Thassa, God of the Sea


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Theros (THS) Mythic Rare

Combos Browse all

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.

Set Price Alerts

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Thassa, God of the Sea Discussion

bushido_man96 on Sea Monster Tribal

1 week ago

RoaringBunny, thanks for the suggestions, and for the upvote. I am actually running Rishkar's Expertise over Shamanic Revelation , I just forgot to change it. I did have Soul's Majesty originally planned, but I think I went with Elemental Bond instead. I typically favor effects that draw me cards over time as opposed to one-shot spells. Lurking Predators is awesome, and I run one in my Dinosaur Tribal deck, and its a killer. If I get one eventually, it'll go in here, too. I also like Thassa, God of the Sea , and I'll consider adding it eventually. Budget restrictions are a thing for me, but I'll look for the card may pick one up eventually.

RoaringBunny on Sea Monster Tribal

1 week ago

I really like the deck, I tried to make a similar one but was never able to get it where I wanted it to be.

Sea monsters all have really high cmc so I suggest ways to cheat them into play such as Genesis Storm , Genesis Wave , Selvala's Stampede , Tooth and Nail and See the Unwritten .

A deck full of high cmc creatures also needs a lot of ramp to keep up with other decks. I personally think you should up your ramp package and add a couple more lands. Frontier Siege is a card I really like, choose khans for 2 green main phase 1 and 2 more main phase 2.

You are running Shamanic Revelation but I think cards like Rishkar's Expertise / Soul's Majesty are likely to draw more cards. You will probably more often have a creature with 5+ power out than 5 creatures on the board.

Fixing the top card of your deck is already a subtheme so it may be worth trying out Lurking Predators .

Thassa, God of the Sea seems to do everything you want. Fits theme, grants unblockable, and helps rig your top card.

Good luck with the deck.

JohnKenish on What's Yours is Mine now

3 weeks ago

Perhaps rather than Vraska the Unseen , I'd go with Black Sun's Zenith .

And without a way to get things back from the graveyard, Grisly Salvage doesn't seem worth it. Instead maybe use Carnifex Demon or Flourishing Defenses .

Also adding blue would give access to things like Deepglow Skate , Skeleton Ship , Vedalken Anatomist , Fuel for the Cause , Corrupted Conscience , Viral Drake , Thrummingbird , and most importantly, Inexorable Tide . Add Thassa, God of the Sea to make your creatures unblockable, while giving a scry each turn, and it seems like it should be an easy.

So overall, I think the deck would be better dropping either dropping green completely and replacing it with blue, or dropping cards like Vraska the Unseen , Golgari Charm , Putrefy , and Scuzzback Scrapper and replacing them with the blue cards mentioned above.

Cloudius on Isperia's Flying Circus of Tools

3 weeks ago

Mj3913 Howdy pal!

Here're my first cut suggestions. I'll be back with more for sure.

Blink Effects

You run a considerable amount of creatures with ETB effects, so why not throw in more blink effects to milk these ETB effects for their worth.

Ghostly Flicker & Displace - Blink 2 creatures to enjoy their ETB effects again. You can also use them defensively to save your creatures from targeted removal. Combine them with Archaeomancer and Peregrine Drake and you can generate infinite mana! Capsize in your maybeboard is a good mana sink outlet and wincon, cause with infinite mana, you can bounce all permanents your opponents own.

Ghostway & Eerie Interlude - Offensively, you can blink your creatures for their ETB effects. Defensively, you can protect them from board wipes, and even the dreaded Cyclonic Rift !

Deadeye Navigator - The staple of most Blink decks, nuff said.


Skyblinder Staff - With a deck full of flyers, this hidden gem is awesome! It makes all your flyers unblockable (except by creatures with "Reach").

Thassa, God of the Sea - Indestructible makes her difficult to remove, scry 1 is the icing on the cake, did I mention she makes your creatures unblockable with a mere .

Thanks all for now. I'll be Back!

Jaecen on Animar Sec

1 month ago

Card Categorization

I've categorized the cards in your deck here:

The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.


There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.

The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:

  • Animar only decreases colorless costs
  • Animar only cares about creatures
  • Animar only cares about casting creatures

Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.

Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.

Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.

To best abuse Animar, we want:

  • Many creatures across a range of mid to high colorless costs
  • As many of those creatures in our hand as possible
  • An many +1/+1 counters on Animar as soon as possible
  • A means to make Animar unblockable

The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.

Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.

Abusable Colorless Creatures:

Repeatable Bounce:


Unblockable Enablers:

We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.

Draw/Card Advantage:

Changes to the Existing Cards

I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.

Cards that seem particularly problematic:

  • Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
  • Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
  • Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
  • Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
  • Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
  • Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).

hkhssweiss on Enchantress Tuvasa

1 month ago

Yo meatman87, for a competitive Tuvasa Enchantress deck, I would definitely do some reworks and go a bit more into the taxing route. Some cards I would add in already that comes to mind is:

I would also reconsider adding in Mystic Remora , it is a great card that slows down other competitive players or force you to gain card draw which is important. You should also consider other avenues to winning with Tuvasa as your 3rd line to winning if all else fails. You can do something akin to Enchanted Evening / Aura Thief or Cleansing Meditation . Three part combo with that as well as Calming Verse / Faith's Reward / Teferi's Protection . Enchanted Evening also goes well to make infinite tokesn with Ajani's Chosen .

Another line you can also go for in the Blind Obedience + Bloom Tender / Pemmin's Aura / Freed from the Real infinite extortion win. There are also cards that don't make sense with the current build so these would be the cards I would recommend cutting.

The cards I mentioned above either doesn't have a place in the deck your going for or isn't further accelerating your game plan. What you want to do assuming is to accumulate resources and value ahead of your opponent while preventing them to do anything. I would also say that you wouldn't actually need JTMS, Mother of Runes or Noble Hierarch as they won't trigger your draw. You also might want to consider adding in a High Market to have a kill switch for your Academy Rector . You have a couple avenues of fetching for it in the forms of Crop Rotation as well as Wargate when you add the latter in. Sylvan Scrying might also not be a bad add in as it can fetch you your Reliquary Tower / Serra's Sanctum and if you want to consider adding in Nykthos, Shrine to Nyx , those are all valuable targets.

Lemme know if you have any questions on the card reasoning or if somehting doesn't make sense to ya!~

TheMillKid on Pir and toothies counter cabinet *PRIMER*

1 month ago

I think KayneMarco has a good point about cards like Rogue's Passage . Key to the City is another good option, since it's cheap, and actually can provide a bit of additional card advantage.

Some extra low-cost draw spells to pump Toothy could be Ideas Unbound , Concentrate , Harmonize , Ancestral Vision , Breakthrough (although this one has a big downside), Careful Consideration , Cephalid Coliseum , Compulsive Research , and Ordeal of Thassa . On a related note, Thassa, God of the Sea would be another good addition, smoothing your draws with scry while also providing another way to make Toothy unblockable.

I honestly believe Song of the Dryads is one of the most powerful removal spells around, because turning a commander into a Forest just invalidates them until the enchantment is destroyed (because their forest general isn't destroyed by cards like Wrath of God ).

Happy Brewing!

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Thassa, God of the Sea occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Blue: 0.22%