Ominous Seas

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Ominous Seas

Enchantment

Whenever you draw a card put a foreshadow counter on Ominous Seas.

Remove eight foreshadow counters from Ominous Seas: Create an 8/8 blue Kraken creature token.

Cycling : (, discard this card: Draw a card.)

Mithrandir.mvm on Wizzardrix (Kwain, Itinerant Meddler)

1 month ago

I love this deck! I've been toying with some cards, but I'm hesitant on some of them:

Omniscience: I tried to use it as a pseudo Smothering Tithe, but it doesn't work with X spells, and it's super expensive... Same happened with As Foretold

Mana Maze really slowed the table. But so did it with my deck! At the end I found it a bit fatigue-inducing, so I'm not sure...

Overburden and Mana Breach are interesting, specially at the early game. We barely have creatures, and don't play too many spells, so I think it can help.

The new Smuggler's Share should work pretty well here!

Enchanted Evening + destroy enchantments is mean. Also Aura Thief, which I love. I've tried a small package for this synergy, but have not played it yet, and I feel it's veeery niche. Getting a draw with Archon of Sun's Grace could be fun, I guess? Enchanted Evening has something that attracts me every time, though. Any other ideas to use it in this deck?

Meekstone was pretty effective.

Drumbellower is cheap mana-wise and allows us to overgift with Kwain. It feels like it needs more tap creatures, though, and I'm not sure it is worth it. But 3+ cards per round... Teferi, Who Slows the Sunset has another untap + lifegain. It should attract some gazes, though; is he worth it?

Words of Worship: with that much drawing, paying x to gain 5x life instead of drawing x could be interesting.

Wizard Class: hey! We don't have that many creatures, buuut this could become pretty stupid. Kwain Voltron anyone?

Ominous Seas has been cute: instant speed 8/8, you say?

Lay Claim it's another enchantment I like, and goes well with Open the Vaults.

I'm thinking of the New Capenna cards, let's see if some of them can work here too. Let's keep this deck brewing!

Guerric on Fish are friends

4 months ago

Hi Anabasis! Since you asked for some feedback on the list prior to committing, I'll comment here since I can link cards easily. Let's begin with the archetype you are going for here, how it plays out with Braids, Conjurer Adept, how to make it run a bit smoothly. The archetype for this deck is "group hug," which is a bit of a misunderstood archetype that has gotten unnecessary bad rep in the past. Basically, a group hug deck built properly is one that has effects which benefit everyone, but benefit the player the most. The idea is that there is little incentive to target the group hug player because they are giving free stuff, and the free stuff nonetheless keeps every player more competitive, which takes more pressure off of the group hug player, who is then ahead in the value race. The most iconic group hug commander, for example, is Kynaios and Tiro of Meletis. This commander lets every player either draw an extra card or play an extra land each end step, whereas the Kynaios and Tiro of Meletis player gets to do both. Oftentimes what makes game uneven are some players encountering ramp or draw problems, and this evens things out and keeps them competitive. Usually players won't target Kynaios and Tiro because it is benefitting them, and because it is not inherently threatening. Nonetheless, the Kynaios player is ahead in the value race, and usually plans to win with some sort of alternate win condition like Approach of the Second Sun. Braids, Conjurer Adept plays out similarly, in that every player benefits from Braids, but unlike your opponents your deck is built to exploit it, and you will have scarier things to cheat out than they will. The difference with this deck, however, and this is the critical part, is that your deck will be inherently threatenting. People will soon figure out that you are dropping scary things and have plenty of incentive to kill braids. What's worse is that the way Braids works inherently gives them added incentive to do so. The scariest words on the card are "at the beginning of each player's upkeep" are ones you will come to loathe if you don't build this right. These words mean that if you play Braids normally, each of your opponents will get to use Braids before you do. This is bad, because after three opponents have used it, the third could kill Braids before you ever get to use her. This is the nightmare that should ever be in your mind when planning or playing this deck, but if you are mindful of it, it can be overcome. So let's think first about Braids' abilities and how to best protect and exploit her to your benefit over your opponents.'

The first is to do lots and lots of what blue does best, namely, countering spells. Whereas Kynaios and Tiro of Meletis are a pillowfort group hug deck, you should think of your deck as a control group hug deck. Forget the crappy boardwipes like AEtherize and Aetherspouts. You probably included them because you've sensed they won't hit your board, but you'll find that smart players never attack with their most important pieces, and that they won't generally do what you want them to. Spectral Deluge and Whelming Wave are probably fine, but leave the rest out- you're better off just stopping things from happening to begin with than wiping a board that will probably be in your favor. Counterspells are good here for two reasons. First and foremost, they protect Braids from removal, which will be their most important duty. Beyond that, since you're getting a free permanent every turn, you have the luxury of holding your mana open, so you might as well have stuff to do with it! I'd think about playing up to ten different counterspells along with premium blue targeted removal like Reality Shift, Ravenform, etc.

Since the weakness of Braids is that our opponents' get to use her first if we cast her at sorcery speed, we might as well rewrite the script and try to play her at instant speed where feasible. Leyline of Anticipation and Teferi, Mage of Zhalfir can help with this. You'll enjoy much more playing Braids on your opponent's end step and getting to use her first than the reverse. This will also aid and abet your counterspell game, in that if you don't need to counter anything you can cast other spells on your opponent's end step rather than wasting your mana. I see that you included these spells, but I wanted to make sure that you realize how critical they are to your game, and that if you can find more of this effect it will be worthwhile to include it.

A third implication is that, in the true spirit of group hug, you should get to use Braids more than your opponents. It's only fair after all! Therefore cards that copy triggered abilities like Strionic Resonator are at a premium here. Braids is far better if you get to use her twice and your opponents only get to use her once.

You also need to rework your ramp section entirely. The general rule of commanders and ramp applies here, namely, that you mostly want to play ramp that can get your commander out a turn early. This means one and two mana rocks primarily, unless it can get extra lands out. Dreamstone Hedron and Hedron Archive are traps and will make you cry. I know the theory is that you can play them for free with Braids, but keep in mind that they will never help you cast Braids. Also, they tend to be removal targets, and you'd probably be putting out something threatening over a mana rock anyway. Caged Sun is definitely worth it though because of the overall value, and because it will be worth it even to double your mana for one turn in order to cast a massive x-spell. Armillary Sphere is just bad here. Importantly, it is not a ramp spell since it doesn't put anything onto the battlefield. When people do play it, it is just for color fixing in multi-colored decks, and you don't need that. It'd be better to just play more card draw so that you can draw into your land drops normally. Sol Ring, Mind Stone, and Thought Vessel are fine, but you want to add Wayfarer's Bauble, Sky Diamond, and Coldsteel Heart at least. Sword of the Animist and Dowsing Dagger  Flip are also fabulously repeatable ramp that always makes me smile. Dreamscape Artist is also a sleeper blue card that can repeatedly ramp lands onto the battlefield which is often overlooked. You'll be far happy with these efficient options that can either get Braids out early or get her out on time with mana to spare for counterspells than with the big splashy cards.

Also, as far as card draw goes, I wouldn't take group hug to far here. You are already giving your opponents free permanents, and you are in the best card draw color and don't need their help in that. Personally I'd recommend skipping Kami of the Crescent Moon and the like entirely, and play more personal draw spells like Gadwick, the Wizened and Blue Sun's Zenith. Seriously. One advantage of Braids is that they will play spells for free and run out of stuff to cast, whereas you can keep drawing into it. If you help them out too much, you're just hurting yourself in the long run. I'd honestly replace all the reciprocal draw spells with spells which draw you cards. The only one that might be ok is Well of Ideas, but that one is benefiting you more and you first, so it fits the bill.

Some more cautions. While casting free haymakers is the reason for this deck, don't overdo it. You want to be able to afford to hard cast stuff sometimes, both in case Braids dies or just to amass more of a board presence. The power curve in magic has been getting lower in recent years, and there are many devastating spells that cost four and five mana, so don't sleep on those. Your average cmc here is 4.5, and while some high cmc haymakers are what you want, you also want lots of castable creatures.

I'm also not sure why we are playing the "creatures become every creature type" cards. Is this for better board wiping with Whelming Wave or synergy with Spawning Kraken? In my experience these synergies won't work out enough to justify the card slots, which might be better filled with counterspells or other creatures. Honestly, if I were to pick another theme to support this archetype I'd pick blink, since you doubling ETB counters can be great, but that's just me. Blinking is the sort of thing where you don't need to do a lot of it for it to be good.

A few other card choice matters. Reflections of Littjara only works on cast, so it won't copy creatures played with Braids. Definitely consider this before including a five mana enchantment that doesn't affect the board right away. Also, yes, absolutely play High Tide. It is so worth it in a mono-blue deck. Yes, Frozen Aether is amazing here. this is absolutely how to play group hug. Your opponents get free stuff, but it is only fair that you get to use your stuff first. Personally, I feel like Ominous Seas is one of the most overrated commander cards in recent years. It seems like you get a great rate on a vanilla 8/8, but often the enchantment will get blown up first, and it takes forever to come out. That's just my opinion thought.

One final thought, don't prejudice yourself too much in favor of sea monsters over against, say, eldrazi. I know the chase eldrazi are expensive, but Artisan of Kozilek is under one dollar in real world money and a wonderful thing to play with Braids, and to make copies of with your copy spells, and to give haste to with Crashing Drawbridge. You will have so much fun.

I think this will be a great deck and you have a lot of good ideas going here. I'd just refocus it a bit and then wreak some havoc!

multimedia on Krothuss Deep Blue (Budget)

5 months ago

Hey Coward_Token, thanks for the upvote. Yep, Wizard Class is for it's level 3 which can make Krothuss huge because my version has lots of draw. It's a backup plan to have a win condition of Commander damage from Krothuss. You're right no max hand size is a drawback of the Class, but I feel I have enough discard effects to overcome this. Ominous Seas was played for a while in place of Class as another budget card that cares about lots of drawing.

dark_lightning on FSK 18 deck with a lot of curses

7 months ago

Got too many Curses in the Deck and not enough Sacrifice outlets. Its always necessary to have at least one Sacrifice outlet or you cant get your card draw.

Also i added some Card Draw Value Cards like Chasm Skulker and Ominous Seas to get more Value from that Card Draw.

Ravenot on Octo-Jesus

7 months ago

Great commander, unfortunately he's not the first Sea-Monster Tribal commander. Here are my insights from playing Sea-Monster Tribal for many years (One of my favorite decks):

You don't have enough snow-permanents for Icebreaker Kraken. Either cut him or swap in snow lands. If you keep him in, I'd also recommend going all in and adding Dark Depths/Thespian's Stage, Marit Lage's Slumber and Replicating Ring as a strong synergy package that fit your theme. They can be game-winners.

Unless you add a lot of sac outlets or play in a heavy-sacrifice meta, Biolume Egg  Flip is a dead card in this deck as the only cards that will allow you to flip it is Living Death and Rot-Tide Gargantua.

Scourge of Fleets in my experience is often a dead card that only works if you include a heavy island-swapping package such as Quicksilver Fountain and Stormtide Leviathan. Otherwise it's mostly a token-killer and there are much cheaper token sweepers than 7cmc for that. I tried running that for a while, but found the island-shenanigans slowed the game and made the deck more annoying than fun for players.

Quest for Ula's Temple, as much as I want to love the card and it's flavor, was a huge miss in my deck with 26 sea monsters. It would often take half the game to go online, and was always removed before it did any value. I'd recommend it only if you include a heavy top-deck manipulation packages such as Scroll Rack.

I'd cut the vampire sub-theme, vampires generally don't synergize well with Sea-Monsters.

Neurok Stealthsuit is a straight upgrade to Whispersilk Cloak for protection, and I've tended to find Thassa, God of the Sea and Deepchannel Mentor have more value for unblockable utility.

Some suggested cards: Reef Worm can quickly get out of hand with Stromkirk. Bident of Thassa can put in some real work when you go wide. Kiora Bests the Sea God is instant value that Stromkirk can later take advantage of. Ominous Seas leans in to blue's draw spells and can be activated at instant speed to make some blockers when you need them. Elder Deep-Fiend is good utility. Extract from Darkness is great recursion for your big CMC monsters or for utility from your enemies graveyards. Gift of Doom is perfect protection for your commander as you can throw one of his tokens at it when it's needed.

Immortalys on SEND DECK PICS ♡ [Boat Themed Dimir]

9 months ago

For your lands you could look at the Kamigawa Legendary lands like Minamo, School at Water's Edge and Shizo, Death's Storehouse.

As well as the Eldrain Castles (although these are definitely not ship-themed) like Castle Vantress and Castle Locthwain.

Nephalia Drownyard is on-theme, but not that useful.

Moonring Island is somewhat more useful and also on-theme.

Karn's Bastion isn't particularly on-theme, but definitely helps the -1/-1 synergy.

Witch's Clinic might be another land to consider, although not really on-theme.

Aside from lands, Crush of Tentacles, Ominous Seas, Bident of Thassa and Retreat to Coralhelm might be nice. Not too boat-themed, but still very much sea-themed.

Lastly I have two on-theme cards I personally enjoy a lot in my Sea-Creatures tribal, but aren't that good, nor really boet-themed, but I'm giving them anyway: Sigiled Starfish and Purple-Crystal Crab.

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