
Sorcery is probably the first CCG I’ve played that has left me really wanting to build a “themed” deck. This is aimed to scratch that itch.
For the most part this is a collection of all the “deep sea” horrors and then various support cards to try and help it run at least somewhat well.
I have recently added a splash of air (thanks for the suggestion @bleezy). I haven't played the current iteration yet but the old mono water version did have trouble with a heavy top end (it was super slow). I feel like the subtle ramp from a few towers could help as well as the extra core.
Also Air provides some significant card selection options which doesn't hurt.
This deck is very mana hungry and can be quite slow. In the early game you are probably aggressively searching for one of two things. Acceleration or a with the goal of getting some kind of deterrent down to help you buy time to build.
The card draw here is spread around a bit. You have 3 which care great at getting you an expensive card you bottomed while still leaving your draw free from that spell you maybe can't cast right now. There are also a full set of because drawing 3 is always great, the spell caster side is mostly flavor text here however it is super useful if you do happen to find the . Lastly you have and which while unique are great at finding what you might be looking for. The final draw path is the it does require a bearer in order to draw but combined with disposable low power minions like frog tokens (, ) it can be a huge source of card advantage.
The real focus/strength of the deck is in card selection/filtering. Between , and the multitude of Ordinary Rivers you are looking at and potentially bottoming 1 to 2 cards per turn that you don't necessarily want to draw.
There isn't anything too clever going on here when it comes to finishing the game. The deck has a pretty heavy top end of big dumb beaters that will take the opponent to Death's Door in a matter of 2-3 turns from full health. It is just a matter of dodging hard removal which in some matchups can be tricky.
The sideboard is not super focused but more geared towards providing a bit of reinforcement when it comes to opponents who may have a more focused strategy.
Probably the the most useful/often needed in the sideboard is the there are so many spots where it does real work. It is great against , strong against any opponent ramping with cores and or and also super strong against .
is probably more cute than anything. It can be very stong against any opponent playing a lot of non-basic sites. But at unique you can really rely on it too much.
is helpful in any matchup where you may find your bodies of water broken up somehow or are trying to defend against or corral fast minions from your opponent.
affords a bit more “removal” for scenarios where you are being overrun early or the opponent has minions you want to remove/disrupt but the aren’t attacking and don’t venture onto any of your water sites.
Finally there is the . Which mostly carries a marginal bit of theme into the sideboard ;). Although it can be useful against opponents who are as mana hungry as this deck is.