of going up against opposing creatures, since we can block their creatures but they often can't block ours it shifts the initiative in our favor and enables much easier lethal swings. While only a single copy, it can be fetched onto the battlefield with Zur, conveniently before blockers are declared.
This all comes together in the signature finishing move of this deck: Casting Chord of Calling on opponents end step putting Zur the Enchanter or Doran, the Siege Tower on the battlefield (assuming the other one is already in play), and then on our turn swing with everything tutoring up Behind the Scenes for an unblockable lethal blow out of nowhere.
Green fetchlands play into this as well as they can fetch Murmuring Bosk untapped with a treefolk in hand, typical turn 1 is fetch>Murmuring Bosk revealing Harbinger>play harbinger putting Doran or missing land on top.
Another strong turn 1 play is Birds of Paradise, also synergising well with Doran making it a 1/1 and ramping/fixing, and making our somewhat demanding color pie much smoother to play.
Finally Chord of Calling for 1 can be employed as a consistency engine in a pinch, fetching harbinger to put a needed card on top or fetching a bird to ramp and fix. It is however much more powerful to use the chord for more impactful creatures and should only be used in this way when no other option exists.
An unanswered Zur the Enchanter also leads to consistency all by himself since he can fetch creatures and Assault Formation as a stand in for Doran, but given the preparation needed to cast him this is more of a late game type consistency/inevitability.
Dryad Arbor: Forest doubling as a creature, can be put on the field with with fetch lands. Emergency blocker, sac fodder for edict effects, can be fetched with a Chord of Calling for 0 to get a 4th land, played from the top with Courser, fetched to the top with harbinger and so on.
Dragon's Eye Savants: A rarely played card, but he's actually the only modern legal 6+ toughness 2 drop option for this deck! All of the others (only 5 total) either have defender or needs decks built around them. It's great for this deck to have a way to survive a block/trade with Gurmag Angler, a 4/5 Tarmogoyf, Tasigur, the Golden Fang and other 5 toughness threats. The flip ability can come in handy if you have surplus mana, note that flipping morphs is a special action that can't be responded, so there is no window to bolt him, but usually this guy's job is just to be a "6/6" for 2.
Nyx-Fleece Ram: "5/5" for 2 mana that gains you life and can be tutored up with Zur, a given staple of Doran decks.
Spellskite: Already a fantastic card in many decks for protecting yourself and your permanents from all sorts of things, or to steal your opponents auras and buff spells etc. Here where it's also a "4/4" beatstick for 2 mana it's just amazing.
Selfless Spirit: Sligtly nonbo with Doran unfortunately, but the option to secure yourself against sweepers like Supreme Verdict and also protect more imprtant creatures against spot removal is very useful. Also works really well with Chord of Calling.
Courser of Kruphix: Great value and consistency engine, can be tutored with Zur, gets buffed by Doran but also able to deal some damage without him. All in all a great fit and I'd run 4 if it wasn't for the lack of 3 drop slots in the curve.
Sapling of Colfenor: Topping our curve as the only 5 drop, this badboy provides a hard to remove creature that can both hit hard and stabilize our life as well as restock the hand with creatures. Plus he can be tutored up with Treefolk Harbinger. Very useful in grindy games.
Detention Sphere: Removes just about everything and takes care of multiple copies of cards, tried and true modern staple and here it gains extra utility by being tutorable with Zur.
Aegis of the Gods: Provides protection against burn and hand disruption etc, can be tutored with either Zur or Chord.
Eidolon of Rhetoric: Stops storm and slows down other decks that likes casting a lot of spells at once, we are usually fine casting a spell per turn and can double that up with Zur activations, also a "4/4" beatstick and can be tutored with both Zur and Chord.
Everlasting Torment: Stops life gain decks and fog effects.
Ghostly Prison: Takes the edge off a lot of aggro strategies.
Nevermore: Against decks that rely on a specific card to win, Ad Naseam decks and so on.
Rest in Peace: Graveyard hate
Slaughter the Strong: One sided sweeper against decks with big creatures, since we can easily go under 4 power with all our 0/X dudes.
Spreading Seas: The most obvious land hate option for a Zur deck
Stony Silence: Artifact hate.
Aura of Silence: Artifact/enchantment hate.
Virulent Plague: Tokens.
Wheel of Sun and Moon: 2nd graveyard hate that also counters mill decks.
3 months ago
MinotaurtheMatador thanks a lot! I am indeed despicable for what I have wrought [cackles maniacally].
On another note:
Leviathan of the Undersea-
Legendary Creature- Leviathan
~ costs 1 less to cast for each opponent who controls more Islands than you.
Lands lose all types and abilities and are basic Islands.
Whenever ~ attacks, remove each other attacking creature you control from combat.
Whenever ~ becomes blocked, if the blocking creature wasn't equipped, didn't have flying or islandwalk, or wasn't a merfolk, leviathan, kraken, octopus, or serpent, destroy that creature at the end of combat.
Ok, let's break it down:
Leviathan of the Undersea: It is a massive leviathan from under Ravnica. It might escape through a Zonot, or it might just wreak havoc down there.
: An higher amount of colored than uncolored. I originally had it at 5 generic but wanted to make sure that the first ability worked well.
Trample, shroud: It is massive, and hard to stop.
~ costs 1 less to cast for each opponent who controls more Islands than you: Basically, the more opponents you have who have Islands (meant to represent access to the undersea ocean), the easier it s for it to escape.
Whenever ~ becomes blocked, if the blocking creature wasn't equipped, didn't have flying or islandwalk, or wasn't a merfolk, leviathan, kraken, octopus, or serpent, destroy that creature at the end of combat: Basically, it is devastating to anything that tries to stop it that can't swim or fly.
10/10- decent enough stats to make it threatening.
You want to add in some Islands matter cards, as it makes all lands into Islands.
Maybe also things like Spreading Seas to make it cheaper.
You want to make it a major threat, so you want to keep your opponent from killing it- so play control.
Finally, some type-changing effects to make it easier to kill all your opponents' viable blockers.
Probably ninja'd, but same challenge. Try to be unique.
6 months ago
Mantle of Tides, Rosethorn Halberd, and River Herald's Boon are not what a Modern deck wants to be doing, especially since you already have 12 creatures that give +1/+1. Run all 4 Collected Company, run 4 Aether Vial, and run some number of Spreading Seas since the card is amazing in that deck disrupting the opponent's mana base, drawing a card, and turning on Islandwalk. For one more +1/+1 creature and to turn Islandwalk on more alongside Lord of Atlantis run Master of the Pearl Trident .
6 months ago
May I offer a different and far less complicated win condition that still uses the infinite counters combo your deck is built around? Here's an example game:
Turn one you play an island and Training Grounds .
Turn two you play a forest, Paradise Mantle , and Gyre Sage .
Turn three you plan an island, Gilder Bairn , (Trigger evolve on gyre sage) and use Gyre Sage to equip Paradise Mantle to the Bairn.
Turn four you play an island, use the combo to put infinite counters on Gyre Sage, tap Gyre Sage for 100000000000000 green, tap your three islands for UUU, and cast Blue Sun's Zenith for X=100000000000000 targetting your opponent. Assuming they don't have any tricky business, they draw from an empty library and lose the game. You could run Pact of Negation to protect yourself when you're going off, and Force of Negation as backup to counter removal spells they play on their turn when you aren't ready to go off yet. If you wanted to splash a color, you could try adding a bit of white for Teferi, Time Raveler to stop your opponents from interfering with you, or even Dovin's Veto for the same reason. Steelshaper's Gift can tutor for the mantle, and Idyllic Tutor can tutor for the grounds. If you run Idyllic, you could also run a package of useful enchantments like 2x Detention Sphere , 1x Privileged Position , 1x Spreading Seas , 1x Search for Azcanta Flip.
I know that's a lot of recommendations, and I don't expect (or even recommend!) that you follow every single one. Blue Sun's Zenith would be my primary recomendation, "Free" countermagic like Pact and Force would be my next biggest recommendation.
7 months ago
You need cards like Crucible of Worlds , you may mill your lands and with this you can play them and fix your mana.
Wand of denial is not modern legal, but you can replace it with something very similar Pyxis of Pandemonium and also is a graveyard hate card.
The big problem i see is this deck is quite slow and doesnt have a lot of control early game , which you absolutely need if you dont want to get screwed. Early game is harder to control what they draw with the "lanterns" because you wont have most of them, until later in the game, so you need cheap discard to remove the big threats from their hand, the same with counters, it is less powerful late game because your lanterns and discard do most of the job to not let your opponent get their cards but that wont always happen so you need counters and removals to control as much as possible , they shouldnt draw what they need and if they draw it you discard that, and if that didnt work you may use a counter or destroy that creature, or the ensnaring bridge but the last one only works against attacking creatures (mostly big ones) against combo or decks with small creatures or raw damage is more of a dead card,i would have 3 ensnaring bridge you may need some more removals/discard/counters instead. You need low to zero cost cantrips to get those artifacts faster like Mishra's Bauble Cerulean Wisps (not the best but 1 mana for what it does is good and is budget) .
Orbs of warding i think you use them mostly for hexproof rather than the synergy with ensaring bridge + orbs though it is a good combo to prevent most damage it comes as early as turn 6 you may need to use other things than get that thing down if youre looking for hexproof Witchbane Orb is lower mana cost .
The eradicate and zendikon combo looks pretty cool as wincon but im not sure how often you can pull it off but if you do you remove most of its deck as you said works better with mono coloured but a wincon that only has a big impact in some decks like mono green elves makes the deck less versatile i would move them to sideboard though i liked the combo. Remember you need low cost removal, you have to stop the other player rather than actively kill him.
Your counters are very high cost you use them more to mill and kill your opponent than to protect yourself. What will you do against a combo if they get all pieces by turn 4 like a retraction helix+ altar of the brood(look for this deck on google) combo, maybe they wont use their combo but you must save your mana to counter that, the high cost of the counter is slowing you down and your opponent may have a secondary win condition for example with a Genesis Chamber . You cant counter 2 things at once(not only that, you may need to destroy something or discard and you cant because of the counter) with that high cost, if you had cheaper counters or discard you could have removed the pieces long ago, even in turn 1 if you Thoughtseize or Inquisition of Kozilek the Altar of the Brood and if you dont want that to come back Surgical Extraction which you can cast almost for free and also mills, Sadistic sacrament slows you a lot.
Good counters for early Mana Leak Disallow Dispel Negate Remand (this one also a cantrip) Hinder has a good synergy with your deck. This deck is hard to master because you need knowledge about what kind of deck has your enemy, to know what to remove and when also you can check other decks with the same strategy, it is called "Lantern control". Lands that enter the battefield tapped slow a lot, remove Skyline Cascade,Jwar Isle Refuge,Maze of Ith doesnt give mana it may screw you and you dont really need it and it isnt modern legal
Lower the mana curve (counters,removal)
Must add discard
Must add draw cards, cantrips or things like that,
Spreading Seas destroys fetch lands and is a cantrip you may add them.