
Hey guys! It's time for a new deck review for Legends of Runeterra. This time I'll be talking about a deck focusing around Toss and Deep mechanics, utilizing Sea Monsters for some explosive turns. It's basically a Control deck that if you are able to survive until the late-game you have an extreme chance of winning, and there are a couple of ways possible to achieve the victory. If you are looking for a deck to climb on the ladder, this one is a really good choice. Okay, let's take a look at the decklist.

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Champions

Maokai is more like a support champion that fits really well into the strategy of this deck. Each turn he can Toss 2 cards and while you are attacking, Saplings are a good way of controlling the board mainly versus Elusive and Quick Attack units. Also, since we are trying to Toss as many cards as fast as possible to reach the Deep, leveling up Maokai comes naturally and offers another way of winning the game by decking out the opponent.
Nautilus, our main champion, and the main focus of this deck's strategy. In most situations non-leveled up Nautilus is pretty useless, but thankfully this deck is optimized enough to reach Deep in like 90% of the games even before turn 7 so this doesn't present a huge issue. Because of this, we can safely say that Nautilus is a 7 mana 13/13 with Tough and Fearsome that will make all of our Sea Monsters 4 mana cheaper to play while on the board. Also, one important thing is the moment you play and level up your Nautilus, you get back all 4+ units that you Tossed during the game. This ensures that any Sea Monster we Toss during the game is returned into the deck after we play him. Another thing to think about is the synergy with Maokai. Meaning that you can aggressively Toss as many cards from the deck, even if you are only left with champions in the deck, 3-4 cards on average which will guarantee you'll level up your Maokai and leave your opponent with only 4 cards in the deck. If you now play Nautilus, he will return enough card into your deck so you don't have to worry that you will deck out yourself.
Big Monsters Big Treasure

Tossing our deck as fast as possible and reaching Deep is going to make EVERY Sea Monster and a huge threat for our opponent. But not only that, Shipwreck Hoarder is the next big reason we do this. Treasures shuffled in our deck are really powerful cards. Strong board clear, rediculous hand resource and my favorite one, Platewyrm Egg, that summon 3 5/5s (8/8s in Deep) with Fearsome for only 5 mana! These cards when Tossed are instead drawn to your hand so you don't have to worry you will discard them. All of these cards are insane and playing them almost always result in huge advantage, even if your opponent can deal with them it will cost them a lot to do so. Playing Shipwreck Hoarder as fast as possible is something you should always aim for. One thing to point out in this interaction is that when you are 1 or 2 cards away from Deep and you play this card, even though your deck size won't change, Toss occurs first so you will enter Deep even if you still have 16/17 cards after you play him.
Instant Finisher

One of the most important cards in the deck for finishing out the game is Terror of the Tides. The reason why is somewhat obvious. It gives all of your Sea Monsters Fearsome and when you go for an attack it lowers all enemy units attack by 2. This enhances the power of Fearsome since now any unit your opponent has with power of 4 or less won't be able to block your attack, and that's usually most of the units. Even if your opponent is able to defend against this with bigger units, the trades will go hugely in your favor and the threat remains for your next attack. Most of the time, if your opponent can't remove this card, you win the game on the spot.
Mulligan
The main goal of early to midgame is staying alive while Tossing as many cards as possible. Our target starting hand will differ a lot depending on the matchup as we will need more removals and sustain versus aggressive decks. While versus slower decks we want to find as many Toss cards as possible so that we can start overwhelming our opponent with huge threats until they don't have enough resources to deal with all of them.
Cards that stand out the most in both matchups are Dreg Dredgers and Salvage. Dreg is our only 1-drop so it is a no-brainer to keep him as he can help us block incoming damage while Tossing cards from the start of the game. Salvage can sometimes be tricky to play while being under pressure but it helps you draw into the answers you'll need also while lowering your deck count significantly.
ideal hand versus Aggro: Dreg Dredgers, Thorny Toad, Deadbloom Wanderer, Withering Wail
Salvage isn't included here just because you should keep all of these cards if you can, but when your starting hand offers you Salvage, keeping it instead of swapping it is a good idea. Thorny Toad is our best blocker early, weaker versus Shadow Isles because of a lot of Fearsome units but still offers some sustain, Deadbloom is self-explanatory and Withering Wail is listed here because you want to at least guarantee you will have one and not Toss them both so that you can deal with a wide board of small units and also it heals you, which will always come in handy.
ideal hand versus slower decks: Dreg Dredgers, Deadbloom Wanderer, Salvage x2
This hand is just crazy if you get it. Dreg gives you a turn 1 play, even though Deadbloom is a sustain card, he Tosses 3 cards which we always want to be doing and 2 Salvages just accelerate this insanely. From this position, you will Toss an incredible amount of cards really fast while also accumulate a lot of cards in hand so that you can keep your opponent busy for a long time. Lure of the Depths is one of those cards I wouldn't swap out for anything as it will enable you to start throwing your threats even earlier so your opponent will already use up a lot of answers until the big boys arrive.
Average Hand Expectation: 1 early game Tosser, a controlling spell, 2 mid/late-game cards
I know this can look ugly for an average result of the Mulligan phase but it isn't that big of an issue, actually, it is something to expect when playing a deck with a lot of expensive cards. Anytime you have 1 or no expensive Sea Monsters/Nautilus in your hand you are getting lucky and are already in a good spot. Getting at least one of "early game Tossers" (Dreg, Toad, or Deadbloom), is most of the time enough to keep you healthy for at least 3-4 turns at which point you can play more than half of the units in the deck and start properly defending. If you happen to play at least one Lure of the Depths, this "unlocks" even more possible units you can play.
Unique Starting Scenario: Lure of the Depths x2, any other cards
If you happen to encounter this as your starting hand, or even if you happen to have 2 Lures before the swap, you should be looking for any Sea Monsters to accompany this hand. I point out this scenario because it happened to me a couple of times and I'm really satisfied with the result, no matter if my opponent was Aggro or Control. Pretty much you are concede first two turns and then play two Lures on the same turn, making your hand really cheap, at least cheap for what it contains. Now on turn 4, you have a lot of options and you can play almost any unit in your deck. The Beast Below is only 2 mana so you can play two, Abyssal Eye can help you draw more cards, and lastly, you can play an early Devourer to remove a weaker unit or bait out an excessive response. This is a rare scenario and this is probably the only scenario in which you don't focus on going Deep but just play all of your Sea Monsters as fast as possible, which can be really fast, and that can be enough. And even if you end up revising your strategy mid-game and resume with heavy Tossing, when you play Nautilus, all of Sea Monsters that cost 6 or less will be 0 mana, enabling you one of the most explosive turns possible.

This is it for today's review. I hope you find it useful. This deck is really interesting to play as it offers a lot of different ways of winning the game and is proven to be really strong in many matchups. The biggest problem I had was versus heavy Shroom decks, because Tossing your cards doesn't get rid of the Shrooms but only increases the chance of drawing them, because the way that this mechanic works is each time you draw ratio between your total deck count versus Shroom count influences the RNG that determines if or how many Shrooms you "drew" from the deck. If you have any questions regarding this deck please leave a comment below.
Drag them down... - Nautilus
Thank you for reading!
,z3ll