Rebuilding Morska, Undersea Sleuth With Waterbending

by
Ezra Sassaman
Ezra Sassaman
Rebuilding Morska, Undersea Sleuth With Waterbending

Morska, Undersea SleuthMorska, Undersea Sleuth | Art by Ekaterina Burmak

With the recent release of Avatar: The Last Airbender, four bending arts are now a part of Magic. The one we'll focus on today is waterbending, an interesting blend between the abilities convoke and improvise.

When I think about having a bunch of artifacts laying around waiting to be tapped for stuff, my mind immediately goes to ClueClue production, but which commander cares about Clues and is in the right color combination to access the new waterbending tech?

Today, we're going to rebuild the popular (currently the tenth most played Bant commander) face of last year's Deep Clue Sea precon: Morska, Undersea SleuthMorska, Undersea Sleuth. After all, who could be better fit for waterbending than a Vedalken Fish who lives underwater?

What Does Morska, Undersea Sleuth Do?

Morska, Undersea Sleuth

Morska has a built-in Reliquary TowerReliquary Tower effect, granting us no maximum hand size. She also cares about drawing multiple cards and will grow each time we draw our second card each turn. Importantly, this is not restricted to our own turn, so spells like BrainstormBrainstorm that draw multiple cards at instant speed will still grant her two +1/+1 counters.

The most important part for maximizing our waterbending potential, however, is Morska's ability to investigate each turn during our upkeep.

How Did This Deck Look Before Avatar: The Last Airbender?

Let's use EDHREC's handy dandy Average Deck feature to see how other brewers have built around Morska. Using the list below, we can put our own detective hats on and investigate the most prominent categories that show up.


Morska, Undersea Sleuth Average Deck

View on Archidekt

Commander (1)

Creatures (28)

Artifacts (10)

Enchantments (9)

Instants (9)

Sorceries (6)

Planeswalkers (1)

Lands (36)

Morska, Undersea Sleuth

Clue Creation

Lonis, Cryptozoologist
Academy Manufactor
Officious Interrogation

Beyond Morska, the Average Deck has 18 cards that create ClueClue tokens and four that bolster artifact token production. In this deck, Clues serve as the usual source of slow-but-steady card advantage, but they also synergize in various ways with cards in other categories below.

Clues Matter

Shimmer Dragon
Junk Winder
Inspiring Statuary

Clue (and other token) production can advance our card draw (Idol of OblivionIdol of Oblivion, Bennie Bracks, ZoologistBennie Bracks, Zoologist, Shimmer DragonShimmer Dragon), turn into mana (Jaheira, Friend of the ForestJaheira, Friend of the Forest, Inspiring StatuaryInspiring Statuary), or cause mass disruption (Junk WinderJunk Winder).

Closers

Cyberdrive Awakener
Rise and Shine
Nettlecyst

While durdling around with Clues can be fun, we're going to want to close out the game eventually. The Average Deck allows us to "go wide" and turn Clues into a board full of threats (Cyberdrive AwakenerCyberdrive Awakener, Tangletrove KelpTangletrove Kelp, Rise and ShineRise and Shine) or "go tall" and use them to make one big threat (Kappa CannoneerKappa Cannoneer, NettlecystNettlecyst).

Bread and Butter

Mana

Tezzeret, Betrayer of Flesh
Farseek
Azorius Signet

The Average Deck has 36 lands, seven nonland sources of mana, and seven conditional mana boosters/cost-reducers, for a total of 50 "mana-stuff" (highly technical term).

This is a great start, but the fact that we have permanent mana sinks and card draw in the form of Clues means we can go even higher (especially on actual lands).

But wait a second, doesn't more card draw mean we can get away with playing fewer lands?

This video makes the convincing argument that the opposite is actually true, claiming:

If your commander costs four or more and draws cards, not only should you not run [fewer] lands than you otherwise would, you actually should run more. That's a draw spell you'll have every game, and the only barrier between you and those sweet, sweet cards is drawing enough lands or ramp to get there. Ditto if the deck is heavy on draw that costs a lot of mana. Medium to large draw will cut through that slightly higher density of lands with no problem, so running a higher land count won't hurt you. It will only serve to lessen the chance of screw.

Although Morska does only cost three mana, the fact that ClueClue-based card draw is so mana-intensive means a deck built around this commander largely falls in the category described above. With that being said, let's include a few more lands in the rebuild.

Disruption

Farewell
Confirm Suspicions
Disorder in the Court

The Average Deck has a slew of classic targeted removal spells (Swords to PlowsharesSwords to Plowshares, Path to ExilePath to Exile, Generous GiftGenerous Gift, Beast WithinBeast Within) alongside classic sweepers (FumigateFumigate, FarewellFarewell). There are also some on-theme disruption spells, like Confirm SuspicionsConfirm Suspicions and Disorder in the CourtDisorder in the Court.

The Rebuild

Waterbending

Water Tribe Rallier
Waterbender Ascension
Secret of Bloodbending

Let's take a look at the new cards that care about waterbending. We can see great inclusions in many different important categories:

Challenge the Stats

Sarinth Steelseeker

At only an 11% inclusion rate, this little guy from The Brothers' War isn't being shown nearly enough love. A hidden gem doesn't always have to do something big and splashy. Sometimes, it's just the small piece of the puzzle that holds the whole thing together. In a deck with gigantic waterbending costs, like , , and even , Clues can get you a lot of the way there, but you still need to hit your land drops! Furthermore, sifting through the top card of your deck has added utility with so many ways to draw extra cards at will.

Putting It All Together


Waterbending Morska

View on Archidekt

Commander (1)

Creatures (36)

Instants (6)

Sorceries (6)

Artifacts (6)

Enchantments (6)

Planeswalkers (1)

Lands (38)

Morska, Undersea Sleuth

Deck Checklist

  • 51 mana sources (38 lands, 3 mana rocks, 8 misc., 2 MDFCs)
  • 11 cards with waterbending
  • 10 cards that draw/search (not even counting all the Clue production!)
  •  6 targeted disruption
  •  6 mass disruption

Conclusion

Thank you for reading today, and I hope you have fun tinkering with the new "bending" abilities and Clue-based strategies as we welcome the release of Avatar: The Last Airbender. Until next time!

Ezra Sassaman

Ezra Sassaman


Based in Maine, Ezra started playing Magic around when Ravnica: City of Guilds came out and hasn't looked back since! Besides Commander, he enjoys any format where you can look across the whole history of the game, so Cube drafting has a special place in his heart!

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