1.4k views2 months ago
Commander
Size: 99Salt sum: 52.53
 avatar

Steeeb

1.4k views2 months ago
Commander
Size: 99Salt sum: 52.53

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

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.
Legendary Creature - Kraken
The Watcher in the Water (ltr) 734

Commander

(Ctrl to add secondary)
Grand Architect
Other blue creatures you control get +1/+1.
: Target artifact creature becomes blue until end of turn.
Tap an untapped blue creature you control: Add
. Spend this mana only to cast artifact spells or activate abilities of artifacts.
Creature - Artificer Vedalken
Grand Architect (plst) SOM-33
Obelisk of Urd
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +2/+2.
Artifact
Obelisk of Urd (znc) 115

Anthem

(Ctrl to add secondary)
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
Artifact - Equipment
Blade of Shared Souls (one) 42
Irenicus's Vile Duplication
Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary.
Sorcery
Irenicus's Vile Duplication (clb) 78
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.)
Sorcery
Quantum Misalignment (who) 52
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
Spark Double (rvr) 62

Copy

(Ctrl to add secondary)
Junk Winder
Affinity for tokens (This spell costs
less to cast for each token you control.)
Whenever a token you control enters, tap target nonland permanent an opponent controls. It doesn't untap during its controller's next untap step.
Creature - Serpent
Junk Winder (mkc) 107
Nadir Kraken
Whenever you draw a card, you may pay
. If you do, put a +1/+1 counter on this creature and create a 1/1 blue Tentacle creature token.
Creature - Kraken
Nadir Kraken (mkc) 112
Ominous Seas
Whenever you draw a card, put a foreshadow counter on this enchantment.
Remove eight foreshadow counters from this enchantment: Create an 8/8 blue Kraken creature token.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Ominous Seas (plst) IKO-61
Spawning Kraken
Whenever a Kraken, Leviathan, Octopus, or Serpent you control deals combat damage to a player, create a 9/9 blue Kraken creature token.
Creature - Kraken
Spawning Kraken (c21) 33

Creature

(Ctrl to add secondary)
Mage's Guile
Target creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Cycling
(
, Discard this card: Draw a card.)
Instant
Mage's Guile (ons) 91
Windcaller Aven
Flying
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, target creature gains flying until end of turn.
Creature - Wizard Bird
Windcaller Aven (cmm) 133

Cycling

(Ctrl to add secondary)
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (otc) 90
Bonded Fetch
Defender, haste
: Draw a card, then discard a card.
Creature - Homunculus
Bonded Fetch (tsr) 54
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (mkc) 96
Consecrated Sphinx
Flying
Whenever an opponent draws a card, you may draw two cards.
Creature - Sphinx
Consecrated Sphinx (2x2) 43
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (clu) 84
Dragonborn Looter
,
: Draw a card, then discard a card.
Creature - Dragon Rogue
Dragonborn Looter (clb) 65
Faerie Mastermind
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Creature - Rogue Faerie
Faerie Mastermind (mom) 58
Flow of Knowledge
Draw a card for each Island you control, then discard two cards.
Instant
Flow of Knowledge (bro) 49
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (woc) 93
Harrier Strix
Flying
When this creature enters, tap target permanent.
: Draw a card, then discard a card.
Creature - Bird
Harrier Strix (otj) 52
Hieroglyphic Illumination
Draw two cards.
Cycling
(
, Discard this card: Draw a card.)
Instant
Hieroglyphic Illumination (j22) 307
Jace's Archivist
,
: Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Creature - Wizard Vedalken
Jace's Archivist (plst) M12-59
Keep Watch
Draw a card for each attacking creature.
Instant
Keep Watch (woc) 98
Leap
Target creature gains flying until end of turn.
Draw a card.
Instant
Leap (plst) STH-35
Meeting of Minds
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Draw two cards.
Instant
Meeting of Minds (mom) 66
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
.
Enchantment
Mystic Remora (dmr) 59
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.
Legendary Planeswalker - Narset
Narset, Parter of Veils (cmm) 853
Obsessive Search
Draw a card.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Obsessive Search (dmr) 61
Occult Epiphany
Draw X cards, then discard X cards. Create a 1/1 white Spirit creature token with flying for each card type among cards discarded this way.
Instant
Occult Epiphany (voc) 14
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (otc) 104
Peek
Look at target player's hand.
Draw a card.
Instant
Peek (10e) 94
Pull from Tomorrow
Draw X cards, then discard a card.
Instant
Pull from Tomorrow (moc) 230
Quick Study
Draw two cards.
Instant
Quick Study (woe) 65
Read the Runes
Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent.
Instant
Read the Runes (plst) ONS-104
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (wot) 25
Slate of Ancestry
,
, Discard your hand: Draw a card for each creature you control.
Artifact
Slate of Ancestry (scd) 275
Teferi's Ageless Insight
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Enchantment
Teferi's Ageless Insight (mkc) 119
Thirst for Discovery
Draw three cards. Then discard two cards unless you discard a basic land card.
Instant
Thirst for Discovery (vow) 85
Tolarian Winds
Discard all the cards in your hand, then draw that many cards.
Instant
Tolarian Winds (7ed) 105
Wavebreak Hippocamp
Whenever you cast your first spell during each opponent's turn, draw a card.
Creature Enchantment - Fish Horse
Wavebreak Hippocamp (j22) 371

Draw

(Ctrl to add secondary)
Kindred Discovery
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
Enchantment
Kindred Discovery (lcc) 159
Mister Fantastic, Reed Richards
Reach
Whenever one or more tokens you control enter, you may draw a card.
Legendary Creature - Human Scientist Hero
Mister Fantastic, Reed Richards (msh) 445
Opposition
Tap an untapped creature you control: Tap target artifact, creature, or land.
Enchantment
Opposition (dmr) 62
Transcendent Message
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Draw X cards.
Instant
Transcendent Message (mom) 83

Finisher

(Ctrl to add secondary)
Island
(
: Add
.)
Basic Land - Island
Island (mh3) 305
Lonely Sandbar
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Lonely Sandbar (mkc) 273
Nesting Grounds
: Add
.
,
: Move a counter from target permanent you control onto a second target permanent. Activate only as a sorcery.
Land
Nesting Grounds (ncc) 418
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (otc) 312
Three Tree City
As Three Tree City enters, choose a creature type.
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
Legendary Land
Three Tree City (blb) 260

Land

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (otc) 252
Ashnod's Altar
Sacrifice a creature: Add
.
Artifact
Ashnod's Altar (cmm) 368
Curious Homunculus
: Add
. Spend this mana only to cast an instant or sorcery spell.
At the beginning of your upkeep, if there are three or more instant and/or sorcery cards in your graveyard, transform this creature.
Creature - Homunculus
Curious Homunculus // Voracious Reader (emn) 54Curious Homunculus // Voracious Reader (emn) 54
Dreamscape Artist
,
, Discard a card, Sacrifice a land: Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Creature - Human Spellshaper
Dreamscape Artist (tsr) 64
Geyser Drake
Flying
During turns other than yours, spells you cast cost
less to cast.
Creature - Drake
Geyser Drake (otj) 51
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (dmr) 54
Invasion of Segovia
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, create two 1/1 blue Kraken creature tokens with trample.
Battle - Siege
Invasion of Segovia // Caetus, Sea Tyrant of Segovia (mom) 63Invasion of Segovia // Caetus, Sea Tyrant of Segovia (mom) 63
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.
Artifact
Midnight Clock (otc) 100
Phyrexian Altar
Sacrifice a creature: Add one mana of any color.
Artifact
Phyrexian Altar (2x2) 311
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (mh3) 296
Sea Scryer
: Add
.
,
: Add
.
Creature - Wizard Merfolk
Sea Scryer (mir) 90
Sky Diamond
This artifact enters tapped.
: Add
.
Artifact
Sky Diamond (scd) 273
Sol Ring
: Add
.
Artifact
Sol Ring (otc) 267
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (mkc) 245

Ramp

(Ctrl to add secondary)
Alchemist's Retrieval
Cleave
(You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Return target nonland permanent [you control] to its owner's hand.
Instant
Alchemist's Retrieval (vow) 47
Dream Fracture
Counter target spell. Its controller draws a card.
Draw a card.
Instant
Dream Fracture (clb) 66
Three Steps Ahead
Spree (Choose one or more additional costs.)
+
— Counter target spell.
+
— Create a token that's a copy of target artifact or creature you control.
+
— Draw two cards, then discard a card.
Instant
Three Steps Ahead (otj) 75
Whelming Wave
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Sorcery
Whelming Wave (cmr) 409
You Find the Villains' Lair
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
Instant
You Find the Villains' Lair (afr) 84

Removal

(Ctrl to add secondary)
Drift of Phantasms
Defender (This creature can't attack.)
Flying
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature - Spirit
Drift of Phantasms (rvr) 42
Merchant Scroll
Search your library for a blue instant card, reveal that card, put it into your hand, then shuffle.
Sorcery
Merchant Scroll (8ed) 91
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rvr) 50

Tutor

(Ctrl to add secondary)
Cerulean Wisps
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.
Instant
Cerulean Wisps (shm) 31
Eldrazi Monument
Creatures you control get +1/+1 and have flying and indestructible.
At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice this artifact.
Artifact
Eldrazi Monument (plst) CMA-216
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 60
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.)
Legendary Creature - Human Rogue
Sakashima of a Thousand Faces (cmr) 89

Good but Expensive

(Ctrl to add secondary)
Archivist
: Draw a card.
Creature - Human Wizard
Archivist (9ed) 60
Borne Upon a Wind
You may cast spells this turn as though they had flash.
Draw a card.
Instant
Borne Upon a Wind (ltr) 44
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.
Enchantment - Case
Case of the Ransacked Lab (mkm) 45
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.
Creature - Kraken
Deep-Sea Kraken (dds) 3
Frostveil Ambush
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
Cycling
(
, Discard this card: Draw a card.)
Instant
Frostveil Ambush (iko) 52
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (woc) 95
Paragon of Gathering Mists
Other blue creatures you control get +1/+1.
,
: Another target blue creature you control gains flying until end of turn.
Creature - Human Wizard
Paragon of Gathering Mists (m15) 73
Unblinking Observer
: Add
. Spend this mana only to pay a disturb cost or cast an instant or sorcery spell.
Creature - Homunculus
Unblinking Observer (mid) 82
Vodalian Arcanist
: Add
. Spend this mana only to cast an instant or sorcery spell.
Creature - Wizard Merfolk
Vodalian Arcanist (m21) 83

Maybeboard

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 2 cards
80 pips - 60 cards
32 mana - 32 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
12 mana - 9 cards
CategoriesQtyOdds
Click charts to focus on cards
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"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards