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Thassa's Tides v5 (EDH / Commander)

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>Why Thassa?

If you always liked the synergistic potential of blue mechanics, but felt reluctant to become the "Nope Guy", then look no further: the incredibly consistent value engine that is Thassa, Deep-Dwelling will scratch all the itches to "put together all the pieces of the puzzle" you might have.
To prove a point, this list is entirely focused on pivoting the other, less known strenghts of the Blue color. Trickery, board interaction and unexpected outcomes are the reuslts that you may expect from this deck.
Which means, no counterspell cards of sort, no infinite turns, no boring cantrips for the sake of cantrip, no cyclonic rift.
Thassa, Deep-Dwelling is an unusual, permanent based general that likes to stick around and play with the very rhythm of the game, often changing tides at the most unexpected moments, turning a threat into a wincon, or discovering a wincon out of nowhere at instant speed.

You'll want to play this deck if:

You like triggers,
You like critical mass synergies,
You enjoy problem solving and puzzles,
You are a Johnny/Timmy player at heart,
You like to play with other people's cards.

I spent alot of time figuring out all the interactions between cards, and still from time to time I manage to find new lines of play that lead to a victory of sorts:
be it suddenly 10+ poison counters to all opponents, or milling and decking two opponents out of three, or stealing every other player's permanents, or finding a way to achieve the classic TOracle alt-win trigger, or attack with an infinite army white 1/1 Bird Tokens (rare, but possible).
from time to time, you'll even win thanks to other people permanents and spells, without the need of any kind of special combo.

Yet again, by choice this deck avoids many of the traditional Blue "staples", in part simply because I don't fancy homogenization of decks through sheer value, over the meaning of the deck itself.
Alas, without further ado, I'll explain how the game plan of the deck looks like.

*Exception would be Glen Elendra Archmage, because combo decks are a thing;

*Still, themtically and mechanically appropriate cards with similar effects are in the list, like Ixidron and Scourge of Fleets for softlock lines against heavy creature boardstates. I am particularly fond of Ixidron because it creates boardstates out of the ordinary.

>Starting Hands

While there is no "must have" early game card combo (We're playing EDH after all), I still have some reccomandations, for the sake of completeness:

KEEPS

Generally speaking, any hand with 3 lands and some early play is good to keep. There are some corner cases tho:

  • Hands with 2 lands, at least one "Mana Rock" (Arcane Signet and the like) and some action cards (like e.t.b. creatures) or interaction cards (Sudden Substitution, Commandeer etc):
    In this case you are well set up for a neat curve with a T3 Thassa (potentially) followed up by a value engine of sort, or you are ready to snatch that big spell that Timmy ramped up to.
    Beware, even if we can play the draw-go game thanks to the nature of the color, setting up a bit of board presence is very important in the early game, especially if you need to keep up with the table pace.

  • Medium-Fast hands with a t3 Midnight Clock:
    It's better to keep a hand that is capable of doing "something" by t6 even if it's just landing a couple o mana rocks and a small creature or two, if you can land a Midnight Clock early.
    The card is awesome and I highly recommand not to understate the sheer power of refilling the hand in 3 turns. Remember: the clock ticks on eachupkeep, which means that by the 3rd round it stayed on the battlefield, on YOUR upkeep, it will fire off.

  • Mediocre hands with Thassa's Oracle, Aether Channeler, Naban, Trophy Mage/Tribute Mage, or High Tide and at least 3 lands:
    This cards are very good and can turn the game unexpectedly. Because of this, you should keep also if you happen to find a "salvageable" hand with Step Through,
    or a one drop and Pyre of Heroes. That last combination is especially powerful and needs to be answered, otehrwise you'll be able to chain creatures and easily setup the board in your favor.

  • Carefully consider hands with Throne of Eldraine:
    That card is busted and has incredible set up potential. Paired with ghostly flicker and archaeomancer/shipwreck dowser (or a way to tutor them like pyre of heroes and a 3drop or step through) it gives infinite mana.
    Also, if played on t4 leads a t5 10 mana (which means you can land Omniscience or Myojin of Cryptic Dreams already).

  • Unless it's absolutely unplayable, try to keep hands with Leyline of Anticipation:
    The card is a game changer, as it enables playing the game at your end step, maximizing the etb shenanigans from Thassa's triggers.

  • While risky, I usually keep starting hands hands with cloning effects, especially Phyrexian Metamorph. The card pull alot of weight during a game thanks to the flickering effects of Thassa, so I find it often being worth keeping.

MULLIGANS

Generally speaking, I like to take advantage of the free mulligan that EDH offers as a format. That's why the deck runs only 34 lands (33+1 MDFC) and even if the possibility of being mana starving is real, I found it to be the "sweet spot" in terms of balance between consistency and card density.
In my testings the deck doesn't really needs more than 4 to 5 lands in play to run smoothly, thanks to all the mana rocks and ways to enhance and multiply the mana available.
That said:

  • Mulligan any hand with 4+ lands and no way to impact the board early game. What you want to avoid at all costs is for Thassa to be your first creature on the board. Save very few exceptions (the table's expected game pace is very slow, or you have some very strong lead with Leyline of Anticipation as a t0 play), you want to have Thassa's end turn trigger to start generating value as soon as she comes down.

  • Mulligan also if 2 lands and no mana rocks. You CAN risk if you have a 1 drop and a 2 or 3 drop, but I would recommand it only if you see some very powerful line in hand already. Otherwise, being stuck for the rest of the game with 2 lands and a dork is not worth it. Don't get tricked by Frantic Search, that can tempt you to keep risky hands with the promise of digging cards for free.

>Early Game

The first 1-3 turns plays very similarly every game:
Either you will be putting down artifacts, or small e.t.b. creatures, setting up for the Thassa play. It's in your interest to be wary of playing "scary" creatures early, like Thassa's Oracle or Naban, dean of Iteration. Thassa's Oracle is a powerhouse card that can be used in a pinch to dig for fuel if needed.
Basically, what you want to do early in the game is to see as many card as possible, to put yourself ahead in the resource game.
I would not advise to play Pyre of Heroes on curve, if you have another choice that's not Prologue to Phyresis (PtP for short). PtP is not a card to be played early, it's a win condition. If you feel you have to play PtP early, is a sign that you kept a bad or slow hand.
If the game flows slow and you see there is no rush to develop, you can play Thassa on an empty board. Otherwise, prioritize board presence. Often you'll be the target of free early attack steps, because unless strictly necessary, you don't want to kill your creatures as almost each of them has the potential of escalating into a combo win or into becoming a strong value engine.

>Winning the Game

This is the fun and difficult part of the deck. How does the deck wins?
Generally speaking, you have to meet one or more criteria to win the game:

  • You have a way to recur spells from the graveyard;
  • You have a way to make infinite mana.

After meeting such requirements, you can choose to end the game with one of the following:

  • Milling out your opponents' decks (either by flicking 100 times Overwhelmend Apprentice, or by casting Drown in Dreams X=100 twice.);
  • Drawing your deck and casting/flicking Thassa's Oracle;
  • Stealing all the permanents on the battlefield;
  • Giving the table 10 poison counters (that can be done either by casting PtP once and then playing 9 or less non-creature spells with one or more Flux Channeler in play, or by Proliferating with Gitaxian Anatomist ETB 9 times, or by recurring PtP 9 times);
  • Having the possibility, flicking instant speed Aether Channeler for infinite 1/1 flying Birds - this is the riskiest line of play because the table can answer through combat tricks, but it's still an option.

One of the cleanest line of play that can happen would be:

Shipwreck Dowser, Arcane Signet, Throne of Eldraine, Ghostly Flicker, Aether Channeler, 2 Island. Topdeck: Island

T1 Island
T2 Arcane Signet
T3 Aether Channeler, drawing a card. If needed you can create a Bird to chumpblock and protect yourself, or bounce dangerous permanents to buy time
T4 Throne of Eldraine into Thassa, Deep Dwelling. Again, here you can use Channeler ETB to it's best use. I had the luck of finding Spellseeker, which enabled a t5 win.
T5 Tapping Throne for {U}{U}{U}{U} , Spellseeker to find High Tide, casting it for the remaining {U}. Now we have 11 effective Blue Mana (10 from lands, 1 for signet).

  • We can use 5 to cast Dowser, in response to it's ETB we can cast Ghostly Flicker for {U}{U}{U}, targeting Throne and Dowser.
  • The second ETB trigger from dowser resolves, returning Ghostly Flicker to our hand. With still the first ETB trigger on stack, we can tap throne for {U}{U}{U}{U} and use {U}{U}{U} for Flicker, leaving us with {U}.
  • we can repeat the loop to net any amount of {U}, and then switching targets from Throne and Dowser to Dowser and Channeler, bouncing all non-land permanents, creating any number of Bird Tokens and drawing our deck.

Had been Leyline of Anticipation in play, we could pull this off at instant speed.

>Card Analysis (w.i.p.)

>CREATURES

IN OUT
Faerie Seer Fblthp, the lost
Little one drop, has some nice uses. If the opening hand is good but it's one land short and has Seer in it, I tend to keep it. Defiler of Dreams makes it a Serum Vision, Pyre of Heroes uses it to find important cards like Naban, Dean of Iteration, or Thassa's Oracle. Peeking at the topdeck before casting Aether Channeler is also a good thing. At worst, it's an efficient chump-blocker in the air; The card is in my opinion overrated. It does have the best ratio to effect, and it is the fastest e.t.b. that draws you a card. However it has no other function and no real synergy with the rest of the deck. In my testing I never cheered drawing it, and with time I decided to cut it for better value;
Overwhelmed Apprentice Vedalken Aethermage
The only other one drop creature of the deck. And he holds a Ton on his shoulders. Not only it perfecly covers everything that Faerie Seer does, but occasionally it turns itself into a one mana win condition! If you happen to have a loop that allows you to indefinetely ghostly flicker or snap it, he will mill all your opponents out. An amazing little guy; Vedalken Aethermage is a card that I love to hate. Mage tutor at instant speed, and you never want to see it on the battlefield. Turns out - to me at least - that every time you have 3 mana available to tutor for a mage either you are in such a bad spot that no Mage will be able to really save you, either you are already winning the game, so that Mage is just an overkill. Maybe is my bad luck, but this card never brought me the missing piece of a puzzle, not in a timely fashion. I chose the more efficient Step Through to fill in the tutoring duty;
Naban, Dean of Iteration Naru Meha, Master Wizard
A very heavy lifting card, in the deck. So much that - theoretically - you could swap it with Thassa as the head of the deck. You would lose some versatility and some neat tricks that Thassa offers, sure. But the engine of the deck, wuld work just fine with both cards, and this makes Naban an amazing addition. Plus, it's a very cheap blue permanent to cast, so you can toy with it to draw extra card through Defiler of Dreams or Barrin, Tolarian Archmage shenanigans; In earlier iterations of the deck, when I was still running infinite turns lines, I used to also run this card. In short, this card is boring, broken and useless, all at the same time. It's awesome when it enables infinite loops, it literally has only one purpose, and does absolutely nothing in any other situation. Plus, the anthem effect is just a joke. You could consider to copy it several times through the "Sakashima cards", and have a laugh at the beefy mages, but I wouldn't recommend it as a winning strategy;
Thassa's Oracle Cloud of Faeries
This card is just too good to pass. It's one of the most staply staples out there, but at least there is a good reason for it. Honestly, I was reluctant to incorporate it at first, but then I tested it out of curiosity and it got me. It has a very similar "fetchland" effect, as once you try them in your decks, it's "hard" to turn back. You can expect digging 6+ cards three or more times in a turn, an pick several of them. And Yes it's a clean, fast and painless way to close up a game. Because the deck hasn't access to black, and doesn't sport fast mana cards (the good ones, at least), it's safe to assume the card won't create big amounts of salt at the table. You might experience retaliation tho, if you get some super spicy Oracle play earlygame, so beware; Because of Thassa's Oracle uniqueness, I don't really have a comparison. So, I will describe why other cards with similar mana value aren't in the deck. Cloud of Faeries is a very good example of a good card that I cut because of timing restrictions. You can untap 2 lands by flickering it at the end of turn, but the problem is that you don't have consistently the means to use that mana. Another card would be Snapcaster Mage, which is a powerful value engine, in a deck with alot of instants and sorceries. As told before, this deck is a permanent based deck, and so the spells we bin in the graveyard are too valuable to be recycled only once. Archaeomancer and Shipwreck Dowser are much more costly, but they enable winning patterns; something that Snapcaster Mage will never be able to do;
Watcher for Tomorrow Sea Gate Oracle
This card is a fun one. The L.T.B. effect is really a dealmaker, and it's very very efficient for what it does. I will go as far as consider it Thassa's Oracle little brother. Exiling the card face down is a little nice upside to play "mindgames" with your opponents. The card is a good target for removal (as repeated instances of Hideaway give you enormous card advantage and selection) but not knowing what do I get in my hand sometimes is also a good tilting factor; Sea gate Oracle serves a very similar role to Watcher for Tomorrow. For just one extra mana you get a sleight of hand effect. Which, in all honesty, it' competing with much much better effects. See Aether Channeler for reference. Also, thanks to the already good quantity of card draw and tutor effects, it's a delicate job to balance the quantity of topdeck manipulators and game-ending cards we want to use. Often in other lists I see an overwhelming amount of subpar creatures that give card draw, for the sake of fulfilling the "E.T.B." theme that Thassa offers - with the result of greatly diminishing the card quality of the deck.;
Aether Channeler Mulldrifter
Another invaluable staple of the deck. The value and flexibility of this card is just amazing. It's the absolut top dog at it's mana range, everything it does is relevant, one of the absolute best tools of the deck. It also doesn't have a real contender. The only word of advice I can give on this card is not to forget that you can return any nonland permanent to it's owner hand. That includes your permanents also; Let's talk about power creep. Mulldrifter was a main stay in any blue deck or even just blue-friendly deck of EDH. Nowadays, it is slowly dsappearing from the scene, mainly because with five mana you can do so much more than just draw two cards. Don't get me wrong, it's still a very solid choice. However, now you have to have a good earlygame and board presence to cast this card for it's full cost, or you have to set up some shenanigans to get the most out it's E.T.B. or Evoke effect. Because of this, I felt I had to cut the card in favor of more efficient and/or well rounded cards;
Barrin, Tolarian Archmage Cloudkin Seer
Another instance of power creep, but I will address it a little bit later. This card is an hidden overperformer. Like Defiler of Dreams, it transforms the Palinchron combo (with a mana or E.T.B. doubler) from "infinite mana" to "many much mana and my deck in hand", which is arguably game winning. It has some other synergies too: two blue pips help to animate Thassa, and increase the card dgging of Oracle and being a Human can tutor for the Sakashimas through Pyre of Heroes (but also Sower of Temptation, Venser, Shaper Savant, Glen Elendra Archmage, Archaeomancer, and Gitaxian Anatomist,); Cloudkin Seer, Sicarian Infiltrator and Faerie Mastermind are the kind of card that I was referring to while talking about card draw vs card quality. The possibility to repeatedly draw a card thanks to Thassa's triggered ability through a 2/1 flier that costs three mana is strong, but it's really not worth the slot. I very often see Merchant of Secrets in Thassa lists, and every time I can't help but feel bad for the player. This cards are traps that should be avoided. The only card I can reluctantly advocate for is Sicarian infiltrator because it transforms itself into Enter the infinite (sort of) once you pour enough mana into the kick-- err, squad ability, and that separates it from the rest of the numerous E.T.B. cantripping dorks out there.
Flux Channeler Rishadan Cutpurse
Flux Channeler (and Gitaxian Anatomist as well) is a personalization choice. Theoretically, it can help develop Midnight Clock faster, can multiply counters on Everflowing chalice, and can help speed up Tezzeret seeking power. However the real reason of itspresence in the deck is to multiply poison counters given to the table though the single copy of Prologue to Phyresis. That's it. It is tutorable by any 2 drop through Pyre of Heroes, and it's an optimal target of Sakashima's Will. It is not an optimal addition, but serves as a valid out when everything else doesn't work. Personally, I like that there are only three cards that enable a poison victory in a deck that otherwise gives absolutely no hints on that; Rishadan Cutpurse, Rishadan Footpad and Rishadan Brigand are three very synergistic and interesting cards to add to the list, and surely they attack from an unusual angle in the blue color. Exactly as the inclusion of a poison line of play was a personalization choice, the exlusion of a prison line of play falls under the same thought. The trio was present in earlier iterations, and it works extremely well with Pyre of Heroes. However, I found that stalling the game with "every opponent sacs all the permanents" was not as resolutive nor as immediate as "every opponent gets 10+ poison counters". So, for the sake of playing as many games of Commander as possible at any given party, event or whatever (and to keep any table as much groan-free as possible) I deliberately decided to exclude the cards from the list. I would reccommend them however, if you have a knack for prison effects;
Glasspool Mimic Clever Impersonator
This card is an absolute powerhouse. Not only can effectively multiply any E.T.B. that you already played, not only doubles up as a land in desperate moments (the list runs only 33 lands plus 2 MDFC lands), but it costs three mana. Which is a huge detail when you want to combo with cards like archaeomancer, Venser, Shaper Savant or several other more expensive cards. It can effectively go infinite as a copy of Palinchron if you haven't mana doubling effects (with 7 mana available, you can tap out to cast Mimic with palinchron in play, copying it. now you untap 7 lands netting 11 total mana, and can spend 7 to repeat the pocess indefinetely - 2UU to activate Mimic ability, and 2U to recast it); Clever impersnator is a very fun and unpredicatble card. Becoming the best permanent on the table, and constantly being relevant thanks to Thassa's ability is definetely a huge asset for the deck. However, in a game of Commander oftentimes the cards are selected to synergize specifically with the head of the deck, and aside from very specific tribes (dragons, dinosaurs, angels etc) there is no real benefit in copying a threat, because it is made such thanks to adjacent synergies rather than sheer "standalone" power. Furthermore, Mirror Image exists and costs 1 mana less, retaining all the very good synergies that Glasspool Mimic has with the cards in the deck - but because neither of these cards can rival Mimic, they are out of the list;
Spellseeker Gilded Drake
Unfortunatley, this card is very good. So good that I felt compelled to put it in the deck, even if it tutors only 3 cards in the list: High Tide, Snap and Prologue to Phyresis. Problem is, these are some of the best cards that you want to see each single game of Commander you will play. Snap and High tide advance temendously your gameplan, often enabling enough shenanigan to close the game on the spot. But Spellseeker also functions as a saccable tool to Pyre of Heroes, bridging other important E.T.B. effects like Archaeomancer, which basically means that - if the artifact is in play - you are guaranteed at least 2 usages of Snap and High Tide back to back (or 2 consecutive turns, if things get slow or you ned more setup time to close the game); There isn't really any card that compares to the role of Spellseeker, so I will talk about another overpowered card that I didn't include part because of budget, part because of principle: Glided Drake. Stealing the best creature for just 1U is a very difficult effect to pass up. The card is absolutely busted and can create very awkward boardstates where you can end up with several creatures from different players, and they have just a bunch of 3/3 flyiers. My reasoning is that a 150+ dollar card doesn't belong to a game of Commander, and if it costed 10 times less would still be an anti-synergy with Pyre of Heroes. Niche reason to give, yes. But the entire deck is kind of niche, so I'll stand on this hill. Then who knows, maybe if it would really cost ~10 dollars, I would end up including it. But until then I will never know.
Tribute Mage Trinket Mage
this card, along with Trophy Mage, funcion as consistency cards: the first one can tutor the best artifact of the deck, Pyre of Heroes, as well as ramp cards in a pinch - while the latter tutors for the second best artifact of the list, Scroll of Fate. And both can be used as bridge for important 4 drops E.T.B.s later in the game through Pyre, as Spellseeker does; I excluded this card from the list because I decided not to run Sol Ring in the 99, and also becasue Sol Ring is never a card worth dedicating fetching tools, unless your gameplan heavily revolves around resolving it;
Winter Eladrin Aether Adept
This card is one of the best overperformers of the deck. At common rarity ensures to slow down the developement of other opponents, scales extremely well with E.T.B. multipliers and is both a Fae and a Wizard, meaning that can tutor for almost any 4 drop with Pyre of Heroes. Like Barrin and Aether Channeler, this is a card to look forward to in the opening hand - drawn later in the game can even function as a combo enabler, recycling key E.T.B. effects present on the board; Aether Adept is the closest replacement to Winter Eladrin, and the upside of it is the possibility to tutor for both the Sakashima cards (as they are both typed Human Rogue). However, there are niche cases where the card gets worse because of the wording of the ability. For example, if played on an empty board I have to forcibly return itself to my hand, which is unfortunate. Another similar card would be Exclusion Mage, which limits the effect to creatures under opponents control - which automatically prevents the card from comboing off with pieces of your own board;
Archaeomancer Amphin Mutineer
Alongside Shipwreck Dowser, this is THE card that allows you dirty tricks, infinite loops and whatnot. Theoretically speaking, you should aim to have 5 or so copies of such effect - I limited my deckbuilding to two for my personal enjoyment of Commander games. When the effect is too consistent, it leads to repetitive gameplay, which kind of kills the purpose of the format. But that's my personal opinion, and more copies of this E.T.B. will guarantee you consistency; This card has been in and out of the list many times. It's a valid removal spell.;
Displacer Kitten Urza, Lord Artificer
nnnnn; mmmmm;

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