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Rules guide · Sorcery // Land

Sea Gate Restoration // Sea Gate, RebornHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Zendikar Rising· September 25, 2020
Carte Magic Sea Gate Restoration // Sea Gate, Reborn

Sea Gate Restoration // Sea Gate, Reborn is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game. As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {U}.

Complete guide

Sea Gate Restoration is a powerful blue sorcery that ensures your hand stays full while removing the burden of hand limits forever. As a modal double-faced card, it also provides flexibility by doubling as Sea Gate, Reborn, a land that can enter untapped for a small price.

Drawing Your Way to Victory

When you cast the front face, Sea Gate Restoration, you count the current number of cards in your hand and draw that many plus one. Notably, once this spell resolves, you gain a permanent effect: for the rest of the game, you have no maximum hand size. This remains true even if the spell is later countered or you lose the ability to cast further spells.

Modal Double-Faced Mechanics

While in your hand, library, or graveyard, this card is only considered its front face (the sorcery). However, if you are playing a land for your turn, you may choose to play it as Sea Gate, Reborn. If you need the mana immediately, you must pay 3 life to have it enter untapped; otherwise, it enters the battlefield tapped and provides blue mana.

Resolution and Hand Size

The number of cards is calculated specifically as the spell resolves. If your hand is empty when it resolves, you still draw exactly one card. The 'no maximum hand size' effect is not tied to the card remaining on the battlefield or in any specific zone; it is a change to the game rules for you that lasts until the match concludes.

Strategy and Timing

In the early game, use the back face to hit your land drops and ensure you have the mana to compete. In the late game, wait until your hand is relatively healthy to cast the sorcery side to maximize your draw power. It is an excellent recovery tool after a long game of trading resources.

Interaction examples

Refilling After a Cruise

Imagine you have two cards in hand, including Sea Gate Restoration. You cast Treasure Cruise to draw three cards, bringing your hand total to four (including the Restoration). You then tap seven mana to cast Sea Gate Restoration. As it resolves, it counts the three other cards in your hand and draws you four more (3+1), leaving you with a massive hand and no limit for the rest of the game.

Survival After Total Destruction

If an opponent casts All Is Dust, your colored permanents are sacrificed, but your Sea Gate, Reborn remains on the battlefield because lands are colorless. This allows you to maintain your mana base to eventually cast the sorcery side of a second Sea Gate Restoration from your hand, helping you rebuild after the board wipe.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Sea Gate Restoration // Sea Gate, Reborn

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If you have no cards in hand as Sea Gate Restoration resolves, you draw one card.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Sea Gate Restoration // Sea Gate, Reborn
+Peer into the Abyss
+Laboratory Maniac
#1

Sea Gate Restoration // Sea Gate, Reborn + Peer into the Abyss + Laboratory Maniac

Win the gameInfinite card drawInfinite draw triggers
  1. 1Cast Peer into the Abyss by paying {4}{B}{B}{B}, causing you to draw half your library and lose half your life total, rounding up each time.
  2. 2Cast Sea Gate Restoration by paying {4}{U}{U}{U}, causing you to draw a number of cards equal to the number of cards in your hand. When you attempt to draw from an empty library this way, you will win the game due to Laboratory Maniac.
Sea Gate Restoration // Sea Gate, Reborn
+Peer into the Abyss
+Jace, Wielder of Mysteries
#2

Sea Gate Restoration // Sea Gate, Reborn + Peer into the Abyss + Jace, Wielder of Mysteries

Infinite draw triggersWin the gameInfinite card draw
  1. 1Cast Peer into the Abyss by paying {4}{B}{B}{B}, causing you to draw half your library and lose half your life total, rounding up each time.
  2. 2Cast Sea Gate Restoration by paying {4}{U}{U}{U}, causing you to draw a number of cards equal to the number of cards in your hand. When you attempt to draw from an empty library this way, you will win the game due to Jace.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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