Skip to content
  1. Commander Nexus
  2. Commanders
  3. Eluge, the Shoreless Sea

Command zone

Eluge, the Shoreless Sea

Eluge, the Shoreless Sea

Legendary Creature — Elemental Fish

Eluge wants a deck that fills the table with artifacts that make mana and draw cards. It also works in a deck built around Elementals or Fish.

  • Mana cost1 genericblueblueblue
  • Blue ()
  • Power / toughness* / *
  • RarityMythic

Eluge's power and toughness are each equal to the number of Islands you control.

Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.

The first instant or sorcery spell you cast each turn costs blue (or 1 generic) less to cast for each land you control with a flood counter on it.

Build a deck with Eluge Find it in the app

Archetypes

Cards That Fit Eluge, the Shoreless Sea

Picked for what they do in Eluge's deck. When two cards do the same job, the one with the lower comes first. All of them fit Eluge's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Eluge, the Shoreless Sea does6

The 6 Cards

Rulings for Eluge, the Shoreless Sea

explain how Eluge works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 26 Jul 2024

A land affected by Eluge’s second ability stays an Island until the flood counter is removed, even if Eluge leaves the battlefield.

Wizards of the Coast 26 Jul 2024

If the first instant or sorcery spell you cast in a turn doesn’t cost any {U}, its cost will be reduced by {1} for each land you control with a flood counter on it.

Wizards of the Coast 26 Jul 2024

In the case where the first instant or sorcery spell you cast in a turn does cost some {U} but you control more lands with flood counters on them than the number of {U} in that spell’s mana cost, all of the {U} in the cost are reduced first before moving on to the generic mana. For example, if you control four lands with flood counters on them and you cast Season of Weaving (a sorcery with mana cost {4}{U}{U}) as the first instant or sorcery spell of your turn, its cost will be reduced by {2}{U}{U}, meaning its total cost will be {2}.

Wizards of the Coast 26 Jul 2024

The ability that defines Eluge’s power and toughness functions in all zones, not just the battlefield.

Wizards of the Coast 26 Jul 2024

The land retains any land types and abilities it already had. An Island has the ability “{T}: Add {U}.”

Wizards of the Coast 26 Jul 2024

To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of this ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.

6 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Eluge, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.ArtifactsAn artifacts deck fills the battlefield with artifacts, cards like Sol Ring that stay in play and keep working turn after turn. Played together, they give you extra mana and extra cards. A handful of keywords turn up on artifacts again and again. Equip means you pay a cost to attach an Equipment such as Swiftfoot Boots to one of your creatures. If that creature dies, the Equipment does not go to your graveyard with it. It stays on the battlefield, and you can pay the cost again to attach it to another creature. Crew means you tap your own creatures with enough total power between them to turn a Vehicle such as Smuggler's Copter into a creature until the end of the turn. A Treasure is a token you can sacrifice (put into your graveyard on purpose) for one mana of any color. A token is a game piece that a card makes, not a card from your deck, and Pitiless Plunderer is one card that makes Treasures. Affinity makes a spell like Frogmite cheaper for each artifact you control. Unearth brings a card like Combat Courier back from your graveyard for one turn, and then it is exiled. Modular creatures like Arcbound Ravager enter with +1/+1 counters and pass them to another artifact creature when they die.Open the Artifacts pageStat ScalingA creature whose power and toughness count something, so it grows as the game goes on. It might count lands you control or cards in your graveyard. Craterhoof Behemoth, Psychosis CrawlerOpen the Stat Scaling pageAttack TriggerTriggers when a creature attacks, so the reward comes from declaring the attack. You get it even if the creature is blocked. Sword of the Animist, Adeline, Resplendent CatharOpen the Attack Trigger pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation pageCost ReducerMakes your own spells cheaper to cast. A discount every turn adds up faster than a single burst of mana. Herald's Horn, Foundry InspectorOpen the Cost Reducer pageType ChangerAdds a type to permanents on top of the types they already have. Making everything an artifact or a land switches on cards that only interact with that type. Liquimetal Torque, Phyrexian MetamorphOpen the Type Changer pageCost ModificationChanges what a spell costs to cast: cheaper for you, or more expensive for everyone. It is the broad family; Cost Reducer and Spell Tax say which direction a given card goes. Herald's Horn, Foundry InspectorOpen the Cost Modification page