Morska, Undersea Sleuth

commander · Morska, Undersea Sleuth

SetMurders at Karlov Manor (2024): (MKC)
Released2024
Cards100
Sheets12 (9 / sheet)
MKC· 2024

Deep Clue Sea (MKC).

A Bant investigate deck from Murders at Karlov Manor that turns Clue tokens into card advantage and win conditions. Morska, Undersea Sleuth banks Clues every upkeep and grows fat off your extra draws.

100
cards
3.7
avg cmc
32
creatures
37
lands
31
spells
12
sheets
White manaBlue manaGreen mana
color identity
Creatures32
Instants3
Sorceries5
Artifacts12
Enchantments9
Planeswalkers1
Lands37

The Commanders

Morska, Undersea Sleuth
Morska, Undersea Sleuth · Art by Ekaterina Burmak

Deep Clue Sea is the Bant investigate deck from Murders at Karlov Manor. The whole thing runs on Clue tokens: you make them off your commander, off combat damage, off creatures dying, off basically everything, then you crack them for cards or feed them to payoffs that care about tokens. It plays like a value engine that never runs out of gas, and it closes the game by drawing so many cards that the table falls behind.

Morska, Undersea Sleuth removes your maximum hand size, so you never discard no matter how many Clues you hoard. Every upkeep she investigates for free, which keeps the token count climbing on its own. The kicker is the counter clause: the second time you draw a card in a turn, she picks up two +1/+1 counters, and this deck draws its second card almost every turn. Leave her unblocked for a couple turns and she becomes a real threat while the Clue pile does the actual work.

Key Cards

Adrix and Nev, Twincasters
Art by Andrew Mar

Adrix and Nev, Twincasters

Adrix and Nev double every token you make, and this deck makes a lot of them. One investigate trigger becomes two Clues, one Sand Warrior becomes two, one Thopter becomes two. With Ward 2 they are hard to kill on the cheap, so the doubling tends to stick around. Drop them before a big investigate spell and your card advantage doubles on the spot.

Tireless Tracker
Art by Eric Deschamps

Tireless Tracker

Tireless Tracker turns every land drop into a Clue, and every Clue you sacrifice into a +1/+1 counter on the Tracker. The deck already wants to crack Clues for cards, so the counters pile up as a side effect. Play a land, investigate, crack an old Clue, and the Tracker gets bigger while you draw. It rewards you for doing what the deck does anyway.

Lonis, Cryptozoologist
Art by Andrew Mar

Lonis, Cryptozoologist

Lonis investigates whenever another nontoken creature enters, so every real creature you play banks a Clue. His second ability is the payoff: tap him, sacrifice a stack of Clues, and look at the top X cards of an opponent's library, then put a nonland permanent with mana value X or less onto the battlefield under your control. Feed him a big pile of Clues and you can steal a bomb straight off the top of someone else's deck.

Ongoing Investigation
Art by Bud Cook

Ongoing Investigation

Ongoing Investigation makes a Clue every time your creatures connect with a player, so a wide board turns combat into a card-drawing machine. It also lets you exile a creature from your graveyard to investigate and gain 2 life, which gives you something to do with spare mana late in the game. It is a cheap enchantment that quietly keeps the Clue count rising turn after turn.

Psychosis Crawler
Art by Stephan Martiniere

Psychosis Crawler

Psychosis Crawler is the deck's kill switch. Its power and toughness match your hand size, and Morska keeps your hand enormous, so it is usually a giant. More important, every card you draw drains each opponent for 1 life. Crack five Clues in a turn with three opponents at the table and you have taken fifteen life off the board without attacking. String a couple of those turns together and the game ends.

Mechanized Production
Art by Adam Paquette

Mechanized Production

Mechanized Production enchants one of your Clues and copies it every upkeep, and if you ever control eight artifacts with the same name you win the game outright. Since Clue tokens all share the name Clue, this deck can hit that number without much trouble. Enchant a Clue when you already have a few on the table and the alternate win can come together in a turn or two. It gives the deck a way to close that has nothing to do with combat.

How to Play

Early on you want cheap investigate effects and a mana rock so the Clue count starts climbing before anyone is threatened. Get Morska down by the mid game and let her free upkeep investigate stack Clues while you hold them for value. Adrix and Nev doubles the whole operation, so protect them once they land. Your finishers are Psychosis Crawler draining the table on big draw turns and Mechanized Production stapling eight matching Clues together for the alternate win. Play the long game, bank your Clues, and cash them in when you can end things in one big turn.