Creature — Merfolk Wizard
When this enters the battlefield, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
|Have (6)||CatLord9001 , Kotakiva , jecder , , LittleMy , sepheroth119|
|Want (2)||dchaffee02 , Kotakiva|
Combos Browse all
- Paradigm Shift + Thassa's Oracle
- Temur Sabertooth + Thassa's Oracle
- Deadeye Navigator + Thassa's Oracle
- Mirror-Mad Phantasm + Thassa's Oracle + Unearth
- Spellseeker + Thassa's Oracle
- Enter the Infinite + Omniscience + Thassa's Oracle
- Stroke of Genius + Thassa's Oracle
- Inverter of Truth + Thassa's Oracle
- Enter the Infinite + Thassa's Oracle
- Cephalid Illusionist + Nomads en-Kor + Thassa's Oracle
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Thassa's Oracle Discussion
1 week ago
One of my favorite plays of all time, I was playing with my friends, I had this super sick Memnarch deck, Most games I would slam down double, triple mana, and use that to combo off, well this was one of those games. I landed Planar Bridge and Unwinding Clock, tutored out a Mycosynth Lattice, and Padeem, Consul of Innovation and was feeling really good, hard to stop me at this point. So then I tried to tutor out Darksteel Forge to really make it impossible to stop my reign of terror. My friend responded with a well timed Emergence Zone activation into Vandalblast. My heart sunk sooo hard. My mind was racing, how could I get out of this? Well, That game had tons of interaction, I think i spent all off my counterspells already. I had no clue, So I counted all of my cards in graveyard, and thankfully, Since i knew my deck really well, I knew I had one more counterspell left. I managed to dig really hard with instant speed cantrips, to find my last counterspell, Arcane Denial.
I had dug down to the last few cards in my deck, I had finite mana, finiite spells, and just a dream, and I managed to get it. It was absolutely beautiful, and my playgroup still talks about it years later.
More recently, I was playing cEDH and was against a Grolnok, the Omnivore deck, I landed a Dauthi Voidwalker to keep the frog from activating a Hermit Druid they had, that player managed to bounce the Dauthi next turn, and activated the Druid. Everybody thought we were dead to Thassa's Oracle, but I pulled out my secret weapon. Scout's Warning to flash in Dauthi Voidwalker, to steal the frog's entire deck, just to use a Command Tower with a void counter on it, as my last land needed to win with Aetherflux Reservoir + Bolas's Citadel + Sensei's Divining Top
2 weeks ago
Yes, the non-combo ways to win are significantly more effort. By definition, I'd say. I disagree that the structure of EDH encourages it. Or maybe the structure does, but the philosohpy of the format explicitly encourages its players to not rush to the finish like you would in Standard or Modern, and express themselves by elaborate game plans for fun instead. To end the game with Thassa's Oracle and Tainted Pact on turn 4 is trying to enjoy magic more, by playing less of it. Which sounds weird in my ears, but that's the way competitive play works. I can understand, if my deck is full of the coolest 5- and 6-drops I could find, that I'd be severely displeased if that would happen.
But if you're only allowed to win with combat in your playgroup, someone will have the luminous idea of: if I run enough boardwipes, I'm never going to die. And the game just won't end. When you're playing the same game for 2 hours straight and every threat is dealt with adequately, you feel equally powerless, yet it costs everyone way more time. That's why I include some non-combat way to win in almost every deck I build. From Laboratory Maniac to Approach of the Second Sun to multiple card win-the-game combos, I want to play at least one I-win-button to punish someone who drags out the game with 20-minute turns without winning. That's why I play combos, and within that space, there's plenty of room for creativity.
There's almost 10000 combos listed on EDHREC, some of these cards you're going to stumble upon by accident just by building your deck. Forbidding people to play any of them just seems short-sighted and selfish to me. I recognize people can not like it, I just don't empathize with their point of view. Just like they won't empathize with mine. It's why we play different decks to have fun in different ways. Don't limit other people's freedom of fun by your own conviction, that's like saying "You can't eat ice cream, because I am lactose intolerant."
And when someone does end the game prematurely and you don't like it, that is where you should voice your concerns in constructive ways. Like: "I didn't get a chance to see my own deck perform, can you play a less powerful deck next?" Instead of: "F*** you for putting that trash in your deck, you suck as a human being and should burn your collection."
I've been at the receiving end of both, and I was a lot more willing to play another game, maybe hold my strong plays for a bit, and give the other decks time to shine, when approached the first way. When using the second way and still agreeing to play another game, I'm a lot more tempted to play full on winconless stax just to show that longer games aren't better games, and combos serve a function. I do the same thing when people say: "Fun is a zero-sum game and I'm going to have all of it!" I'm making it my personal mission to ensure you have just as much fun as I do.
2 weeks ago
Thassa's Oracle + forbidden tutor is annoying to casual play because there's no common answer to it except for counterspells. I know Torpor Orb-like effects can stop it, and the incidental "shuffle back your graveyard with the trigger on the stack", but those are not effects you're playing in your deck if you're not built to take advantage of them. If your casual deck has to account for that and play enough answers, for both that combo, and for people who try to win with their boardstate of creatures, it takes up such an amount of deck slots that you have no room for your casual gameplan. That will leave you to run efficient combos as well, just to fit a wincon in your deck, and at that point, you're aspiring cEDH and leaving casual behind.
It's a mindset of wanting to win over wanting to play. When I play infinite combos in casual decks, they need 4-5 pieces to go off, all susceptible to different kinds of removal, very interruptible, and worth the effort when they come to fruition. I haven't seen people getting mad about my Arcbond/Pariah/Blazing Sunsteel/indestructible creature combo, only gotten compliments because it's a fun way to win the game and I did the work and earn the win. I have been yelled at, though, for including Thassa's Oracle/Demonic Consultation in a 5c deck that already had a singleton mana base just in case the game goes long.
I think the line is defined by opportunity to interact, and effort spent to win.
2 weeks ago
Many times I have seen people make statements along the lines of "I don't like infinite combos" or "We don't play infinite combos in our playgroup". But then I see these same people running cards like Avenger of Zendikar + Craterhoof Behemoth.
Similarly, I'll see poeple who are against infinite combos pack decks full of extra turn spells.
I'm not saying that any of this is bad (as a combo player myself), however in my mind a game ending Avenger + Craterhoof is the same as a game ending infinite combo, or casting Thassa's Oracle + Tainted Pact (which again isn't an infinite combo).
So where do you draw the line? How do you feel about game ending combos that are technically not infinite? Are they the same or different, and why?
2 weeks ago
dfbenj: What's your definition of infinite combo? A lot of decks win using Tainted Pact + Thassa's Oracle which technically isn't infinite. Other decks use Approach of the Second Sun, which again isn't infinite but is still just an "I win" card. You could look into Edric, Spymaster of Trest decks which attempt to chain together multiple turn spells and win through amassing an anrmy of beaters. Yuriko, the Tiger's Shadow is the same idea (though can run Pact + Oracle as well). Again, none of these are technically infinite but taking multiple uninhibited extra turns still very much feels in the same vein.
If you're after fair and balanced magic, you might want to look into something like a Tymna the Weaver + Tana, the Bloodsower bloodpod stax deck. A lot of these run a Kiki-Jiki, Mirror Breaker + Felidar Guardian birthing pod/Yisan line, though you can just omit the combo for more beaters/stax if you want.
2 weeks ago
Hey there! I’ve been seeing your decks pop up around the site for a few days now, and as strong as they are... I don’t think they’re really up to the crazy standards that cEDH decks have these days. I mean, Thassa's Oracle+Tainted Pact is a turn one win, and many decks are geared to win only slightly later than that. The average mana value of cards for decks of this sort is something like 2.1, and free ramp, removal, and countermagic runs rampant. It’s just a hard boat to be in.
that all said—your decks aren’t so far away from cEDH that you need to completely turn them around to get there, just adding some cheap ramp, card draw, and interaction can get you a long way. But unfortunately, many commanders simply aren’t strong enough to ever get to cEDH levels
3 weeks ago
One interesting thing is that you are not casting ninja creatures into play so you could throw down combo pieces to avoid counters. Off color, but ninja in Grand Abolisher to never deal with counters. Or Ninja in both Leveler and Thassa's Oracle. Heh, maybe a little clunky, but there's some potential at least. It might be a decent way to get an uncounterable wincon into play, I just can't think of what that is in UB.