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Moxonomy

Seachrome Coast

Land

The fastlands resolved a problem the painlands and checklands before them never fully cracked: how to give an aggressive two-color deck an untapped first-turn land without bleeding life or demanding a basic already on the battlefield. The entry condition does all the work. Deploy it early, before you have a board full of lands, and it produces either color immediately, exactly when a low-curve deck most needs its mana untapped. Drop it late and it arrives tapped, a deliberate softening on the back half where a sluggish land already stings less. That inverse curve is the cycle's whole design philosophy: a land at its best precisely when you are deploying threats fastest, worst when the game has slowed to attrition. Adarkar Wastes charges a life point per use forever; Glacial Fortress needs a Plains or Island already down before it untaps. This dodges both costs and asks only that you draw it on schedule. The condition counts your other lands without caring about their colors or types, so a packed two-color manabase that wants both pips online early and rarely needs untapped mana past the opening turns gets nearly all of the upside. It fixes two colors without levying a recurring tax for the privilege, which is the trick the older dual cycles never quite managed in the same slot.

Seachrome Coast (pone)
PONE · #258prare
Pricing
Normal: $1.61
Foil: $2.87
Oracle Text

Rules text

This land enters tapped unless you control two or fewer other lands. Tap: Add White mana or Blue mana.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

5 sets
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