My Thada Adel, Acquisitor EDH deck. Thada is a master thief, and I want this deck to reflect that. The goal here wasn't to make the best deck, but to make a versatile tribal deck that is flavorful, can adapt and plays differently each game. I went for theme, but wanted to pick the best options within that theme for deck synergy.

The Captain.Thada Adel, Acquisitor -- Master thief, Thada is cheap, has evasion built in (kind of?) and can generate you some major advantage if she is left unchecked. In EDH she can almost always steal something to ramp with. A variety of equipment, creatures and game-changing artifacts await you depending on what your opponent is playing, and you always get the best of the bunch!

The Lords.Coralhelm Commander, Lord of Atlantis, Master of the Pearl Trident, Merfolk Sovereign, Merrow Reejerey, Caged Sun (and Master of Waves kinda) -- Our force multipliers, each one makes the whole army stronger and we have six. With an unblockable, ever growing army, merfolk are hard to stop once they've gotten some steam.

The Acts of Plunder.Hypnotic Siren, Kukemssa Pirates, Overtaker, Rootwater Thief (ish), Sphinx Ambassador, Acquire, Bribery, Knowledge Exploitation, Control Magic, Take Possession, Treachery, Volition Reins and of course our commander. -- These are our top tools for versatility and adaptability. By grabbing your opponent's top cards, either from their library, or from play, you weaken their options, and fortify your own. It also makes us feel like the thieves we are, and keeps the deck playing a little differently each game.

Hydromancy (flooding)Reef Shaman, Stormtide Leviathan, Tidal Warrior, Quicksilver Fountain, Spreading Seas -- Our commander, and if we are lucky the rest of our forces, are untouchable in the water. These cards make sure they'll have an open channel to the opponent, and can disrupt mana (if you're feeling nasty) or take out some of the overpowered nonbasics.

Hydromancy (bouncing)Surgespanner, Waterfront Bouncer, Capsize, Cyclonic Rift, Inundate, Wash Out, Sigil of Sleep. -- Another way of clearing the path and delaying our opponents long enough to steal everything out from under their noses. this deck doesn't feature any counterspells, so our control options are going to be a bit more reactive.

ArmamentsChampion's Helm, Cloak and Dagger, Darksteel Plate, Fireshrieker, Mask of Avacyn, Masterwork of Ingenuity, Strata Scythe, Swiftfoot Boots, Sword of Feast and Famine, Sword of Fire and Ice, Sword of the Animist -- Our voltron option, our equipment primarily focus on evasion and protection. Of particular note is Fireshrieker; double strike means double every "Whenever... deals combat damage to a player..." effect. Double stealing with Thada, double drawing/burning with Sword of Fire and Ice, Double turn taking with wanderwine prophets, the list goes one and on.

Dirty Tricks:Sleep is more or less a blue overrun, plus it stops your enemies in their tracks for a turn. Psychic Surgery means that while you're rummaging through your opponent's decks, you are also making sure their draws are as weak as possible. Also hoses top-of-deck tutors, and weakens the rest.

There is plenty more here, but those are the highlights.

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Date added 8 years
Last updated 8 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

36 - 0 Rares

16 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.36
Tokens Copy Clone, Elemental 1/0 U
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