Thassa, God of the Sea

Thassa, God of the Sea

Legendary Enchantment Creature — God

Indestructible

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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Trade

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Printings View all

Set Rarity
Secret Lair (SLD) Mythic Rare
Theros (THS) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
MTGO Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

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

Commander / EDH:

All decks: 0.05%

Blue: 0.22%

Thassa, God of the Sea Discussion

hkhssweiss on Quick do a Backflip

2 months ago

Yo shwanerz88!

Have ya thought of adding in some of these fun cards for shenanigans?

Maybe add in these cards as well to help with the ramp, tutoring, or just general value!

Big thing I really like in Okaum/Zndrsplt decks is the use of cards like Fling/Soul's Fire/Chandra's Ignition to do a crap load of damage!!!

Hope that helps!

DreadKhan on Zur and banter

2 months ago

A fun thing to do with Zur is to just cheat out a God or two, Heliod, Sun-Crowned and Athreos, God of Passage are both decent choices I find, but Thassa, God of the Sea can be a fine choice even if you can't make her a creature, since her abilities are pretty useful.

In an emergency, you can just make one of the God a Pariah to drag things out, and if you can make things unblockable with Thassa, dragging things out might work out well.

Deck looks like lots of fun, and seems pretty non-toxic! Good work making Zur seem reasonable.

Another good bit of tech is Imprisoned in the Moon which will just ruin a deck relying on a creature, PW, or even land's day, and they can't sac it nearly as easily vs Darksteel Mutation. You can theoretically remove a Commander with hexproof, indestructible, sac-proof, anything but protection from blue nearly, which is pleasantly rare.

azja on Yuriko...Help!!!

2 months ago

Hi, welcome to edh!

First off, I want to say I think the deck looks great so far! I've been playing Yuriko for about 8-9 months now, and here are some things I'd suggest:

  1. Dismember -5/-5 is sometimes not enough to kill the main threat at the table, maybe replace it with Far / Away (less limiting, higher cmc) or Reality Shift (gets around indestructible)

  2. Doom Blade too many people play black, Hero's Downfall is much less narrow

  3. Into the Story not super effective if you're not playing mill, Bident of Thassa synergizes with your deck more

  4. Lightning Greaves is not bad, but Whispersilk Cloak also gives Yuriko unblockable

  5. Mu Yanling I personally don't like planeswalkers in Yuriko decks. Since you won't have very good blockers, it likely won't survive until your next turn. I'd play something like Thassa, God of the Sea instead

  6. Liliana Vess same reason as number 5, maybe play Scheming Symmetry instead

  7. Decree of Pain the cycling mode hurts your creatures much more than the rest of the table since you play lots of 1/1 's and 2/2 's. Commit / Memory has a cmc of 10, and can be a temporary removal spell or counterspell

  8. In Garruk's Wake Yuriko decks are not good at hitting 9 mana. Although not a direct replacement, Consign / Oblivion is a card I think every Yuriko deck can run

  9. Kindred Dominance unless you have an effect like Conspiracy out on the board, this hurts you a lot too. I'd play something like Evacuation instead. It's instant speed, and you can re-play your creatures a lot faster than your opponents can.

  10. Dauthi Embrace using 2 black mana each turn just to make one creature unblockable is hard in most Yuriko decks. Try Aqueous Form instead

  11. Soothsaying also a pretty heavy mana investment for its effect. Although this card is not very budget-friendly, Sensei's Divining Top is much, much better

12-16. Inkfathom Infiltrator, Invisible Stalker, Quickling, Shadowmage Infiltrator, and Spark Double aren't good enough to justify their mana cost in my opinion. Some replacements I would suggest are Changeling Outcast, Dimir Infiltrator, Gudul Lurker, Mist-Cloaked Herald, Tormented Soul, and Baleful Strix

I hope this was helpful! If you want to check out my Yuriko deck, the link is https://tappedout.net/mtg-decks/26-07-19-yuriko-edh/

Don't hesitate to ask if you have any questions!

OdinPlaysGames on Thassa Extra Turns

2 months ago

bossomus Thanks so much for your input! Venser is already an addition to my deck on paper, just one of those things I havent updated here yet - along with the removal of Magic Mirror, it was too slow for the amount of instants/sorceries. Callaphe is kind of just a meme in this deck because Thassa, God of the Sea cant just make it unlockable for lethal late game and everyone underestimates it. But I definitely see what you mean there, it could be dumped for a counter, along with Gadwick. Heraldic Banner is nice because the amount of creatures in this deck does mean I swing in sometimes. It makes this deck more Midrange or Tempo than control, but it could be easily swapped. Dream Eater has to stay for me because Gosh I love this card. Surveil 4 every turn + bounce is too fun to pass up. It's also good for ditching cards I dont want from Cavalier of Gales, Sensei's Divining Top and other top-deck abilities. However, I mostly play casual, so the need to replace a good card with a great card isnt super high up on my list for the money.

I see you're also leaning towards more of a wizards theme, which is fun but not something I really built around with my creatures.

Optimator on Alela Fairy Swarm

2 months ago

You have a lot of enchantment-based removal, like Darksteel Mutation, et al. I like these effects a lot but they can be even better with recursion. Starfield of Nyx and Hanna, Ship's Navigator would be good choices if you're looking for more card advantage. As far as deck slots go they can usually be treated as "draw".

They're expensive, but some of the best card draw cards are Kindred Discovery, Phyrexian Arena, and Rhystic Study. Some other fair-to-middling options that are enchantments/artifacts are Honden of Seeing Winds, The Magic Mirror, Coastal Piracy, Underworld Connections, Greed, Erebos, God of death, Vampiric Rites, Distant Melody, Mind Unbound, Well of Ideas, Thassa, God of the Sea (Scry 1 is kinda like 0.45 of a drawn card), Thought Reflection, Dictate of Kruphix, Monastery Siege, Tamiyo's Journal, Staff of Nin, Arcane Encyclopedia.

VileRocK on Tatyova Ramp 1.0

3 months ago

Change log:

This planeswalker is only really useful for the -1 option, if you get it twice it's great value.

Homeward path protects against theft effects.

Curse can hit as many targets as you require.

Tireless Tracker is too slow and requires spare mana.

Better ramp upgrade.

More creatures to shore up against sac strategies.

Primal order is a powerful wincon when you only run a maximum of 5 non-basic lands.

harbingerofduh on "Library.exe has stopped working" | Phenax Primer

3 months ago

I feel like Thassa, God of the Sea is strictly better than Dauthi Embrace in this deck. Same CMC; less color-intensive activation; can transform into a hard-to-kill, mill-ready creature; can't be killed by standard enchantment removal; and provides a free scry every turn on top of everything else. And it's another Theros god, so it's even more thematic! What's not to love?

omega1563 on Azami's Wizard Gang

3 months ago

Planned Changes:

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