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.
|Have (3)||, orzhov_is_relatively_okay819 , gildan_bladeborn|
|Want (2)||uhore , Kingwewet|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Thassa, God of the Sea Discussion
1 month ago
Also Erebos, God of the Dead, Heliod, God of the Sun, Iroas, God of Victory, Kruphix, God of Horizons, Mogis, God of Slaughter, Thassa, God of the Sea, and Xenagos, God of Revels are all not gonna be able to swing for damage. They may never get the devotion they need.
1 month ago
Sure thing! The primer is written for near absolute beginners after all ;)
Step 1: Cast Phage the Untouchable
Step 2: Equip protection as fast as possible
Lightning Greaves - Free to equip and can be attached the moment Phage hits the battlefield.
Whispersilk Cloak - 2 to equip but provides the necessary Step 3 in one package. It’s probably still a good idea to wait to cast Phage and equip the same turn. If this is on the board when you cast Phage someone might put two and two together.
Sometimes you’re just gonna have to just cast Phage and pray no-one removes her or rely on protection morphs to keep her around. This can be effective but is less reliable and less long term. What to do is a situational judgment call but if Phage gets removed it can easily turn a win into a loss.
Step 3: Make Phage Unblockable
Thassa, God of the Sea - Very hard to remove plus a nice bonus of repeated scrying if played early
Rogue's Passage - The most expensive way to get the job done. More mana available for morphs is always good.
Whispersilk Cloak - Protection and unblockable rolled into one equipment. See above.
Step 4: Kill everybody with Phage and pray nobody has a boardwipe or that you have an answer. Also, control the board as much as possible with morphs and removal.
3 months ago
The Ramp, the Lands and Topdeck Manipulation
The major goal of every good Galea deck is the right method of ramp and topdeck manipulation. Every time you see a card that Galea cannot play, you should have a way to change the situation somehow. And there are two primary ways to achieve that:
Direct manipulation. Scroll Rack , Sylvan Library , Soldevi Excavations , Vantress Gargoyle and Jace, the Mind Sculptor directly manipulate with your topdeck, allowing you to gain card advantage. Let's look at Scroll Rack for example. If you have say three Auras/Enchantments in your hand that you can play this turn, and your topdeck isn't Aura or Equipment. You just draw three cards, put your Auras/Equipments on topdeck and play all them, actually drawing three cards for 1 mana!
Fetching lands. As long as Galea cannot play lands from top of your library, you should fetch lands as much as you can. This reduces the number of lands in your library (and the chance to see a land on your topdeck), and allows you to shuffle your library. We have six lands that fetch the other lands, and one of them ( Thawing Glaciers ) can fetch multiple times. We also have Sword of the Animist and Elvish Reclaimer that fetch lands repeatedly, and Expedition Map .
The Ramp strategy of this deck uses "the best of all worlds" principle: the best creatures, the best artifacts and the best Aura ( Wild Growth ). Most of the Ramp cards cost 1 mana, but there are few 0-cost and 2-cost cards. Why don't I use more Auras? Because creatures and artifacts are more efficient, and I need Ramp prior to playing Galea. Why do I use mana dorks? There are two reasons: I need early targets for my Equipment, and I want to sacrifice them later to Skullclamp .
This deck has three ways of fetching NON-basic lands: Elvish Reclaimer , Expedition Map and Tolaria West - and if you have Academy Ruins , you can recycle Expedition Map to fetch more lands. One of the best targets for the fetching is Urza's Saga , which can create a giant token and fetch Skullclamp or Expedition Map . Another very important target is Glacial Chasm , which can allow you to survive and grab victory even in a grave sutuation. Of course, Academy Ruins and Hall of Heliod's Generosity are also the popular fetch targets.
The Aura Selection
Most Auras in this deck steal or spoil enemy creatures (especially Commanders). It's hard to win when your Commander is stolen or converted to Insect :) There are only two Auras that should be played on your creatures: Mantle of the Ancients and Unquestioned Authority . Most of the time they are played via Sovereigns of Lost Alara : you attack, then fetch one of them from your deck, and, in case of the Mantle, also play all Equips from your graveyard.
The Hidden Gems
Conqueror's Flail prohibits opponents from playing spells during your turn. This allows you to play all your stuff without pesky counterspells and attack safely. It's very important for this deck.
Dowsing Dagger Flip should be transformed into a land that provides three mana of any color. It's a great Ramp, especially if you consider that Sword of Feast and Famine and Treachery untap your lands. With a bit of luck, you can even create two Construct tokens with Urza's Saga !
Fractal Harness is the easiest way of creating an enormous creature. It will grow very fast, and Belt of Giant Strength may give it +10/+10! If you get both in play, follow the "Trident Punch" path and look for Surestrike Trident .
Umbral Mantle doesn't have a lot of good targets in this deck: there are no creatures with powerful "Tap:" abilities. But you can steal them! :) Talking seriously, the Mantle is used to untap our Ultron after attacking. I am not a big fan of using Galea for this purpose: it's better not to put all the eggs into one basket. Plus, the Mantle makes a great combo with Surestrike Trident .
Shimmer Dragon is really great for this deck. It flies and almost always has Hexproof. It provides insane amount of cards. And it is much better material for Ultron than Galea IMHO. Most of the time you would need just one Scytheclaw or Kaldra Compleat on it to deal very serious damage.
Fierce Guardianship means that you always might have a counterspell :)
Thassa, God of the Sea is very helpful for two reasons: it can make your creature unblockable (even a tiny Elf with the Scytheclaw becomes a very dangerous threat!) and it provides a free Scry 1 every turn (see above on topdeck manipulation). Still, you have a chance of turning her into creature, since there are several permanents with UU in their casting cost. Having an indestructible creature is always nice!
3 months ago
The Ways To Victory
- ULTRON: Get enough buffs on a single creature, attack with it and kill people one by one. One Kaldra Compleat on Galea may be enough, as well as one Scytheclaw or Nettlecyst . Having Vigilance, Galea will also serve as a blocker. Use Unquestioned Authority or Thassa, God of the Sea to pass unblocked, though you can also use flyers. Personally I don't like this way much, as it "lacks of style", and killing opponents one by one may be too slow. But it could be more stylish if you steal the opponent's creature (there are 3 Auras for that) and kill everybody with it!
- KILL AND STEAL: Play Promise of Loyalty , then just steal the most powerful creature. Alternatively, you may protect Galea with Darksteel Plate and convince another player to play a board wipe, keeping your stealing/disrupting Auras in your hand.
- TRIDENT PUNCH: Play Surestrike Trident on something very very big, but without evasion, and kill players without attacking them. This works even with Glacial Chasm in play! If you have enough mana, you can even combo with Umbral Mantle , hitting several times per turn.
- DESTROY THE WORLD: Get Worldslayer with Kaldra Compleat or Darksteel Plate . Hit somebody, destroy all permanents except for your world slayer. Argentum Armor is a light version of this strategy.
3 months ago
Thanks so much for all these suggestions. Im not sure about cutting Talisman of Dominance as it helps me curve into a T3 Anowon. Skyclave Relic out for Commander's Sphere is interesting. I've been using relic because its indestructible nature means it'll 100% not get blown up by a Vandalblast or Return to Dust which always seems to happen. I feel you on Mesmeric Orb . It's probably not the smartest add considering I play against ppl who run mass recursion. The other side of the coin for me is that every single time orb comes out everyone almost dies to mill. The orb is degenerate and at least for the time being I <3 it. In terms of rogues being more of an aggro deck in EDH you are right. Maybe Sygg is the best rogues commander? My playgroup is not cEDH by any means. The decks that my playgroup plays are cheap tribal aggro like Elves/Goblins as well as Voltron decks. There is one reanimator deck in my group and one spells deck but for the most part what I play against is pretty one sided. Crux of Fate is what im running bc damnation is super expensive and I feel like I need wipes bc of all the tokens. Dauthi Voidwalker I agree I need to get immediately and I was also thinking about a Thassa, God of the Sea
4 months ago
5 months ago
Hey I'm probably gonna add Thassa, God of the Sea to this deck, but sure if I should and if I do not sure what I should take out. Any thoughts.