Steeeb
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Commander
Size: 99Salt sum: 52.53
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The Watcher in the Water
The Watcher in the Water enters tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Legendary Creature - Kraken

Commander
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Anthem
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Blade of Shared Souls
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, you may have that creature become a copy of another target creature you control.
Equip
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, you may have that creature become a copy of another target creature you control.
Equip
Artifact - Equipment

Quantum Misalignment
Create a token that's a copy of target creature you control, except it isn't legendary.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Copy
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Creature
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Cycling
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Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Narset, Parter of Veils
Each opponent can't draw more than one card each turn.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Planeswalker - Narset

Draw
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Finisher
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Land
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Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
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Removal
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Tutor
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Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Good but Expensive
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Case of the Ransacked Lab
Instant and sorcery spells you cast cost less to cast.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
Enchantment - Case

Deep-Sea Kraken
This creature can't be blocked.
Suspend 9— (Rather than cast this card from your hand, you may pay and exile it with nine time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Whenever an opponent casts a spell, if this card is suspended, remove a time counter from it.
Suspend 9— (Rather than cast this card from your hand, you may pay and exile it with nine time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Whenever an opponent casts a spell, if this card is suspended, remove a time counter from it.
Creature - Kraken

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"TENTACLES!!!"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"(Note: I've recently been chipping away at the deck to try and make it slightly more affordable and a little bit less oppressive for more casual games)"},{"insert":"\n\nThis deck is mostly for fun, but works well against decks that rely heavily on combat damage or artifacts as you can keep players stunned indefinitely once you have your board state setup right. It's kind of a meme build but it actually holds up very well in most commander games. It has a few counters and removals sprinkled through the deck that also give card draws, so it can hold off some harassment without sacrificing synergy cards.\n\nThe core thing you want to focus on is card draw. Once your Commander is out each card you draw outside your turn spawns a Tentacle. (This can be very useful eg flash out a tentacle to defend). But a 1/1 Tentacle doesn't seem very threatening, until you realize that when they die, you can stun another non-land permanent. That means players will actively avoid attacking you because if you block with a Tentacle, you can stun their attacker so they wont be using it again for quite some time. You never need to be afraid to lose your Tentacles.\n\nAnother psychological advantage to your Commander is it comes in with 9 stun counters. Everyone will think \"Meh, 9 turns, he's no threat\" but you actually don't care about using your Commander for combat, most games it never loses all of its stun counters before the end anyhow. You can win on henta...*Ahem* I mean tentacle damage alone. However, once your board state grows, you will quickly become a target. Everyone will "},{"attributes":{"italic":true},"insert":"want"},{"insert":" to attack you, but they wont really know how, outside of board wiping or removing your commander. It's common to turn the game into a 1v3.\n\nPROS"},{"attributes":{"header":3},"insert":"\n"},{"insert":"+ It's Fun, spawn a hundred slippery tentacles and be a Cthulhu villain!\n+ Strong against combat focused decks, eg Voltrons or mono-Green\n+ Unsuspecting, you're not an early threat and often go unnoticed\n+ Lots of card draw, once you get started its unlikely to get 'stuck'\n+ Good at penalizing players who attack you\n+ Defensive, because no one wants to get stunned\n\nCONS "},{"attributes":{"header":3},"insert":"\n"},{"insert":"-Weak in 1v1, because of the slow build to board state\n-Difficult to block flyers (You can add some cards for it but weakens the deck)\n-Bad against mono-black decks, (especially "},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":" for obvious reasons)\n-Slow start and not a lot of ramp options in mono blue\n-Relies heavily on your Commander (But fortunately is 9/9 so avoids cards like "},{"insert":{"card-link":"Megaton's Fate"}},{"insert":" )\n-Board wipes slow you down a lot and Commander is expensive to recast\n-Slow turns if you haven't practiced or not use to the deck\n\n\nTOP CARDS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are lots of card draws, cycling, removals, counters that are fairly interchangeable for whatever you prefer, but I will outline some of the main MVP cards below:\n\nRAMP"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Blue doesn't have a lot of ramp so we need to inject as many mana rocks as we can because the fun doesn't start until we get our 5 mana cost Commander on the battlefield. Some of the obvious choices are:\n"},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Thought Vessel"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"High Tide"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Arcane Signet"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sol Ring"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Midnight Clock"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sea Scryer"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Prismatic Lens"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Worn Powerstone"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"MANA COMBOS"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Invasion of Segovia // Caetus, Sea Tyrant of Segovia"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you get one of these out your board will quickly get out of control. You sacrifice your tentacles for mana, spend it to cast spells, draw cards, spawn more tentacles, sac them, more spells etc etc. You will be able to churn through your entire deck if you please. These are must haves.\n"},{"insert":{"card-link":"Invasion of Segovia // Caetus, Sea Tyrant of Segovia"}},{"insert":" This card is also fantastic. It's cheap and relatively easy to flip the siege and gain convoke for all your instant spells. Seeing as you have loads of tentacles, being able to use convoke will feel like it costs nothing at all. You will get out of control pretty fast.\n\nBOARD WIPES"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I'm very anti-board wipes in general so I tend not to carry them in any decks (I'll save my rant for why I dislike them). However, "},{"insert":{"card-link":"Whelming Wave"}},{"insert":" is the only one I include because it actually works very well with this deck. It's like a cheaper and slightly less annoying "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":". (You can include that as well if you want, but I generally try not to). Whelming Wave fits the theme of the deck and gives you an extra turn with your commander that your opponents wont have. And they wont hate you *too much* because they wont have to pay commander tax.\n\nTUTORS"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Drift of Phantasms"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Merchant Scroll"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Solve the Equation"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We have two tutor and two transmutes in this deck, and fortunately they're quite cheap. Transmute is not exactly your "},{"insert":{"card-link":"Vampiric Tutor"}},{"insert":" but it's still useful. The obvious benefit is we get dual uses out of these cards. "},{"insert":{"card-link":"Drift of Phantasms"}},{"insert":" is a defender against flying, which is something you will often need. "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" is a solid counter spell. Unfortunately we can only tutor CMV 3 or 2 cards with those, fortunately we have quite a few game changing ones. Eg Phyrexian Altar, Rhystic Study, Grand Architect. (You will mostly want Phyrexian Altar, though). And for "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" you can get "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" or "},{"insert":{"card-link":"Pull from Tomorrow"}},{"insert":" .\nFor "},{"insert":{"card-link":"Merchant Scroll"}},{"insert":" and "},{"insert":{"card-link":"Solve the Equation"}},{"insert":" you'll mostly want to get "},{"insert":{"card-link":"Transcendent Message"}},{"insert":". Once you have a few Tentacles and can convoke them, this will quickly win the game.\n\nTENTACLE SYNERGY"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Opposition"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Obelisk of Urd"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Paragon of Gathering Mists"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Grand Architect"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Nadir Kraken"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I often opt not to play "},{"insert":{"card-link":"Opposition"}},{"insert":" because it wins you the game but feels a bit salty (It's more of a finisher). You can essentially use your army of tentacles to keep every other player completely stunned on their turn, lands included. It basically forces players to pass their turn, and by that stage, you've won.\n"},{"insert":{"card-link":"Grand Architect"}},{"insert":" and "},{"insert":{"card-link":"Obelisk of Urd"}},{"insert":" are fantastic, they make your Tentacles a lot more deadly, considering you often end up with 20-30 tentacles, doubling that damage makes it a finisher.\n"},{"insert":{"card-link":"Nadir Kraken"}},{"insert":" is a good synergy but not as great as you might think. You can double the tentacles you spawn "},{"attributes":{"italic":true},"insert":"if "},{"insert":"you have enough mana. At the very least you can spawn one at the start of your turn. But most games I found I could actually do without it. Nonetheless, It's still good to have and I love to stay on theme when possible.\n\nCOPY CARDS"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Spark Double"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Quantum Misalignment"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All of these cards give you the ability to copy your commander. Naturally that means double the tentacles and double the stun counters. Nuff' said.\n\nKRAKEN SPAWNING"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Ominous Seas"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Spawning Kraken"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ominous seas is perfect for this deck, its cheap and since you draw so many cards you end up creating quite a lot of 8/8 Krakens. Combine this with Spawning Kraken and you will end up with an army of big 8/8 and 9/9 Krakens very fast. I keep these two cards in the deck not only for the good synergy but also to provide an alternative to just having tentacles. It stays pretty well in theme, which I like. "},{"insert":{"card-link":"Spawning Kraken"}},{"insert":" arguably could be removed. Unlike "},{"insert":{"card-link":"Ominous Seas"}},{"insert":" it is quite costly and usually when I draw it I have better cards to play for perpetuating my tentacles.\n\nCARD DRAW"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I wont bother listing all the 1 mana draw card instants, but note you want to have quite a few of them to cast on other players' turns to spawn tentacles (Cycling also counts). But here are the more important cards to amplify your draws:\n"},{"insert":{"card-link":"Teferi's Ageless Insight"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Rhystic Study"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Wavebreak Hippocamp"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Archmage Emeritus"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Kindred Discovery"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Aside from having dozens and dozens of regular \"Draw X cards\" spells, you also want some of these core pieces as they will double, sometimes quadruple your card draw and help you snowball. This is probably the only blue deck I've actually seen where "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" isn't just a staple, the synergy is perfect with card draws being on other players' turns. Otherwise I would normally just leave it out. "},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" is also a great addition. Its expensive yes, but gives you a much needed defense against flying as well as passively drawing up to 6 extra cards and 6 extra Tentacles before your next turn (Combined with Teferi's you'll have 12 cards and 12 Tentacles by your next turn with no mana spent).\nAnother high synergy card is "},{"insert":{"card-link":"Kindred Discovery"}},{"insert":". This will get you into an infinite loop where you will essentially draw yourself out. But! If you have a "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":" or another means to remove your commander at instant speed, you can draw your entire library, minus a few cards. Or you might draw a card to return your commander to hand, such as "},{"insert":{"card-link":"Force Away"}},{"insert":" to break the infinite loop. This card can be very practical, but also hilarious in a commander game. Eg someone might stop you from removing your commander so you draw yourself out! (It's cheeky but fun!). You can also include cards such as "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" to win when you draw yourself out. I have nothing against it, but I usually don't include it simply because it feels cliché.\n\nNotable mention is also "},{"insert":{"card-link":"Brainstorm"}},{"insert":" for its 1 mana cost with 3 card draws. Spawning 3 Tentacles with 1 mana is exactly what you want. These are the types of draw cards you will want.\nAlso "},{"insert":{"card-link":"Transcendent Message"}},{"insert":" and "},{"insert":{"card-link":"Pull from Tomorrow"}},{"insert":" are excellent finisher cards. "},{"insert":{"card-link":"Transcendent Message"}},{"insert":" is easier to pull off with convoke built in, but if you manage to juice a dozen mana or more into this you have a great chance of spawning enough Tentacles to finish someone off, not to mention a lot of new cards which will likely do the job for you as well.\n\nLANDS"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Nothing too interesting here, but thought it's worth noting:\n"},{"insert":{"card-link":"Lonely Sandbar"}},{"insert":" (Just a land, but doubles as a cycle/tentacle spawn if you have enough lands in hand)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Nesting Grounds"}},{"insert":" (To move stun counters off your Commander onto other players. Not essential, I rarely use this ability to be honest)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" (Obviously for hand size. Also recommend "},{"insert":{"card-link":"Thought Vessel"}},{"insert":" for the same reason)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Three Tree City"}},{"insert":" (This will generate a LOT of mana once you have a bunch of tentacles. This paired with "},{"insert":{"card-link":"Transcendent Message"}},{"insert":" will get you a win)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nCONCLUSION"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There is enough in this deck to not make it feel like a one-trick pony, but once your opponents figure out how your Tentacles work you will become a target, fortunately because you're so slippery and difficult to get rid of, your opponents will be reluctant to attack you. I also recommend getting a lot of practice with a playtester, or just by yourself on a table. Practice cycling, drawing, creating tokens and go through the motions to get comfortable with how the deck works. Due to a lot of abilities and triggers all happening at once if you're not familiar with your deck it will be slow and you'll forget things. For example, if you have "},{"insert":{"card-link":"Wavebreak Hippocamp"}},{"insert":" and "},{"insert":{"card-link":"Teferi's Ageless Insight"}},{"insert":" out and you use a simple card draw or cycle, although you simply \"Draw a card\" you need to remember all the extra effects. Hippocamp will trigger another card draw, and because of Teferi's you actually draw 2, "},{"attributes":{"italic":true},"insert":"then"},{"insert":" you draw the card from your spell, which again becomes 2 cards. So you end up drawing 4 cards and spawning 4 Tentacles (or 8 Tentacles if you copied your commander). It's just an example, but you can see with just one simple spell such as "},{"insert":{"card-link":"Opt"}},{"insert":" you end up going through several motions to resolve it. That's why I strongly recommend practicing a bunch of times to get use to it.\n"}]}














































































