The Mana Base
The ratio of blue to green mana sources might seem odd given that the spells in the deck tilt heavily toward blue. However, a critical mass of green mana is essential to be able to cast our ramp spells reliably in the early turns. Nevertheless, given the dominance of blue payoff spells, you should prioritize fetching out Islands by default from your ramp spells. Once you have ~4 or so green sources, the benefit of any additional ones is pretty marginal.
Snow Covered Lands
: the benefit of playing snow-covered lands is pretty negligible, but they do let us play
Into the North
, which is why I've included them. You could replace them with regular basics without much impact to deck performance.
Breeding Pool
: As of the writing of this primer, Breeding Pool is up to $20. If you're on a budget you might be tempted to replace it with a cheaper land, but I'll say that this is one of the more important expensive cards in the deck. The fact that you can fetch Breeding Pool with your forest-specific ramp spells is big.
Alchemist's Refuge
: I'm not convinced this card is very important. There are no doubt times when the ability can be very useful, and the opportunity cost to including it is small. Still, you probably won't end up activating it nearly as often as you think you might.
Castle Vantress
: I don't know why this land isn't more popular. The ability is incredibly useful when you're top-decking. With all the ramp in this deck you will often have plenty of mana to activate it. There is a risk that it comes into play tapped on an early turn, but this seems pretty negligible for the upside.
Gemstone Caverns
: One of the pricier cards in the deck. Turn 0 ramp is very powerful. It does come at the cost of a card, but the deck is more focused on card quality and situational usefulness rather than total card quantity. If you're on a budget, cutting this card makes sense.
Minamo, School at Water's Edge
: Should be one of your first cuts if you're on a budget. The advantage is very marginal. It gives you some funny gotcha moments when you can untap one of your fatties, but usually it's just an Island that's vulnerable to Blood Moon.
Simic Growth Chamber
: This land can be very annoying at times, especially if it's the second land in your opener. However, it's an enabler for the infinite mana combo, so it gets an include.
The Ramp
While there are a couple of
ramp spells
higher on the curve, this list heavily prioritizes 2 mana ramp spells. The reason is that we have guaranteed 4 mana ramp in our command zone, and we always want to be casting it by Turn 3. And while ramp spells that get lands into play are generally more reliable for a stable board state, the deck does include a couple of
artifact
and
enchantment
ramp spells as well. This is partly to reach a critical mass of cheap ramp, but it's also because they have some utility in enabling our combo wins. The biggest downside is that things like Mana Rocks get bounced by some of
our own spells
. However, this problem is mitigated by a couple of factors: 1) we have enough lands to replay them without much difficulty, and 2) recasting them can help us remove counters from Arixmethes.
Skyshroud Claim
: In the early game you'll almost always prioritize casting Arixmethes over this spell, but it's good enough that there are some occasions where you might not. The big reason to play this card is that it brings your lands into play untapped, which can be very useful if you can fetch a
Breeding Pool
on your combo turn in order to get an extra blue source. If you're lucky enough to own a
Tropical Island
, then it's even better.
Traverse the Outlands
: This can be an absurd midgame or early late game bomb. It can also be used just to clean your deck out of basics to make your draws better. If you get to play
Tromokratis
on Turn 4, then you can ramp out 8 lands on Turn 5 with this card! Keep in mind that this spell doesn't target, so it's less vulnerable to opponent removal, but you generally should only cast it if you either have multiple fatties in play, your single fatty has Hexproof or Shroud, or you have some other way of protecting it.
The Creature Suite
This list leans heavily into a Sea Monster tribal theme, so one could take issue with sub-optimal creature choices. For example, given the fact that the deck is somewhat light on consistent sources of card draw, I'm somewhat tempted to add
Consecrated Sphinx
. However, Sea Monsters have great flavor and have a decently moderate amount of tribal support spells. I am fairly confident that I have selected the strongest Sea Monsters that are available, but the exact number that should be in the deck could go up or down based on your preference.
All of the Sea Monsters that I have included serve one of the following purposes:
- Disrupt our opponents' board states: this includes
Slinn Voda, the Rising Deep
and
Scourge of Fleets
, where our creatures have ETB effects that bounce opponent permanents.
- Enable some sort of evasion for our attackers: monsters like
Breaching Leviathan
can tap our opponents' creatures down, while
Inkwell Leviathan
has built-in evasion in the form of Islandwalk and Trample.
- Protection from removal: a number of our creatures, like
Tromokratis
and
Simic Sky Swallower
can't be targeted, which by itself makes them great threats, but it also makes them great enablers for our
card draw spells
.
Lorthos, the Tidemaker
: This is probably the monster that I'm least confident in. Its cast cost is already on the more expensive side. It lacks protection, and the activation cost for the ability is not insigificant. At the same time, it clears out blockers for two turns on a single activation. Plus, it has great flavor. It stays for now, but if I decide that the deck has too many big dudes, it might be the first to get cut. The other options are probably
Breaching Leviathan
and
Shipbreaker Kraken
.
The Interaction
Beyond the myriad bouncy board wipes, there are a handful of counterspells and forms of targetted removal. This may or may not be the right balance. It feels close to the floor that I'd want, but you may decide based on your meta that you want more interaction. The priority with these spells is resource efficiency. Many of them - for example,
Pongify
- leave our opponent with a gift, but they are not generally a problem for us to deal with. One form of interaction the deck is lacking is any way of dealing with our opponents' graveyards. It may be worth cutting something to put in a piece of
graveyard hate
or
two
.
Whirlwind Denial
: I am currently testing this card. I am not super confident in it. It could easily be the case that this should be a different counterspell. The idea is that it can maybe help against storm decks, cascade abilites, in counter wars, and as a stifle effect.
Cryptic Command
: While expensive as a counterspell given the many alternatives that are available, Cryptic gets an include because it can also be a win enabler by tapping our opponents blockers down and letting us swing in for lethal combat damage.
The Combo
Since the combo is described in detail above I'm not going to use much space here going through all of the card decisions, but a few things are noteworthy.
Pemmin's Aura
: In addition to enabling the combo, this aura is great utility. It can protect your creature, and the 4th ability can enable a one-hit commander damage kill.
Blue Sun's Zenith
: Since it shuffles back into your deck you shouldn't hesitate to fire this spell off on yourself in the mid-game if you need to refill your hand. BSZ is less desirable as a combo piece than
Stroke of Genius
anyway. The fact that it shuffles back in makes it more difficult to recur (unless you set up a draw loop with Thrasios), and the heavy blue mana requirement is less resource efficient.
Drift of Phantasms
: This little guy may seem like an odd include for the deck, but it is a brilliant tutor that can fetch out literally any piece of the combo. If you decide that you want to include
Fireshrieker
in the list for easier commander damage kills, Drift can even tutor for that.
Eternal Witness
: It's possible that the deck might want some redundancy on this effect, but the options are limited for efficient alternatives. You would likely want a creature-based ETB effect so that you can benefit from the deck's numerous bounce spells.
Skullwinder
is a possibility, but it comes with the obvious downside of helping your opponent find an answer to disrupt you.
Greenwarden of Murasa
is another option. It does have a much higher CMC, but this wouldn't necessarily be a problem when you can generate infinite green mana.
Card Draw
Beyond the mass card draw spells (including the creature synergy spells like
Prime Speaker Zegana
, the deck is somewhat light on sources of consistent card draw. However, there are a couple of powerful inclusions.
Tatyova, Benthic Druid
: This card is great. It turns your lands into redraws and your ramp spells into cantrips. There's a reason it is one of the most popular Simic commanders. It's a lightning rod for removal, but this isn't all bad because that means there's one less removal spell out there for Arixmethes.
Nissa, Vital Force
: Basically another copy of Tatyova. You'll usually be looking to ult this planeswalker as soon as possible, which fortunately is crazy easy to do. It is extremely useful for the combo, either untapping a scarce blue mana source or recurring a key piece from your graveyard.
Thrasios, Triton Hero
: Another simic commander all-star. While it has obvious synergy with the infinite mana combo, you shouldn't underestimate the utility of just getting in value activations of Thrasios on your opponent's end step. It's card draw. It's ramp. It's great.
Other Utility Cards
Clever Impersonator
: Obviously great all round card that can take advantage of opponent plays, but it has specific utility in this deck. It can function as an extra Eternal Witness, mana rock, or planeswalker activation when comboing. And you can also make your opponents hate you by creating an "infinite" cycle with
Kederekt Leviathan
. Cast the Leviathan on one turn. Copy it with Clever Impersonator on your next turn, which bounces Leviathan back to hand. Rinse and repeat on your following turns.
Kiora, Master of the Depths
: I'm not terribly convinced this card is good enough (the ult is nigh impossible to reach), but it does have some good utility and the flavor is spot on. The plus can be good ramp, especially if you have a
Kiora's Follower
effect in play. The minus is solid card selection. I could see there being better uses for this spot.
Shadowspear
: Great utility equipment. Enables our fatties to get past chump blockers. The lifelink is also not inconsequential when you're swinging in with such large creatures. And it helps deal with problematic opponent permanents.
Rancor
: Another trample effect. Might not be good enough, but pseudo-recursion is great.
Key to the City
: This is an underrated card that feels like it should see more commander play. Giving our creatures evasion is great, but it's also a pseudo-loot that can help us with card selection. Maybe it's not good enough, but I'm giving it an include for now.