Thassa, God of the Sea

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.

Thassa, God of the Sea Discussion

BrassLord on A SHELLebration for Crab

2 days ago

@ DemMeowsephs Thank you for the suggestions! Voltron is a new way of playing for me as well! Yeah, unfortunately adding kaho and eisor would mess up the polymorph plan. Though with Thassa, God of the Sea , Kaho, Minamo Historian , and especially Esior, Wardwing Familiar I think they still have potential as Polymorph/Voltron commanders, with them having a lower converted mana cost and built in evasion, something to look at in the future! The cheap removal cards you recommended were on my radar as well, added them to the maybe board if I find myself needing better interaction!

I agree as well with the recast able unlockable effects! I run Artful Dodge in my Rielle, the Everwise deck! The Crab and our Blightsteel Colossus payoff don't typically need more than one or two attacks to eliminate a player, so it might work! With a primary gameplan to sacrifice the Crab for a polymorph, I'm a little hesitant to include too many enchantment aura effects that make our creatures unblockable, though on the other hand, it could be better in terms of tempo, getting faster crab attacks in the early game. Something to playtest in the future I think!

DemMeowsephs on A SHELLebration for Crab

3 days ago

Hey there! Voltron is indeed a load of fun (check out my Voltron deck, yes shameless plugs), and I may just have some suggestions for you that I have found in my Voltron journey!

Profet93 on What's the most you've ever lost on 27 coin flips?

1 week ago

Thassa, God of the Sea - One of my favorite cards, don't see how it fits in this deck. It's technically not draw, its virtual card advantage. Are you primarily using it for draw or for unblockable? Both of which seem subpar here. Perhaps there is something I am missing?

Perhaps a Deflecting Swat could help as it redirects targeted.... removal, extra turns, draw, almost all counters, etc.... High utility for cheap cost seems good to me.

Aiiimr on Geist of Saint Traft EDH

1 month ago

Oh I forgot about Thassa, God of the Sea I actually have one laying around so that’s perfect. I like Spirit Mantle and Unquestioned Authority I’ll give them a try. Thank you SonneKrieger7 , I’ll take a look at your list as well.

SonneKrieger7 on Geist of Saint Traft EDH

1 month ago

I never play Azorius so I made a Bruna deck similar to this recently. I would definitely go with an unblockable voltron strategy.

You're on the right track with Steel of the Godhead. You can also add Aqueous Form, Spirit Mantle, and Unquestioned Authority to make it unblockable. Aqueous Form also gives you a scry effect. Thassa, God of the Sea is pretty good too if you have the budget for it.

There's also Whispersilk Cloak, Prowler's Helm, and Hot Soup for equipment.

Here's a link if you want to see the Bruna deck. It's mostly enchantments but maybe you'll like some of them.

RhythmBeast on Siani & Eligeth

2 months ago

I just built these two together the other night, and I love seeing how other people get on similar ideas and brew like this. I ended up taking apart a sub-par Baral deck to build this, so there are a few differences and possible card ideas I thought you might consider. Isochron Scepter and Dramatic Reversal are always good for mono-blue decks that need to bring a lot of mana and have enough supporting artifacts. Thassa, God of the Sea has a passive scry ability and can give unblockability when needed. Talrand, Sky Summoner, Murmuring Mystic, and Docent of Perfection  Flip are great ways to build a flyer army from playing instants and sorceries. Eyes Everywhere, Sphinx of Foresight, and Retreat to Coralhelm have great passive scry abilities. I like the idea of tossing Psychic Impetus on an opponents creature for free draws on other turns, or just throw it on one of your own creatures. Finally, I think the only other cards I had that are notable are Spark Double and Jace, Wielder of Mysteries. I cut a lot of my more costly (mana-wise) one-time scry cards, and a few of my lower cost scry spells that don't do much on their own or arent gonna get great value sans the commanders.

DemMeowsephs on No, that's not dead - it's resting (Arixmethes)

4 months ago

What a cool deck! My deck, Double Trouble EDH ⫸PRIMER⫷, functions quite similarly with a lot of ramp and unblockable spells, so I may be able to give you a few tips! First thing, I would recommend playing a bunch more of unblockable spells. 6/100 cards aren't very reassuring, and there are many more of them that could prove useful! Infiltrate, Cloak of Mists, Canopy Cover, and Aether Tunnel are all pretty good as well! If you have the budget, Thassa, God of the Sea could work well in that regard too. I would also consider a bunch of more pump spells and a couple of neat draw spells. One of the best ones in this regard would be Berserk, basically a 1 hit KO, but as that may not be within your budget, I would look through the following: Blossoming Defense, Briar Shield, Groundswell, Hunt the Hunter, Might of Old Krosa, Mutagenic Growth, Seal of Strength, Vines of Vastwood, Favor of the Overbeing, Might of the Nephilim, Phytoburst, Titanic Growth, Invigorate, Might of Oaks, and of course the final two. Hunter's Prowess, and Hunter's Insight. If you have an unblockable spell, you can draw 12+ cards with arixmethes, and if you have some pump spells, that can be WAY more. Pump spells also increase commander damage, letting you reach your goal relatively quicker. While the pump spells aren't necessary, I think the draw spells would work wonderfully. For lands and ramp, I'll try to stick to cheaper things, so I think Exotic Orchard would work really well, since almost everyone nowadays plays in blue/green, and you'd have pretty great chances. As for ramp, I would definitely include Sol Ring, Arcane Signet, Simic Signet, Birds of Paradise, Nature's Lore, Three Visits (It will be reprinted in commander legends for less than a dollar), Sylvan Caryatid, Explore, Growth Spiral, Emerald Medallion/Sapphire Medallion, Mark of Sakikoand as for non-budget options, Burgeoning, Exploration, and Selvala, Heart of the Wilds. I also do not think you really need the "fatties" section, as they don't directly contribute to the gameplan and they seem to be more of a flavorful aspect. Anyways though, be sure to check out some of my decks, hope this helps, and have a wonderful day! Happy tapping!

Roryesquire on Sissay Control 1.0 needs work/help

5 months ago

enpc I appreciate the feed back, but there's a few things I'd like to say in rebuttal

Brago, King Eternal is here to abuse planeswalkers by flickering them, also works with Dockside Extortionist (huge mana)Thassa, God of the Sea helps him do this, also helps me get to Voltron with Sisay, love taps with Master of Cruelties

By nature I think Sissay is going to be a bit clunky, legendary tribal will do that to a deck, but for my task at hand and in my meta it works nice.

The lands work well with sack lands, say I sack Scalding Tarn have the choice of Tropical Island Plateau Underground Sea there's a ton of mana ramp and fix purely so I can draw into combo control, hexproof indestructible, with cards like Xenagos, god of reveals /hadclimb, Blackblade Reforged , Heroes' Podium Sisay gets big quick, unblockable it's just fun.

The whole point of this deck is to slow down my groups Arch enemies 3 decks and well, it does that, fast and it's fun to pilot.

With Thran Temporal Gateway in hand I can play Progenitus to the battlefield turn 4!

For my first EDH deck I'm quite happy with it,

The counterpells need work for sure but I'm looking at it,

I like the Hellkite Tyrant Mycosynth Lattice Skyship Weatherlight Padeem, Consul of Innovation win con idea,

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