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Thassa, Deep Dwelling, extended art by Zack Stella

Introduction

Welcome to the realm of my goddess Thassa, Deep-Dwelling. This deck was built around february 2020 when Theros Beyond Death was released. It is my first deck ever (yeah..., mono-blue as my first deck, I guess that says alot about me).

Thassa crossed my eyes for the first time on The Commander's Quarters, where Mitch presented her as a $50 and $100 budget deck.I took that one as a baseline, and made it more competitive (75% range), as my playgroup plays with fairly optimized decks (75-100% decks).

This deck can be described as a Control, Blink Wizard, Combo Deck (in that specific order). It's for those players who love a lot of interaction and various ways to win. This deck is very versatile as it tries to control your opponents just enough, so that you can eventually pull of one of your win combo's. If you are looking for a turn 1-3 combo deck, then you are in the wrong spot. This deck likes to play first and then combo out.

So if this sounds like something for you, read on!

Thassa, Deep-Dwelling is a strong commander for several reasons:

  • The deck is built around enter the battlefield (ETB) triggers. So obviously, we need a way to repeatedly 'blink' (make them disappear and re-enter) our creatures. Thassa can do just that when she's on the field with this ability:
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
  • She is indestructable, so that eliminates every 'destroy target creature' removal spell. (examples: Pongify, Rapid Hybridization, Bone Splinters, ...]
  • She isn't a creature until your devotion to blue is less then five. So that makes her immune (untill you reach 5 among your permanents) to cards like Path to Exile, Amphin Mutineer, Final Death, ... She is an enchantment though, so Altar's Light, Fate Forgotten, ... can target her while your devotion is low.
  • She can deflect big creature attacks with this ability, although I don't use it that much: : Tap another target creature

We want her as fast as possible onto the battlefield and ofcourse want her to stay there to abuse all those ETB's. She isn't too expensive, so you can get her onto the field on turn 2.

Opening hand

I don't need to emphasize that this is your most important hand. It requires some experience with the deck to know what to keep and what not. Just make sure you have enough mana scources in your hand and some way to either control the opponents or get alot of value yourself.

Good cards to start with:

Early Game

Depending on your opponents, you can either progress your own board state by ramping and getting your creatures out or stall your opponents. Like every control deck, you need to be aware of upcoming threats. Knowing your opponents and their decks is key here and Vendilion Clique can help you with that. Try to get thassa out asap to start abusing the ETB's in the mid game.

Mid Game

In your midgame you have two main goals:

Control

You are a mono-blue player, so your task is to make sure no one gets their wincon on the board easily. The vast majority of instant spells are there to counter their most dangerous pieces. Don't overestimate your power and counter everything, but choose to counter the vital pieces in their strategy. We run alot of wizards in our deck, so Patron Wizard can definately help you slow down there plays. Venser, Shaper Savant can bounce any permanent, even lands. With thassa on the field, we can do that once every turn. Narset, Parter of Veils stops your opponents from digging for answers. Archaeomancer, Shipwreck Dowser or Salvager of Secrets can return those counterspells to our hands, so you can counter even more.

Digging for combo's

While we control the board, we'll need to dig for our own wincons as well. Carddraw and deck manipulation is key to doing so. Consecrated Sphinx, Mystic Remora, Mulldrifter, Rhystic Study and Sea Gate Oracle. will help you a great deal with digging through your deck. We also could tutor for the right pieces: Vedalken AEthermage lets you search for any wizard. Mystical Tutor, Spellseeker for any instant/scorcery, Merchant Scroll for any instant and Fabricate for any artifact. We can also upgrade our current creatures to the ones we need using a birthing pod style card Pyre of Heroes.

End Game

At this point we want to end the game asap with one of our combo's. We'll soon be unable to control the board any longer, so try to get your wincon out asap.

The mana cost next to the combo's are the maximal mana costs when casting all of it from you hand. If one or more pieces are on the board, the cost will be less.

Infinite Turns Show

Infinite Mana Show

Infinite Draw/Mill Show

Almost all creatures that are included in the deck are involved in a certain combo. They work on their own just fine, but have combo potential as well. However some of them are not combo-wincon material and here I'll take a closer look on why they are included:

  • Augury Owl is a low-cost repeatable scry 3, with flying. It helps us manipulate the top of our deck massively, early in the game.
  • Tribute Mage can tutor for Arcane Signet,Pyre of Heroes, Sapphire Medallion... let's ramp!
  • Stern Proctor removes enchantments/artifacts for a while. This can be crucial to regain stolen things, or to bounce dangerous ones.
  • Naban, Dean of Iteration double's all our ETB's, meaning we can abuse those even more. If our opponents allow him to stay on the battlefield, then they are in big trouble.
  • Vedalken AEthermage is there to search for that one wizard that you still need in your combo: Naru Meha, Master Wizard, Archaeomancer. Or any wizard you need at that time.
  • As previously mentioned: Patron Wizard can help you a great deal with controlling the board. We have enough wizards in our arsenal to make him work.
  • Spellseeker is present in alot of very competitive decks, because it can fetch you almost all counter-/removal- spells that you need. Only they mostly get to use it only once. However, we can abuse this ETB in multiple ways to fetch a lot of our counterspells. Our opponents won't be too happy about this.
  • Did one of our opponents just tutor for something, and do you want to get rid off it? Do you want to know their next moves? Then Vendilion Clique will help you a great deal. Having the ability to flash it in, right after a tutor, makes it even more powerful.
  • Every deck needs ramp, Solemn Simulacrum is often used to just ramp one land. Imagine us ramping one land every turn. They surely don't want that to happen. So they need to get rid off Solemn Simulacrum. If they do, we get to draw. What a powerful card in this deck.
  • Sower of Temptation can steal your opponents creatures. If you blink that opponents creature with thassa. You release it from the Sower of Temptation leave trigger. Then next turn, you get to do it again. Sure this is slower then Agent of Treachery, but for you can't ask for more.
  • Teferi, Mage of Zhalfir gives us the ability to enter our creatures at flash speed. This can give us a huge timing advantage for our combo's, and a way to abuse our ETB's even more. As an additional bonus, our opponents don't get to interrupt anymore. How lovely.
  • Still haven't found what you are looking for? Consecrated Sphinx will for sure help you to dig deep. Especially in this format, you get to draw alot. An auto-include.
  • Repeatable spotremoval and getting around indestructable makes Amphin Mutineer a needed card in this deck. A nice welcome for any eldrazi on the board.

Ramp

Most artifacts are there to ramp. Unlike green, blue doesn't provide us manadorks. So for this deck to be relevant, artifact ramp is most needed.

Colorless ramp

Format staples Mana Crypt and Sol Ring are ofcourse included. Thought Vessel can help us keeping those cards drawn by Mystic Remora and Rhystic Study, whilst ramping us as well.

Blue ramp

Another format staple: Arcane Signet and Sky Diamond help us with ramp.

Other ramp Sapphire Medallion will reduce the cost of almost all our spells. Wayfarer's Bauble if you don't know this card, and don't understand why it is included. You should check this video, where Mitch from The Commander's Quarters will explain it to you.

Utility

The rest of our artifacts mostly double your opponents trouble. Let's take a closer look:

  • Panharmonicon is a well known card in blink decks. Doubles all our ETB's.
  • Strionic Resonator can double any triggered ability for just . However this can only be done once per turn.
  • Crystal Shard gets mostly used to bounce our own creatures to our hand, to respond to removal, to block and then get them out before damage or to bounce expensive threats back to an opponents hand. The ability to do this only once, is it's downside.
  • Is your opponent about to destroy all creatures? Or maybe just one? Cauldron of Souls will make you take advantage of that, by bringin them back. Ofcourse this will trigger all of our ETB's again.
  • Scroll of Fate always gets some questioning looks and great reactions, when people realize how the interaction between Thassa and manifests work - essentially, you are able to ‘Show and Tell’ any permanent once a turn into play, by manifesting your desired card from hand onto the battlefield, and flickering the manifest with Thassa at the end step. Since permanents enter the battlefield face up after being exiled, we get our ETB as well. Uncounterable additional ramp, utility pieces, or perhaps an early Agent of Treachery or Consecrated Sphinx? Count me in!

Birthing Pod? Show

We don't have that many, but they sure can impact the game alot:

Changes

30/8/2022 - DMU Changes

11/8/2022

  • Duplicant -> Amphin Mutineer , cheaper removal + encore!
  • Mnemonic Wall -> Shipwreck Dowser, one more wizard!
  • Leyline of Anticipation -> Pyre of Heroes, Leyline has been a dead draw mostly. Since we mostly want to get our creatures in on our turn to abuse their ETB with thassa twice. The creatures that need flash, have flash. The one thing that this deck was lacking was tutoring for the right creatures at the right time, this 'birthing pod'-type card helps, since we run a lot of creatures with the same creature type.
  • Conjurer's Closet -> Time Warp An extra combo piece, and conjurer's closet is good, but we have better/cheaper double ETB possibilities.
  • Nephalia Academy -> Sunscorched Desert, helps us more to win. We can now do damage to each player with venser. Ping ping!
  • Nyx Lotus -> Scroll of Fate. Instead of ramping, let's cheat in expensive creatures! Due to Thassa, Deep-Dwelling's end-step blink, the manifested card comes back face up! Nyx Lotus entering tapped was a major flaw, as well as it's cost and inconstancy in producing mana.

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Comments

97% Casual

Competitive

Date added 4 years
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

33 - 0 Rares

22 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 3.03
Tokens Bird 1/1 W, Copy Clone, Frog Lizard 3/3 G, Manifest 2/2 C
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