|Commander / EDH||Legal|
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|Theros (THS)||Mythic Rare|
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Thassa, God of the Sea
Legendary Enchantment Creature — God
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control adds to your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
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Thassa, God of the Sea Discussion
2 days ago
I love the deck, it looks like it'll be a blast to play!
I'm currently taking a break from my Raff list. Its really fun but I was given a commander for my birthday and I feel like I should build around that first :P
Some suggestions I've been thinking about putting in my own raff deck are stuff like Ephara, God of the Polis. She seems REALLY good there. Heliod, God of the Sun might be a nice addition to that as well. Search for Azcanta Flip if you can afford the dang thing, it being so expensive. Finally, Thassa, God of the Sea seems really good to make some creatures unblockable, and the scry seems legit too.
Flashing in a Meishin, the Mind Cage sounds hilarious as well. I don't know why I'm mostly suggesting enchantments but they're just popping up in my mind.
Happy brewing! If you need any help let me know! I'd be happy to help.
1 week ago
Some way to make Tuvasa (or anything else) unblockable would be good. A Flitterstep Eidolon, Whitewater Naiads, or Thassa, God of the Sea. And if you plan on bouncing your creatures, maybe something like Cathars' Crusade could be useful? There's also ways to turn your enchantments into creatures, like Starfield of Nyx. I also see 0 cards with Constellation or Bestow. Eidolon of Blossoms could be nice to add to your cast-enchantment-and-draw-card cards. Herald of the Pantheon is also pretty cooooooooool. As is Kestia, the Cultivator. And not sure if you're into combos, but Enchanted Evening and Ajani's Chosen go infinite and are pretty good on their own.
2 weeks ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
3 weeks ago
Ramos, Dragon Engine would not get counters, since the spells would be colorless.
Devotion would still work as intended, since it cares about colored mana symbols, not a permanent's actual color. So Thassa, God of the Sea would still be able to check how many symbols are in the mana costs of your permanents, and if that number is 5 or more, it would be a creature.
Convoke would only work for generic costs, but that's fine because spells with convoke would be colorless.
Protection from (Color) would not function as intended, because spells and permanents would now be colorless and be able to get past that. So any spell would be able to target Emrakul, the Aeons Torn for example.
Conspire would not work, because one would need to tap two creatures that share a color with the Conspire spell, and colorless is not a color.
Spells and abilities that care about color, such as tapping creatures of X color or countering spells of X color, would not work, as permanents and spells would now be colorless. Same with cards that care about you casting a spell of a given color.
I can't think of other abilities that care about color off the top of my head.
3 weeks ago
enpc What sort of cards and how many should be removed do you think? What should replace them. Some of the cards like Lightning Bolt I was considering and think would be possible. I simply don't know what to swap it for.
As for things such as Thassa, God of the Sea, do you think it is relevant to run? I feel as though the scrying is extremely beneficial. Is there something else that could help? Remand helps with card draw as the biggest drawback is not being able to stay fast and consistent I feel. Any suggestions?
1 month ago
I like. As much as your general likes to cause aggro though, I feel like you should cut your creature count down a bit for some additional "traditional" blue cards to further aid your deck. Also Guile feels a little forced.
Some suggestions though for a couple small stuff:
- Dreamscape Artist for ramp
- Open Into Wonder for more contact triggers
- As Foretold is a free spell every turn for you with your low CMC
- Thassa, God of the Sea is nice and cheap, Scry is great, and it's a back up maneuver ability
Good luck, and hope your enjoy your deck!
1 month ago
1 month ago
Before actually playing the deck I was very focused on setting up a nice graveyard for Lazav using a bunch of wheel effects and looters. I also had a lot of evasive creatures included to ensure that Lazav would connect.
After playing the deck I think it works a lot better to just play the cards out without focusing to much about the setup for Lazav. As a result I cut down to just 2 wheel effects (I think) and no looters unless they are evasive creatures. I only run evasive creatures that I would not mind playing without thinking about Lazav (I still think Invisible Stalker is to good to not be included though).
The creatures that can protect Lazav are so much better then I ever thought they would be. It comes up every single game (multiple times) and it can really be a blow out when you are left with your (sometimes lethal) commander after people put in an effort to remove it, did some collateral damage and payed a price themselves. Cavern Harpy dodges everything (besides Take Possession which I have never seen played) but have the drawback of resulting in Lazav gaining summoning sickness when I replay him. I had a game where I played Lazav, someone tried to remove him (sometimes by killing the board) I would turn Lazav into Cavern Harpy to dodge. Then replay Lazav, new removal, harpy again, repeat for like 4-5 turns. Summoning sickness is a real draw back from Cavern Harpy but is non the less a really strong protection piece. Erebos, God of the Dead (and Thassa, God of the Sea when I manage to get one) can dodge a lot of removal without the issue of summoning sickness.
I've also found that this deck can do some really fast kills fairly easy when a little lucky. Simply playing Lazav on turn 2, Buried Alive on turn 3 to get Vector Asp, Phyrexian Dreadnought (and maybe Dimir Infiltrator) sets up for a kill on turn 4 on players who simply cannot block, and turn 5 with any evasion creature in the mix.
But in most games where we simply dont draw Buried Alive, just playing the deck more like a control deck is really fun and work well.