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Deck #3 in the Big Dumb Tribal Series

Introduction

Welcome to Sea Monster Tribal, the third in a series of decks I am labeling the Big Dumb Tribal Series. This Simic deck is being helmed by Arixmethes, Slumbering Isle, and is a collection of Krakens, Leviathans, Serpents, and other sea monsters. The original idea for this deck came from The Commander's Quarters deck tech, and I've made changes from there. When I saw Arixmethes, Slumbering Isle in the Adaptive Enchantment precon, I immediately liked the card, but wasn't sure what to do with it. Thanks to Mitch at Commander's Quarters for his deck tech!

In the early days of Magic, big blue sea creatures were pretty much not good. They were huge, but they usually came with a huge cost to untap the thing, to attack with the thing, someone else had to have Islands for you to attack with them, and if you somehow lost all your Islands, you couldn't attack with it or had to sacrifice it. The two examples I put forth are Leviathan and Island Fish Jasconius. Hard to play with both, so tantalizing to play with a 10/10! Nowadays, 10/10 creatures come in the form of the likes of The Ur-Dragon, where the only drawback is a high CMC. My, how times have changed. But, considering the restrictions on those two big fishies I've mentioned above, I'm still cramming them into this deck. After all, I think Leviathan is due some respect; didn't Nicol Bolas fight Leviathan early on in Magic lore? Come get some, Nicol!

As per usual, I try to follow The Command Zone's deck building template as much as possible, and did so in this deck. Boring breakdown follows.

I've got lots of different forms of ramp in this deck, and Arixmethes, Slumbering Isle is the first up. Four mana for a two-mana producing card may not seem great, but I know its always there on turn four, and other ramp can get him out much earlier. Beastcaller Savant, Whisperer of the Wilds, Birds of Paradise, and Voyaging Satyr are the mana dorks. Kodama's Reach, Rampant Growth, Rites of Flourishing, and to a lesser extent Broken Bond get extra basics onto the battlefield. Wild Growth, Fertile Ground, Utopia Sprawl, Overgrowth, and Zendikar Resurgent boost mana production from lands. Goreclaw, Terror of Qal Sisma helps reduce the cost of the Sea Monsters. Goreclaw is a poor man's Urza's Incubator in here, and running the Incubator would not have been as good, since I'm not running a singular focus on one creature type for this tribe.
Lots of goodies for card draw in here, and also some top deck manipulation. Elemental Bond, Rhystic Study, Rites of Flourishing, Zendikar Resurgent, Garruk's Uprising, Blue Sun's Zenith, Stroke of Genius, Kiora, Behemoth Beckoner and Aesi, Tyrant of Gyre Straight, and Rishkar's Expertise all draw cards. Top deck manipulation is provided by Mirri's Guile, Soothsaying, and Sylvan Library, which can also draw cards if need be. Call of the Wild has a nice synergy with these top-deck manipulation cards, which I'll get into later.
Single-target removal here comes mainly in the form of counter magic: Negate, Unwind, and Rewind. Reclamation Sage makes an appearance, too. I do have a plethora of boardwipes, though, but they come in the form of bounce and tapping. Aethersquall Ancient, Scourge of Fleets, Slinn Voda, the Rising Deep, AEtherize, Aetherspouts, and Whelming Wave all do some form of bounce. Breaching Leviathan, Elder Deep-Fiend, Lorthos, the Tidemaker, and Shipbreaker Kraken can all tap some permanents to clear the path for attacking.

Fun Stuff I Hope To Do

I've also got some fun interactions in this deck, too. Pemmin's Aura and Freed from the Real are parts of some combo pieces, and my top-deck manipulation cards are going to work with one of my favorite cards ever, Call of the Wild.

I mentioned that Call of the Wild is one of my favorite cards of all time, and I used to run it in casual decks all the time. I've tried it in other EDH decks, but with not much luck, but I think this one is the one. Using top-deck manipulation cards like Mirri's Guile, Sylvan Library, and Soothsaying, it is easy to set up the draws so that I can activate Call of the Wild on someone's end step and always hit a big creature.

There are a few infinite combos in this deck, too. Arixmethes, Slumbering Isle + Freed from the Real or Pemmin's Aura creates infinite mana.

The biggie in this deck is Deadeye Navigator + Great Whale , which will make infinite mana. Obvious uses for this infinite mana are Blue Sun's Zenith and Stroke of Genius to draw someone out.

Now, those two combos are great, but I'm looking to take a trip into Magical Christmas Land here, so bear with me. This is what I hope to eventually pull off with this deck, at least once. Have Soothsaying on the board, along with one of the above mentioned combos to generate infinite mana. On the last opponents endstep, I want to generate all the mana I need to put every Sea Monster possible on top of my library with Soothsaying, and then put them all into play, during the endstep, with Call of the Wild, then take my turn with all my Sea Monsters ready to put the hammer down!

Thanks for taking a look at Sea Monster Tribal. I always appreciate comments, suggestions, and upvotes. And if you have time, feel free to peruse the other decks in the Big Dumb Tribal Series.

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Comments

92% Casual

Competitive

Revision 4 See all

(3 years ago)

+1 Spawning Kraken maybe
Top Ranked
Date added 5 years
Last updated 2 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

35 - 0 Rares

16 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 4.46
Tokens Energy Reserve
Folders Big Dumb Tribal Decks, Simic EDH Decks I Have, Decks, Big Hitters, Pod Play, decks I like, Decks i migght try!, Saved Decks, commanders, proxy deck options
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