Hi, I’m Daniel, a big fan of Commander, and today I’m going to give you some tips on how to make your new precon better and more fun. In this Deep Clue Sea Upgrade Guide, you’re going to find out what the deck is trying to do, and how to build up on that them. The suggested additions will be divided into two groups — budget and higher cost cards. This way, you’ll be able to adjust your deck based on your budget.
So, without further ado, let’s dive deep.
Deep Clue Sea Precon Overview
The basic goal of the deck is to create Clue tokens. But there’s a fascinating variety of ways to use those tokens. There are cards that profit from you controlling tons of artifacts. Other cards benefit when you draw cards (which you can do by cracking Clues). You can even turn the Clues into creatures to attack! It’s a fun, interesting mix.
The key feature among these is certainly controlling lots of artifacts. There are tons of cards that reward you for that, like Inspiring Statuary and Nettlecyst. Now you don’t need them to all be Clues, so you could try including Treasure or Gold tokens for more mana.
As you swarm the board with artifacts, you also need to control what your opponents are doing. Blue and white are perfect colors for this, but you want to be careful not to overdo it. If you prevent your opponents from doing anything, you’ll likely discourage others from playing with you.
Morska, Undersea Sleuth
Morska does what a green-white-blue commander should. Low mana value paired with interesting abilities is always a great combination.
It gains +1/+1 counters, which means you can use that for eventually winning with Commander damage. You’ll want cards that draw you extra cards each turn so she can slowly grow, and then give her invasion of some sorts. This can give you an alternate way to take out an opponent.
So, these are the basics of the deck. Before we move to the actual suggestions, you can check the original decklist.
Deep Clue Sea Decklist
Best 3 Cards for Deep Clue Sea Upgrade
I’m going to start with my three main cards you should focus on getting first. Each of these will have a large impact on your ability to win games, and will make your deck more fun. While I’ll cover both budget and higher cost additions a bit later, these cards are the first ones you should save up for.
Doubling Season is a staple for any token deck, and you have the added bonus of doubling the +1/+1 counters your commander gets. This green enchantment allows you to do everything your deck already wants to do but twice as fast.
Sure, the card is quite pricey, but once you get that first copy, you can move it across many decks. There are a bunch of green decks, that can work on a whole other level with this addition.
Urza, Lord High Artificer
Urza, Lord High Artificer is easily one of the most powerful artifact commanders, and a perfect fit for Deep Clue Sea upgrade.
Construct tokens will be powerful with all of your Clues. Furthermore, Urza allows you to tap Clues for mana. This means you can cast other strong spells ahead of schedule, or just use the mana to pay for the Clue’s own sacrifice ability.
With just these two lines, it would be an amazing addition, but that’s not all. You can also pay for its last ability, which allows you to cast things for free from the top of your deck.
The third recommendation will actually be released a bit later in February, as a part of the MTG Clue game. Besides a cool new way to play the game, it also includes brand-new cards, one of which is Senator Peacock.
Its ability to turn all artifacts you control into Clues is pretty nice, but the big plus for Senator Peacock is making creatures unblockable. You can even play some politics and target your opponents’ creatures. Hopefully, they’ll take out a bigger threat at the table.
Artifact Hoarding & Clue Synergies
So, your primary goal is to create Clues and then find ways to use them. You also want to use cards that benefit from card draw, so when you sacrifice Clue tokens you’ll also get other benefits. In this section, I’ll focus on cards that do that and also provide additional Clue synergies.
First up, Tamiyo’s Journal is a great addition, as a staple for any Clue deck. The ability to sacrifice Clue tokens to search for any card you want is just spectacular. Furthermore, investigating on your ever upkeep is a great bonus to acquire you the needed Clues.
Wizard Class is a card you can play early, so you can keep your unlimited hand size even if your commander dies. On top of that you can later upgrade it, so your creatures get +1/+1 counters when you draw cards, which you’ll do a lot with your Clues.
Primal Vigor is the budget equivalent of Doubling Season. It will double tokens, but the only counters it works with are +1/+1. Thus, it won’t help with your planeswalkers and other similar cards, but it still works with your commander. Note that this enchantment doubles stuff from each player, and not just from you.
Cyberdrive Awakener is the perfect way for you to end games. It turns all of your Clues and other non-creature artifacts into 4/4 attackers with flying. It’s going to be easy to deal tons of damage that dodges most blockers.
Parallel Lives is somewhat pricey but still a more affordable option, compared to Doubling Season. It won’t help with +1/+1 counters but costs less mana and dollars, so those can be big bonuses. If you have the resources, you could try to add both to the deck, get four times the Clues.
The white equivalent is Anointed Procession, but can cost more money to buy. In fact, depending on the version you get, Doubling Season might actually be cheaper. So, this is an option if you want all 3 doubling enchantments, but if you only want 1-2 the other two are better.
Alquist Proft, Master Sleuth is an amazing way to sink your spare mana into both drawing cards and gaining life. You won’t be constantly using his ability, but you can use him to refill your hand or gain life to prevent you from dying.
One great planeswalker for a Clue deck isTeferi, Temporal Pilgrim. He gets loyalty counters whenever you draw a card, so if someone attacks him, you can instantly give him extra loyalty by sacrificing Clues. His -2 ability makes creature tokens that can get pretty strong, as you continue to draw cards.
Too Much Draw
Too much of a good thing can be a bad thing. If you’re worried you’ll draw your entire deck, Jace, Wielder of Mysteries and Laboratory Maniac are alternate ways to win games. They can also protect you from a major threat, mill decks. If you’re drawing tons and also getting milled, you’ll lose the game really fast.
You can also use a legendary Eldrazi to shuffle your graveyard into your deck, like Kozilek, Butcher of Truth.
Control the Board
Clues allow you to leave mana open to then draw cards on your opponents turns. With that mana you should also include some abilities and instants so that you can respond to your opponents’ cards. If there are no threats, you save your counterspells and draw with some Clues.
Spell Swindle is a great counterspell to get Treasure tokens to fuel your artifact cards. Higher mana cost than some other options, but the reward is certainly useful. Of course, you can also use the cheaper, classic Counterspell
For something in between, you could go with Disallow. It’s not the most budget card on the list, but still fairly cheap. On top of that, countering abilities can be powerful against some decks.
Since you’ll constantly draw cards, Kozilek, the Great Distortion is a great way to use those cards to control the board. Every card can be a free counterspell, saving you mana, which you can use to draw more cards with your Clues. Due to recent reprints, its price has gone down, and it could almost be included in the budget portion.
Cyclonic Rift is a mean blue staple. This deck starts with multiple board wipes, but you can replace one of them with Rift since it leaves your board intact.
There are tons of expensive counterspells you can add to the deck. Pact of Negation is a top choice since you can cast it for free to save mana for using Clue tokens. And with all the ramp in this deck, paying 5 mana isn’t too painful.
You could also use Force of Will, but it’ll be more expensive to buy, and you’ll need to keep track of how many blue spells are in your deck.
Finally, Consecrated Sphinx is a powerful blue staple, which also guarantees that Morska, Undersa Sleuth gets a +1/+1 counter on each of your opponents’ turns. Besides, it constantly refills your hand, so you’re always stocked on counterspells and other instants.
Deep Clue Sea Upgrade — Mana Base
In this section, I’ll focus on how you can improve the mana base of your precon. That’s quite an important part of the upgrade process, as it allows you to cast your spells on curve more often.
They Went This Way is a new card for Murders at Karlov Manor, and gets you both a basic land and a Clue token. It does have a higher mana cost compared to Farseek, but you could run both for more ramp.
Rites of Flourishing is a double-edged sword. It draws you cards and lets you play extra lands, but your opponents benefit from it too. If you’re playing with a more casual group, it is a good way to help players catch up and make players less likely to want to attack you. However, this card will screw you over with competitive groups where your opponents can out-ramp you. That said, it guarantees you draw a second card each turn for your commander’s +1/+1 counters, meaning you can save mana and Clues for drawing on your opponents’ turns.
If you usually play with two or more opponents, then these lands are amazing choices that are cheaper than many alternatives. Though they can still be a little pricey.
- Spara’s Headquarters
- Flooded Strand
- Windswept Heath
- Misty Rainforest
- Hallowed Fountain
- Breeding Pool
- Temple Garden
Burgeoning is the perfect card for ramp for any deck with tons of draw. With so many Clues, it shouldn’t be too hard to have a full hand with plenty of lands. In a turn, this gives you a way for more mana, which you can use to crack Clues, draw more cards, and keep the cycle going.
A slower but often cheaper option is Exploration. While Burgeoning will let you play lands on opponents’ turns, Exploration only gets you one extra land on your turns.
Krark-Clan Ironworks can get you an insane amount of mana by sacrificing your Clue tokens for mana instead of drawing cards. This is a great way to cast high cost spells far earlier than normal.
Cards to Cut From Deep Clue Sea Precon
Frequently enough, it’s harder to figure out what to cut from a precon, than what to add. In this next section, I’ll explain which cards you should remove first.
Sophia, Dogged Detective sounds like a fun commander. So, why would you want to include her in the deck? Well, if someone kills the Dog token, she becomes quite useless, as there are no more Dogs in your deck. I love the idea of her as a commander with the deck having copy and blink spells, so I can create new Dog tokens. However, that would be a whole different deck.
Serene Sleuth is an anti-goad card. While there is the Blame Game precon that revolves around the goad mechanic, you probably won’t encounter that many goad decks. Thus, you shouldn’t waste a spot in your deck to a card dedicated to prevent this.
Now in my deck list I’m removing Talisman of Progress and Talisman of Unity, but that is because I’m replacing them with Burgeoning and Farseek. The Talismans are great ramp that, unlike the land from Farseek, you can use immediately. Given you have tons of Clues, it’ll be useful to have immediate mana you can use to draw cards with Clues. However, many Commander decks can easily destroy artifacts, so I feel having some more land ramp is a safer option.
Nevertheless, you might prefer to use the Talismans if your playgroup doesn’t run artifact destruction. So these can be good to keep, depending on your personal preferences.
Confirm Suspicions is a fun card, but 5 mana for a counter spell is a lot. And the deck already has more than enough Clue token generators. You can replace it with a cheaper Counterspell or rather with Spell Swindle, as Treasures can be very useful. You’ll need the mana to cast all the cards you’re drawing from your Clues.
Finale of Revelation is a powerful card, just not in this deck. You’re already drawing tons of cards, and your commander gives you unlimited hand size. So if you want a high value X card, something like Genesis Wave or White Sun’s Twilight will be better for winning the game.
Organic Extinction is not a good fit for you unless you add a lot more artifact creatures. The deck starts with just five. Now, there are also cards that create artifact tokens, but not enough. This could actually help your opponent more if they have an artifact creature deck. Replace it with a better board wipe like Supreme Verdict.
Deep Clue Sea Upgraded Decklist Example
Here is an example deck list that you can use to reference when rebuilding your deck. Feel free to make changes depending on your preferences and budget.
Deep Clue Sea Upgrade Guide — Conclusion
That’s it for today. How would you rebuild the Deep Clue See precon? Do you have any cards you’d like to recommend? Please comment and let us know!
You can find more information about other Murders at Karlov Manor Commander decks here. There’s in-depth information for each deck, as well as links to other upgrade guides.
Do you perhaps want to build your own deck from a scratch? Check out my article about the 14 most fun Karlov Manor commanders. In it, you’ll find some splendid ideas for your next Commander deck.
Until next time, have fun playing Magic, and win lots of games with your upgraded Deep Clue Sea precon.