Philosophy:

Creatures that usually swim at a higher level closer to the surface can be cast the usual way (small critters with low mana cost).

Larger, mystical creatures that dwell deeper in the ocean take a longer time to surface.

The analogy in that is: The larger creatures have really high mana costs so its easier to summon them through sending them to the graveyard (the deep) and raise them with a spell that puts them on the battlefield or my hands (if they have been pulled from the library). Whether you do it that way or make up the mana to pay their summons the natural way- it ill take time.

Islandwalk

Giving your opponents islands will equal the idea of a shark sensing blood or certain see creatures sensing vibrations,triggering the inevitable chase, followed by the devouring of their victim.

Deep dwellers with the islandwalk ability inhabit crushing power levels . So as soon as an opponent receives an island, they have been marked - the creatures got their scent. Opponents can expect to be met with the same speed and destruction like the victims of the hunters of the great seas.

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91% Casual

Competitive

Date added 1 month
Last updated 3 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

19 - 0 Rares

18 - 0 Uncommons

29 - 0 Commons

Cards 100
Avg. CMC 3.54
Tokens Copy Clone, Elf Warrior 1/1 G, Fish 1/1 U, Foretell, Octopus 8/8 U, Shark X/X U, Squid 1/1 U, Tentacle 1/1 U, Treasure
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