Unsettled Mariner

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Horizons (MH1) Rare

Combos Browse all

Unsettled Mariner

Creature — Shapeshifter

Changeling (This card is every creature type.)

Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .

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Unsettled Mariner Discussion

Wolfpig on Please don't attack. I want peace.

3 days ago

Love the Deck, here are some fun and cheap suggestions that may help you out!

Wall of Denial / Vapor Snag / Celestial Flare / Elite Arcanist / Righteousness / Spell Snare / Godhead of Awe / Silence / Detention Sphere / Journey to Nowhere / Preordain / Jace, the Living Guildpact / Deputy of Detention / Invocation of Saint Traft / Unsettled Mariner / Oblivion Ring /

These are all great budget options that can replace a lot of your cards that already do the same, but for a higher cost. these kind of decks its vital to stall till you can drop bombs for a win. Good looking deck, hope it helps!

Peisistratos on Competitive Modern Mill

1 month ago

zga sure! I'm currently on the following guidelines. However, be aware of your opponent game biases (aggressive, controlling..). This is more relevant to sideborading than you might think.

Burn: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . But really, side as you want. You can't win even sideboarding 15 dedicated cards. I tested the matchup extensively with any possible combination of cards.

Infect: -4 Fraying Sanity -4 Breaking +4 Fatal Push +4 Set Adrift . Still the matchup is desperate, don't hope to win even a single game.

Hatebears, Humans, Spirits: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . Thalia, Guardian of Thraben and Unsettled Mariner are Public Enemies Number One. We can usually play around the rest, nonetheless those matchups are really really hard.

Jund: -4 Darkness -1 Field of Ruin +4 Fatal Push +1 Crypt Incursion . The matchup is hard, there is no question their cards are better than ours. After thoroughly testing it, I can surmise their only ways of winning quite always involve an early unanswered Tarmogoyf , a rain of discard spells followed by a Tarmogoyf , or that same stream of discard spells followed by us flooding out. Crypt Incursion seems strong at a first glance, but we are usually forced to cast it too early because of the pressure imposed by Liliana of the Veil or Scavenging Ooze . What's left of their deck is often quite irrelevant (feel free to swear at me, Jund players of the world: it's the truth, against Mill your other cards are too much situational).

Death's Shadow: no changes. The matchup surely is difficult, but not one that we cannot emerge victorious from.

Eldrazi Tron: -4 Darkness +3 Crypt Incursion +1 Set Adrift . The matchup is quite even. If we manage to stem a chancely aggressive start, we should race Karn, the Great Creator .

Hardened Scales: -3 Fraying Sanity -4 Visions of Beyond +3 Crypt Incursion +4 Fatal Push . Just time your Darkness correctly and win on top of it as the plan wisely prescribes. The matchup is probably played on equal terms as for winning odds.

Dredge: -4 Breaking -3 Fraying Sanity +3 Crypt Incursion +4 Surgical Extraction . We cannot win game 1 because of Creeping Chill . If you manage to insulate yourself from it, game 2-3 become fairly easy. Just wait for them to mill themselves or lose time while you set youself up.

Storm: -4 Fraying Sanity +4 Surgical Extraction . You cannot win game 1, but game 2-3 if you manage to extract Past in Flames with the aim of fogging Empty the Warrens the game becomes pretty straightforward.

Urza: -4 Fraying Sanity -4 Darkness +4 Surgical Extraction +4 Set Adrift . Game 1 revolves around them playing Urza, Lord High Artificer in time, game 2-3 are pretty easy for us. Set Adrift is not really needed, but so are so many card advantage sources: we play it just in case we can sneak it in to delay them mostly out of sadicity.

Control: -4 Darkness +4 Surgical Extraction . Just get rid of their counterspell or Snapcaster Mage 's targets. If they are going nuts with too many copies of Teferi, Time Raveler , Narset, Parter of Veils or Gideon of the Trials , add some copies of Set Adrift for Mind Funeral s in quantity depending on their mix of those spells. Narset, Parter of Veils nerfs down Visions of Beyond , Teferi, Time Raveler completely neuters Shelldock Isle and Gideon of the Trials wins by itself making ourselves uncapable of winning. Just ignore anything else. The matchup goes to unlosable to unwinnable depending on their list.

Tron: -4 Darkness +4 Surgical Extraction . Game 1 is pretty easy for us, and post board they can hardly win any game.

Valakut: -4 Darkness +4 Set Adrift just for show. They really cannot beat us.

Amulet: -4 Darkness +4 Set Adrift . They usually cannot assemble the whole combo (haste+double attack) because we're milling them, so we just need to get rid of Leyline of Sanctity in game 2-3 and win before they do.

RNR_Gaming on That's the Spirit! (Budgeted Spirit Tribal)

1 month ago

Perhaps, Topplegeist and Unsettled Mariner but I do recommend play testing with proxies before buying into anything.

hungry000 on That's the Spirit! (Budgeted Spirit Tribal)

1 month ago

If your budget is $250, you have quite a bit of room for upgrades, though I won't fault you for saving some money. If you were to upgrade that far I'd make these changes:

-4 Figure of Destiny , -2 Vapor Snag ; +2 Topplegeist , +2 Spectral Sailor , +2 Supreme Phantom

-1-2 Selfless Spirit , +1-2 Unsettled Mariner

-4 Unsubstantiate , +4 Remand

-1 Dovin's Veto , +1 Spell Pierce

-4 Mana Leak , +4 Path to Exile

zombiewarfare on UW spirits

1 month ago

Your curve is low enough that you could almost certainly go to 22 lands and you run enough basics that 1 Prairie Stream can help with consistency and should rarely slow you down by entering tapped. I would personally cut Karn, the Great Creator . It is a generically good and powerful card but does not synergize with the rest of your deck it seems by the time you hit four mana you want to play a spirit and still have mana for removal or disruption. You could add 3 Spell Pierce . I would also cut Thalia and 2 Selfless Spirit for 3 Unsettled Mariner . Selfless Spirit is great but the tax of Mariner will provide spot removal protection and you could shift the two Swlfless Spirits from main to side against decks running multiple sweepers. None of that should be very expensive to do.

Vulnoth on Scarecrow

1 month ago

The first thing you should figure out is the direction of the deck, and adjust things accordingly. It's a lot easier than it sounds, and it really is that simple. Since this is Tribal EDH and Reaper King is the general, most of what we want is stuff to facilitate both his casting, abuse of his removal effect, and the consistency with which those are done. Granted, I'm not an expert with multicolor EDH, but there are some basic principles that apply, so this is where I am drawing from.

Fielding the 'Crows

Popping with King is great, but with limited deck space, vanillas just don't make the cut. To that end, you need to look for what you get in addition to a card triggering King's removal.

Irregular Cohort - Pay 4 to get a pair of 2/2 Changelings, which means a field day for Reaper

Unsettled Mariner - Changeling plus a hint of protection

Birthing Boughs - Simple Changeling production, which of course means Scarecrows at a decent price

Riptide Replicator - Largely, it's a watered-down Boughs, but a slow format like EDH can give you better opportunities with Replicator

Volrath's Laboratory - Largely, it's a watered-down Replicator, but for a budget deck it can get the job done

Call to the Kindred - Assuming your creature doesn't get vaporized, you can generate free board presence and possibly get pops with Reaper

Descendants' Path - Easier to keep around than Call while harder to actually use, but is an option

Kindred Charge - Swarm tokens, obliterate things with Reaper King , swing for game

Kindred Summons - High costed, but can snowball hard

Acceleration and Mana Fixing

Since this isn't fully funded five-color EDH, you need to compensate for your lands' blandness with artifacts, and possibly a touch of ramp if it fits into the deck. These things are widely used because it's more than just fixing your mana, it's having more mana at your disposal for when your general dies and you need to recast at an inflated price.

Darksteel Ingot , Manalith , Spectral Searchlight - Never underestimate an omni mana rock in EDH, because this both speeds you up and eases your mana needs. There is a point at which too much mana fixing of this nature is bad, but for a budget deck, don't worry too much about that until a little further down the line when you start shifting away from being strictly budget

Coalition Relic - Additional option of planning for next turn

Firemind Vessel - More generation at the cost of being pretty slow

Coldsteel Heart - Not as good as omni mana rocks, but is an option

Rampant Growth , Harrow , Explosive Vegetation , Far Wanderings , Kodama's Reach , Primal Growth - All slight variations of mana ramp

I'm short on time right now, so I'll pick up where I left off tomorrow.

Muggins84 on Blue/White Spirits Modern

2 months ago

Cool spirits. What about Unsettled Mariner in certain match ups. He technically is a spirit and gets those synergies but also taxes against targeted spells and abilities for you & your permanents.+1

JasonForward on

3 months ago

It occurs to me that Changelings like Unsettled Mariner , Shapesharer , and Universal Automaton are all Allies AND Wizards. They're all also generally synergistic with the plan as a whole.

Maybe this deck is worth a revisit?

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