
commander · Aesi, Tyrant of Gyre Strait
Reap the Tide (CMR).
A Simic landfall and sea creatures deck led by Aesi, Tyrant of Gyre Strait — ramp with extra land drops, draw cards automatically on every land entry, and overwhelm opponents with enormous sea monsters.
The Commanders
Reap the Tide is a Simic Commander deck that merges two of Green-Blue's most powerful mechanics — ramping into sea monsters and triggering landfall for value. The commander is the deck's entire draw engine: Aesi, Tyrant of Gyre Strait, who draws a card whenever a land enters the battlefield and lets you play an additional land each turn. Every land drop generates both a new land and a card, creating a self-sustaining engine that accelerates faster than opponents can answer.
Aesi, Tyrant of Gyre Strait costs {4}{G}{U} and is a 5/5 Serpent that draws a card whenever a land enters the battlefield under your control and lets you play an additional land each turn. The combination is devastating. In the mid game, Aesi commonly draws two or three cards per turn cycle as fetch lands, Cultivate targets, and ramp spells all trigger his ability. He scales into the late game as an enormous blocker. Opponents must remove Aesi quickly or the card advantage gap becomes insurmountable — but as a 5/5 in the command zone, he's never far away.
Key Cards
Nezahal, Primal Tide
The most resilient threat in the deck. Nezahal is a 7/7 Dinosaur Fish that can't be countered, draws a card whenever an opponent casts a noncreature spell, and can exile itself (along with up to three discarded cards) to dodge removal. Opponents can't counter it, can't easily kill it, and never resolve noncreature spells without giving you cards. Nezahal is the deck's premier must-answer threat in the mid-to-late game. Against any control deck, Nezahal single-handedly shifts the card advantage equation.
Scourge of Fleets
A board wipe attached to the sea creature package. When Scourge of Fleets enters, return each creature an opponent controls with toughness equal to or less than the number of Islands you control back to its owner's hand. A Simic deck naturally runs many Islands, and by the mid game this reliably bounces every creature with three or four toughness or less across all opponents. Combined with Aesi triggering to draw you a card when you play a land after bouncing, Scourge resets opposing boards while the deck continues ramping forward.
Roil Elemental
Land drops become creature theft. Whenever a land enters the battlefield, Roil Elemental gains control of target creature an opponent controls until it leaves. In a deck that regularly plays two or three lands per turn, Roil Elemental steals two or three creatures per turn cycle. It creates a political nightmare: opponents hesitate to attack you knowing their threats will be taken the moment you play a land. The stolen creatures return only when Roil dies, so removing Roil requires opponents to sacrifice tempo while your army just got bigger.
Kodama's Reach
The ramp engine that makes Aesi absurd. Kodama's Reach puts a basic land into play tapped and another into your hand for {2}{G}. With Aesi on board, the land entering the battlefield draws a card. Then you play the land from your hand with Aesi's extra land drop — drawing another card. Two cards drawn, two lands entered, all from one three-mana sorcery. Kodama's Reach is the best ramp spell in the deck because Aesi converts both halves into cantrips. The deck runs Cultivate for the same reason.
Stormtide Leviathan
The deck's most backbreaking finisher. Stormtide Leviathan makes all lands into Islands and no creatures can attack unless they have flying or islandwalk. In a multiplayer game, this single creature locks down every opponent's attack step permanently — unless they run flying. Your own sea monsters and Aesi fly over or are unaffected by the sea creature rules, so you remain untouched while opponents can't attack with half their boards. Stormtide costs eight mana, which the deck reaches comfortably by turn six or seven.
How to Play
The first three turns are spent setting up ramp. Lead with Birds of Paradise, Cultivate, or Kodama's Reach to hit five to six mana by turn four. Deploy Aesi on turn five or six and immediately start drawing two to three cards per turn. The deck will feel slow before Aesi hits — after, it's overwhelming. In the mid game, sequence ramp spells to trigger Aesi twice per turn whenever possible. Win by getting Stormtide Leviathan into play to lock combat, then close with Scourge of Fleets clearing the path and Nezahal grinding out the last few opponents through pure card advantage.