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The Sea Devils
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment — Saga

The Sea Devils

rare · Enchantment — Saga · Doctor Who
$0.14
Low
$0.16
Market
$0.20
High

Oracle Text

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 green Alien Salamander creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.)
III — Until end of turn, whenever a Salamander deals combat damage to a player, it deals that much damage to target creature that player controls.

Card Details

-/-Power / Toughness
{2}{G}Mana Cost
1Prints

Character Background

The Sea Devils is a clean value-tempo Saga that rewards you for turning small evasive bodies into real pressure. Chapters I and II each make a 2/2 green Alien Salamander with islandwalk, so against blue decks this can snowball quickly and force awkward blocks or life-total concessions. In practice, it best supports a midrange or tempo shell that wants to keep attacking while preserving mana for interaction. The final chapter turns every Salamander hit into repeatable creature removal, letting your earlier tokens convert combat damage into board control and potentially break a stalled board wide open. Deckbuilding-wise, pair it with ways to grant evasion or boost combat damage, and with token doublers or recursion to maximize the Salamander count before chapter III resolves. Cards that protect your board for one more turn can be especially strong, since the Saga is at its best when the tokens survive long enough to connect.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.14 - $0.20
At the current market price of $0.16.
Average Time to Sell
3 days
At the current market price of $0.16.

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Character Background

The Sea Devils is a clean value-tempo Saga that rewards you for turning small evasive bodies into real pressure. Chapters I and II each make a 2/2 green Alien Salamander with islandwalk, so against blue decks this can snowball quickly and force awkward blocks or life-total concessions. In practice, it best supports a midrange or tempo shell that wants to keep attacking while preserving mana for interaction. The final chapter turns every Salamander hit into repeatable creature removal, letting your earlier tokens convert combat damage into board control and potentially break a stalled board wide open. Deckbuilding-wise, pair it with ways to grant evasion or boost combat damage, and with token doublers or recursion to maximize the Salamander count before chapter III resolves. Cards that protect your board for one more turn can be especially strong, since the Saga is at its best when the tokens survive long enough to connect.

Generated using gpt-5.4-mini · Updated at 2026-05-19 01:25:13 UTC

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