3 Ways to Play Seal Away in Magic the Gathering
Seal Away is an uncommon enchantment card from Magic the
Gathering’s
Dominaria set. This two mana enchantment spell does something similar to other
creature removal spells from the past, such as Journey
to Nowhere. It removes the target creature from play as long as Seal Away
remains in play.
However, this creature removal enchantment can only target
tapped creatures. While this sounds like a major drawback, because Seal Away
has Flash, you can play it at instant speed.
Here are three ways to play Seal Away effectively.
Play Seal Away in response to a creature declaring an
attack
As long as a creature doesn't have vigilance, it needs to
tap in order to declare an attack. This means that you can play Seal Away in
response. The enchantment will exile the creature before any combat damage can
happen. However, any abilities that activate as that creature declares an
attack may still activate. Even still, Seal Away is still a nifty combat trick
and useful creature removal.
Play Seal Away in response to a creature tapping for an
ability
Since many creatures have activated abilities that require
it to tap, Seal Away is a useful way to remove these types of creatures. While
the tap ability will still activate and resolve, Seal Away will then take it
off the battlefield for as long as the enchantment remains in play. It's a
sneaky way to remove a creature that your opponent may not be expecting.
Play Seal Away as it re-enters the battlefield after
being on exile from another card effect, targeting another tapped creature
One of the drawbacks of a card like Seal Away is that if the
enchantment leaves the battlefield for any reason, the exiled creature can
return to play. However, if Seal Away re-enters play after being exiled, it can
target a new tapped creature. Since the creature that re-enters most often
comes back into play untapped, it won't usually be a valid target. If Seal Away
comes back into play and an opponent has no value target, the effect of seal
away will fizzle and it will go to the graveyard.
Beyond its obvious uses during its time in Standard, is Seal
Away good in eternal formats such as Modern or Commander? It's unlikely that it
will see much play in Modern, as Path to Exile is a much superior card. Path to
Exile is only one Mana, doesn't have to target only tapped creatures, and
already sees a ton of play in the format competitively.
On the other hand, in Commander, Seal Away is a budget
replacement for Path to Exile. While it's
a greatly inferior card, it's still a usable card. Also, being an Enchantment,
cards with the Constellation ability that activates whenever you have an
Enchantment enter the battlefield will benefit from Seal Away.
Seal Away VS Ixalan’s Binding VS Cast Out
Two similar cards that were legal in Standard beside Seal Away
were Ixalan’s
Binding and Cast Out. Ixalan’s Binding can target any nonland permanent your opponent
controls, but it doesn't have flash and it costs four mana. The upside is that
your opponent can't cast spells with the exiled spell's name, which can be
sometimes relevant. Similarly, Cast Out costs four mana, but it also has Flash.
It can also be cycled away to draw a card for a single White mana.
Unfortunately, Seal Away is only good against creatures. But
in some match ups against creature heavy decks, costing only two mana makes it
a playable card. It's worth playing in the main deck if your deck is weak
against creatures in general or larger creatures. But against some decks, it
will be sent to the sideboard.
Seal Away is certainly a good card and it makes sense that
it's been one of the best selling cards in the Dominaria set. While Standard
was its best format, don't be surprised to see it pop up in the occasional
Enchantment-happy Commander deck, such as Heliod, God of the Sun or Daxos the
Returned. Still, there are much more efficient options for removal as the years
go on. But, back in its day, Seal Away was perfectly playable, even if it’s
become outclassed over time.
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