Create a massive turbulent body of water full of big ol sea monsters.
This deck's true power awakens in the late game, and getting there is a ton of fun.
Early game/setup - Expand/Flood/Control:
Use , , and to control your draw. dive to the bottom of your deck to retrieve cards placed there by the rivers. is great for retrieving a specific card from the bottom of the deck.
Set up s & to make your opponent think twice about making aggressive plays. Lure in enemies with and .
An early accelerates the growth of the body of water and mana pool, so playing an overflow (or three) early is a recipe for BIG minions and powerful plays later on. Additionally, you can opt to place sites aggressively and attempt to cut-off your opponent's ability to place sites. I almost always use my early on for an .
, , , and provide the underlying currents, making the body of water feel like a true force of nature through movement mechanics.
Mid game/maintaining control:
Utilize the abilities of , , to run enemies into a , position enemies over , drown them with , or stack enemy units up to sink with .
is fabulous against aggressive decks, and can often turn the tides completely in your favor. I've been able to outlast hyper aggro decks by waiting for the right time to play a to buy time to scale. helps with sustain, and 's healing certainly is better than a poke in the eye.
Plopping a on the board provides incredible defense presence alongside terrifying offensive pressure. Shark will attack anything that moves in water, including ally units, but with Waveshaper's ability to flood/unflood sites, River Rapids, and Swap, there are a few clever ways to briefly move out of a body of water to play/move units safely.
can totally sink an opponent's strategy. Removing threshold, site abilities AND submerging minions and artifacts at the affected sites is incredibly strong. One of the best cards in all of Sorcery.
Setting up a or an relieves some pressure on this decks already limited card-draw & frees up the option to draw/play sites to accelerate toward the end-game.
- Good in combat. Better at scooping enemy minions up for a big buggy hug.
is great for shutting down an opponents game plan. Late game:
Win with big minions. + combos are a lot of fun. and are able to coexist in a body of water fairly well, as neither of the two win or lose a fight against one if the shark moves to fight the knight.
's ability to strike nearby units while emerging is a consistent door-knocker.
can scale out of control as the body of water grows.
rules. Big minion. Amazing ability - Can wipe out entire armies of minions or deal the final blow to an Avatar on Death's Door.
is a 16 power minion that permanently floods the entire realm, so that's pretty nice.
wins games.
Results:
3-1 @ Cornerstone - 5th Place out of 23: Bloomington, IN Common Room. (One loss to Smoke Battlemage - Double Deaths Door).
Runner-up @ Middle David's Constructed Tourney August 16th, 2026. 3-1 (Round 4 Championship match lost to coin flip on a time draw)
3-3 at GenCon 2026 - Round 7 cancelled due to tornado and convention hall flooding 🌊