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Welcome to my Thassa, God of the Sea deck! Thassa is my first commander deck built from scratch (non-preconstructed), and it has gone through various changes throughout it's life until settling down to about where it is now. Thassa is a great value engine allowing for a scry each upkeep to dig for better quality cards early, while offering a deadly ability for late-game by making any creature on the team unblockable.

This is a very unassuming control/defensive deck with some unique or lessor-used cards, taking Thassa herself into account, to achieve it's goal.

The strategy: Get dug in, set up that defense, use some skill on when to use key pieces of "removal", get devoted, and then set Thassa up for a 1-2 KO punch.

Win conditions: 9 out of 10 games are won through commander damage with Thassa using the likes of Fireshrieker, Inquisitor's Flail, and/or Strata Scythe.

So, when taking cards into consideration for the current version of this deck, I favor permanents that provide devotion over cards that may perform the same function with no devotion. For example, using something like Trophy Mage instead of Fabricate, or Imprisoned in the Moon, Lost in Thought, or Ice Cage, instead of Pongify, Rapid Hybridization, or Reality Shift. This is because it becomes essential toward the later part of the game to get and keep Thassa "online" as a creature as she is the main win condition. And once you start swinging with her, opponents will try to bring your devotion down.

Deck MVPs: Augury Owl! No really, every card could be an MVP at this point I've played this deck for so long it seems like every card has been the one to "win me the game" - from a timely Evacuation to Clever Impersonator copying that opponent's Planeswalker that just happens to be more synergistic in my deck than in theirs and can keep blinking Scourge of Fleets, to locking opponents out with the Brine Elemental + Vesuvan Shapeshifter combo. Really, the one that scares opponents the most, at least the card that they most verbally react to is Caged Sun, and rightfully so. Caged Sun is such a catalyst for having an explosive turn in mono-blue - it can allow to cast enough devotion, cast equipment, attach it to Thassa, and have her go in unblocked all on the same turn. Augury Owl is my favorite 2-drop in the game though.

Some notes on specific cards, I'll try to go down the line:

Lands
Nykthos, Shrine to Nyx is easily the most important land, if not single card, in the deck. Undisturbed, it provides a steady flow of ramp just by casting the cards the deck wants to cast and keeping that devotion up. Coupled with the various card draw sources mentioned later, Nykthos keeps the game on turbo mode for Thassa. Which is why I've included several ways to tutor for it specifically, such as Tolaria West and Expedition Map.

Of course, opponent's decks have the same lands that boost their decks too even more so than Nykthos does in this deck, so I include Tectonic Edge and Ghost Quarter ( Imprisoned in the Moon can work if needed as well ).

What's a game of EDH without graveyard shenanigans? I've enjoyed Scavenger Grounds as a more protected permanent (land) to deal with yard hate along with Relic of Progenitus, and to some extent Lost in Thought if set up right.

Artifacts
Caged Sun is naturally the most powerful artifact in the deck, but the other "ramp" pieces are good as well. I like Dowsing Dagger as it's a unique card that serves dual purpose here by either taking Thassa to that magical "3-hit" commander damage of 7 power, or if chosen, can flip to become a Gilded Lotus. I've included Swiftfoot Boots only and not Lightning Greaves because the later is a NOBO with Thassa's ability to make creatures, including herself, unblockable.

The rest are included to increase Thassa's power by essentially doubling it or more - Fireshrieker gives double strike, Inquisitor's Flail allows Thassa to give and receive double damage (receiving we don't care about because she's indestructible!), and Strata Scythe often takes Thassa's power into the strata-sphere.

Now, this isn't a traditional voltron strategy deck with only a select few equipment and I made it that way purposefully so. Aura enchantments to pump Thassa, although providing devotion, "fall off" and go to the graveyard when she isn't a creature, effectively still giving the opponent a 2-for-1 or better if they remove enough other permanents to drop Thassa's devotion (although I go back and forth on including Corrupted Conscience ). The few equipments and not making Thassa a threat so early in the game actually helps the deck survive to later in the game by freeing up card slots for other control or fun card pieces (distractors, if you will) and by not drawing so much attention on Thassa herself.

Enchantments
Enchantments serve an important function of the removal, protection, and draw suites of the deck while being permanents so also add to devotion. Coastal piracy (soon to be replaced by Reconnaissance Mission), Bident of Thassa (which can double as unique removal by forcing opponents' creatures to attack and get in harms way of combat), Dictate of Kruphix, Kumena's Awakening, Rhystic Study, and Monastery Siege all offer sustained card draw and sustained devotion. Monastery Siege is bi-modal switching to more of a defensive piece if needed when cast, which segues into the other cards meant to protect such as Propaganda, Dissipation Field, Ice Cage, Imprisoned in the Moon, and Lost in Thought (along with creatures in Fog Bank and Guard Gomazoa ).

Future Sight and Volition Reins provide unique utility here while also providing that attractive 3 devotion on a single permanent. Sometimes in games, I can tell opponents decide to remove a higher-devoted permanent to make headway on taking Thassa "offline" instead of removing other key cards in play, such as Caged Sun.

Instants
My deck-building philosophy is pretty tame. I find it more interesting, even in mono-blue to not include counterspells, Cyclonic Rift, unconditional tutors, infect, infinite combos, etc. I find for me personally it makes for a much better deck building and play experience. This Thassa deck, however, does not adhere to those tenants. I decided to go with counterspells that provide some benefit such as scry or replacing itself. Thassa's Rebuff, while being flavorful, in late game essentially acts just like a classic counterspell when there's 10, 12, 14+ devotion.

Disallow has definitely saved me (or the entire table) or straight up won me games - its very nice to have in hand when the opponent has to finally make that move to attempt to land the Craterhoof Behemoth or similar back-breaking spell of an ETB. In practice, the main thing Disallow is used for is to counter a Strip Mine activation targeting Nykthos.

Sorcery
This deck definitely has a mass bounce sub-theme with Devastation Tide, River's Rebuke, Cyclonic Rift, Wash Out, and Scourge of Fleets. Just like the counterspells, these mass bounce effects can be brutal on the table if timed right. Mono-blue is not meant to be fast, and having these effects helps level the field against those faster decks that puke a bunch of permanents onto the field.

The asymmetric mass bounce effects essentially tie into the game plan of getting Thassa through with that 1-2 KO. Bounce the opponent's field and then connect with Thassa a couple times before they can really rebuild. I like Curse the Swine because of the Theroes flavor, but also because it's hard to find exile effects in mono blue and sometimes you just want a bunch of creatures gone where Reality Shift won't cut it.

Creatures
Ah, the creatures - arguably the most interesting picks in the deck. The main theme tying them together, for me, is their reliability and staying power.

Aetherling becomes a very difficult creature to deal with once it's on the battlefield, and thus provides a reliable 2 devotion. Being able to blink, pump, and make it unblockable on it's own is a lot of good utility on a single card. Exactly what this deck wants.

Arcanis the Omnipotent is a great card, especially for this deck. Provides card draw, that whopping 3 devotion and can bounce back to hand to protect it and recast to keep that valuable 3 devotion working.

Augury Owl, Thassa's pet, and my pet card. Really it's good though. Playing this digs three cards deep to get better card draw, provides devotion, and acts as an aggro flying detergent early on. My favorite 2-drop for this deck for sure.

Brine Elemental is in here because I was including Vesuvan Shapeshifter anyway, so why not try to include the combo, and the combo itself I feel essentially characterizes the deck: slowly apply pressure, controlling and eventually strangling the board so that Thassa can strike in those vulnerable moments. I used to include a lot more interesting morph cards like Raven Guild Master and Riptide Entrancer taking advantage of Thassa making them unblockable to exploit their on-damage triggers, but have dropped them in favor of other cards. Unknowling opponents still insist it's Willbender.

Clever Impersonator is such a good card. Being able to copy any permanent on the field is amazing. I've used it to copy all manner of things from my own creatures like Scourge of Fleets, making it a second Start Scythe to be able to one-shot each opponent in turn to win the game, opponents' creatures of course, and even opponents' Planeswalkers. Definitely won some games based on what I copied with this card.

Dominating Licid is one of those cards with multiple devotion staying power. It enters as a creature, but it's activated ability turns it into a Control Magic (and thus loses the creature type) that dodges targeted removal. It gets targeted with creature removal? Turn it into an enchantment and thus not a valid creature to target. It gets targeted with enchantment removal or mass enchant removal? Turn it back into a creature to keep it on the field and keep that devotion up. This card turns out to be very annoying to opponents as they figure out how to deal with it shy of a board wipe.

Fog Bank and Guard Gomazoa serve the same function of that early drop defense that helps us cultivate a board state, draw better selection of cards as we scry the thing we don't want/need away, etc. These really just shut down some decks and have been crucially valuable when they see the field in those early turns or late when I'm hoping to defend a "Crack back" between punches 1 and 2 with Thassa.

Guardian of Tazeem has been surprisingly useful. I initially included it because it was a beefier flier with 2 devotion, but the landfall ability has helped in many instances.

Jace's Archivist is meant to look for gas. It doesn't even sacrifice itself when it's activated so if I don't like the cards i just drew, then I can just do it again! And keep that 2 devotion! This deck plays a lot of permanents that aren't necessarily meant to be held onto because you want high devotion, so this card helps replenish once you've cast all the things and/or don't like what's in hand.

Loyal Drake is a reliable draw engine since Thassa is indestructible and thus rarely leaves the battlefield.

Lu Xun, Scholar General is reliable card draw since it is essentially unblockable with horsemanship, and provides multiple devotion. NOTE: I've already slotted to replace this card with Nascent Metamorph once Ikoria: Lair of Behemoths is released because this card isn't lacking for card draw and the Metamorph seems like a fun and interesting card to try when your commander can make it unblockable - potential for blow out with that card is there.

Nezahal, Primal Tide is another one of those cards with staying power since it can be blinked until end of turn to avoid removal and board wipes and thus keep that devotion up. Also, it can draw insane amount of cards just sitting there, all not to mention it can just be a 7 power unblockable attacker with Thassa.

Pearl lake Ancient like many of these other creatures provides staying power and resiliency with a built-in self-bounce ability to save it from removal and wipes and thus to recast for devotion. In particular, ol' Pearly has flash and so can be cast on an opponent's turn some some surprise "online" Thassa action.

Speaking of flash, Teferi, Mage of Zhalfir is well at home in this deck. Puts that strangle-hold like pressure on opponents by restricting their timing and provides that savory 3 devotion, also with flash!

Sakashima's Student is made dangerous when it can copy any creature on the field, unblocked. Kind of in the same vein as how I like the idea of Nascent Metamorph in a deck like this. The ceiling is very high.

Scourge of Fleets as a flavorful big beater with a mass bounce effect. Sometimes you don't need Cyclonic Rift. Scourge will do just fine.

Somnophore has stayed through some updates to the deck, this from the "when [this permanent] deals combat damage tribal phase." It's effect and utility is that good. Thassa can make it unblockable, so no worry about getting through combat and triggering the ability, but to tap an opponent's creature each turn and it doesn't untapped until they can remove Somnophore has been pretty good if not back-breaking for some opponents, especially late in the game when a lot of removal has been spent.

Stormsurge Kraken also provides some staying power to its devotion of 2 with hexproof, but also is a hefty beater that I can send in unblocked or give the opponent the choice of taking 7 damage or allowing me to draw cards.

Trench Gorger is amazing. I'm exiling 20-30 lands each time it resolves to make a 20-30 beater that Thassa can make unblockable and very likely take an opponent out. Very high cost splashy creature that is likely targeted for removal ASAP, but also very wickedly fun and play. Basically a low-key alternate win condition over Thassa along with big beats from the other bigger creatures in the deck.

Trophy Mage provides their devotion all while tutoring up Fireshrieker, Inquisitor's Flail, or Strata Scythe.

Vesuvan Shapeshifter is part of the "copy effects" package of the deck alongside Sakashima's Student and Clever Impersonator (and soon Nascent Metamorph ), but in my opinion is highly more flexible and provides more utility as you can "reset" what it is copying each turn, surprisingly allowing to sometimes turn Thassa "on" or "off" depending on if I'm choosing to copy something with enough devotion. Pairs well with buddy Brine Elemental.

Sphinx of Foresight is a recent addition that I was drawn to for the additional scry, plus abled body flier with multiple devotion.

DECK HISTORY
I initially got into Magic with Odyssey block in 2000-2001 by actually reading the books (Vance Moore, FTW). Flash forward to the original Theroes block and I was enamored as I'd always been interested in ancient Greek mythos. Theroes is my favorite block, despite some of it's criticisms - I think it held to the flavor of it's inspiration moreso than most other blocks. Flash forward to Commander 2015 days when I was just leaving Standard and hearing a lot of buzz around this Commander format. Picked up a C15 pre-con and never looked back. Played that pre-con for a few months before deciding to build a Commander deck from the ground up. Flipped through my collection of legendaries, naturally slowed down through the Theroes legends, and one look at Thassa and I knew. She did too.

The very first version of this deck was sea monster tribal. It was awesome imagining a horde of angry fish swimming on through the opponent's creatures unblocked with Thassa and dealing massive damage. And it worked! . . . for a time. This is where I mashed in things like Guard Gomazoa, Stormsurge Kraken, Trench Gorger, and Scourge of Fleets along side Stormtide Leviathan, Deep-Sea Kraken, Tromokratis, Breaching Leviathan, Crush of Tentacles, and Quest for Ula's Temple. Each game I played with that version seemed to get worse and worse performance-wise and I had to learn that although EDH/Commander was meant to be a relatively slower format (slower "back then" anyway), it wasn't meant to be that slow. Playing a lot of high CMC big creatures was rough without drawing ample mana rocks. I imagine it may be fun to take another crack at that type of deck, especially considering the sea creatures that have been released since, but alas i decided to move on from that for a deck that flew a little closer to the ground.

I search high and low for fun effects that trigger on damage, realizing Thassa more likely guarantees those abilities. That's where I came up with stuff like Lu Xun, Scholar General, Somnophore, Windrider Patrol, Coveted Peacock, Sphinx Ambassador, Thad Adel, Acquisitor, Raven Guild Master, and Riptide Entrancer. During this time, i got really experimental with card choice too, working in things like Shimmering Efreet, Teferi's Curse, Teferi's Veil, and Vanishing (shout out as one of the best flavor texts attributable to Teferi) as quasi-removal or quasi-protection that was hard to interact with and provided devotion. This was a very fun time exploring all that mono-blue could do. I found this deck much more appealing to play than the previous sea monster build, but still felt lacking in a lot of control regards. Because it was more aggressive with on-damage ability triggers it was both more mana intensive than I thought it would be (using Thassa's ability each time I wanted to deal damage after the first few turns because none of the on-damage triggers in blue are stapled on necessarily big creatures) and also drew a lot of negative card and removal attention to itself early in games.

From there I felt it was time for a changing of the guard once more. By now realizing I'm a spellslinger at heart as my preferred way to play EDH/Commander, I decided to go more spellslinger control. This is the phase where I added a lot of various counterspell elements, bounce effects, etc. This version looked significantly different from previous versions as you can imagine since it included relatively very few creatures and a lot of instant- and sorcery-speed elements you would typically expect to find in a mono-blue control deck. This too was a bit effective for a time, but I eventually noticed the deck struggled more and more to close out games and really had to reach for Thassa to get "online" at times. Eventually, it felt like it wasn't a Thassa deck, although I'm really glad I experimented and went that direction as I learned a lot about the selection of those types of cards that I like.

From there, it was actually a lower process re-tooling the deck trying to find the sweet spot of some of the control elements and keeping Thassa online. Along the way I found myself coming back to cards used from previous versions - that's why there's still some big sea creature beaters as well as on-damage trigger cards in the deck, and why very specific counterspells and removal or bounce spells are used - as well as finding cards not previously used and experimenting with some new cards as they were released.

Eventually, I've settled into the version you see here and it's been relatively that way for a while, and I'm still seeing success with it and still enjoying it! I hope you do too!

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