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【EDH】《Thada Adel, Acquisitor》Deck Guide

<Introduction>

Hello everyone, this is johnp0513. I am a cEDH player based in Tokyo, Japan, and I have been playing EDH since 2010. Thada Adel, Acquisitor is one of my favorite commanders and I have been using it since 2012. Recently, I placed 9th out of 120 people in one of the largest cEDH competitions in Japan, "God of Commander 9." Furthermore, my deck was also featured on the YouTube channel "Lemora's Cards," which you can find below.

Today, I would like to provide a detailed deck guide so that more people can learn about my favorite card, Thada Adel, Acquisitor.

If you have any interests or comments on my deck, please follow my Moxfield account johnp0513 and/or post your commets on it.

<Decklist>

The deck list I will be introducing is the one I used in the "God of Commander 9."

If you are interested in my latest deck list, please check the following page in Moxfield.

<Commander>(1)


Thada Adel, Acquisitor

Thada Adel, Acquisitor (1)(U)(U)
Legendary Creature — Merfolk Rogue

Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Thada Adel, Acquisitor deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.

2/2

Since there are many powerful spells in cEDH, the restriction of having only one color identity may seem very strict, but this is not true. Thada Adel, Acquisitor is a very greedy, powerful and flexible commander that can accelerate mana, search for combo parts, and more. She can even steal your opponent's combos as if they were your own.

Due to the nature of her abilities, she is heavily dependent on your opponent's deck. However, the range of strategies that can be employed is very wide, and I believe that the more you use her, the more you'll enjoy her as a commander.

<Basic Strategy>

The basic strategy of Thada Adel, Acquisitor consists of four phases.

  • Phase 1: Cast Thada Adel, Acquisitor

  • Phase 2: Cast The One Ring

  • Phase 3: Activate The One Ring, and then untap it

  • Phase 4: Generate infinite mana, draw infinite cards or deal infinite damage

Phase 1: Cast Thada Adel, Acquisitor

The goal of Phase 1 is to cast Thada Adel, Acquisitor within two turns. Essentially, you should keep your hand if you can cast Thada Adel, Acquisitor within that timeframe.

If you have time, I would appreciate it if you could try playing my deck on my Moxfield page. When you try it, you will find that you can cast Thada Adel, Acquisitor within two turns about 50%. This means that if you take into account a free mulligan, you can keep seven cards about 75%. Since this deck is not a very fast combo deck, losing card advantages might not be a good idea. Keeping six or more cards is basically better in most cases.

There are many ways to cast the commander within two turns, so I would like to provide some representative examples.

Representative example of casting the commander in your first turn:

  • Jeweled Lotus

  • Trinket Mage -> Jeweled Lotus

  • Reshape -> Jeweled Lotus

  • Transmute Artifact -> Jeweled Lotus

  • Fabricate -> Jeweled Lotus

  • Moonsilver Key -> Jeweled Lotus

  • One land + additional two mana

Representative example of casting the commander in your second turn:

  • Chrome Mox + two lands

  • Jeweled Amulet + two lands

  • Lotus Petal + two lands

  • Mana Crypt + two lands

  • Mox Diamond + three lands

  • Mana Vault + two lands

  • Sol Ring + two lands

  • Gemstone Caverns + two lands

  • Great Hall of the Citadel + two lands

  • Saprazzan Skerry + one land

Phase 2: Cast "The One Ring"

Once you have successfully cast Thada Adel, Acquisitor, your next goal is to cast The One Ring. There is no need to be discouraged if your opponents do not have The One Ring in their decks. Since your deck contains several artifact search cards, you will definitely have the opportunity to cast The One Ring in the not-too-distant future. In the meantime, prepare by stealing some mana artifacts.

When casting The One Ring, you can almost certainly expect some counter spells. The basic strategy mentioned above has become quite well-known, so if you don't have any counter spells, it might not be necessary to force the cast during that turn. Forcing the cast can often attract counter spells from other opponents, which might result in an easy win for one of them. It's important to assess the situation at the table carefully. If you are confident in casting The One Ring successfully, feel free to go ahead and cast it.

Phase 3: Activate The One Ring, and then untap it

Once you have successfully cast The One Ring, proceed to draw cards and prepare for your combos without drawing too much attention from your opponents. Your deck includes many ways to untap The One Ring, such as Manifold Key, Voltaic Key, and Minamo, School at Water's Edge. Although the hand size limit is generally seven cards, it is standard to draw cards during your opponents' turns. However, your deck also contains cards like Sea Gate Restoration, Spellbook, and Reliquary Tower that allow you to exceed the hand size limit, so make sure to use these to keep expanding your hand.

Please note that the spells that can untap The One Ring, such as Dream's Grip, Twiddle, and Dramatic Reversal, are typically best kept hidden and preserved until the last possible moment, even though it can be tempting to use them.

Phase 4: Generate infinite mana, draw infinite cards or deal infinite damage

When your hand has grown and you're in a position to withstand a 1-to-3 situation, it's finally time for the infinite combo to shine. Having around 20 to 30 cards in hand is a rough guideline for being able to handle everyone’s counter spells, but this can vary depending on your opponents and the situation. Be sure to carefully observe your opponents’ actions and look for the right moment to strike.

Thada Adel, Acquisitor includes the following four main infinite combos.

  • Hullbreaker Horror -> infinite mana

  • Isochron Scepter + Dramatic Reversal -> infinite mana

  • The One Ring + Mind Over Matter -> infinite draw

  • Nexus of Fate -> infinite turn

I will cover the detailed explanations of the combos for each card separately, so I will omit them here. However, the most common finishing pattern is to use infinite mana to finish with Walking Ballista, followed by infinite attacks from infinite turns with Nexus of Fate.

In cEDH, the vast card pool means there is always a possibility of various forms of interference. Therefore, even after executing an infinite combo, never let your guard down. Be meticulous in eliminating any potential sources of defeat and stay focused until the very end.

<Advanced Strategy>

While Thada Adel, Acquisitor is built around The One Ring, the fundamental strategies mentioned earlier are now widely known. The current cEDH environment is not so forgiving that the same strategy will work smoothly multiple times. Therefore, I would like to introduce a couple of alternative strategies that do not rely on The One Ring.

  • Strategy for Stealing Opponents' Combos

  • Strategy for Disrupting Opponents' Combos

Strategy for Stealing Opponents' Combos

Thada Adel, Acquisitor has numerous control-stealing means such as Gilded Drake, Volatile Stormdrake, and Tempted by the Oriq, as well as copy means like Phyrexian Metamorph. This makes it relatively easy to steal opponents' commanders. Many major commanders are involved in artifact-based combos that use the commander as a combo piece, and all of these can become a secondary win condition with Thada Adel, Acquisitor. I would like to provide a few specific examples.

  • Tivit, Seller of Secrets + Time Sieve

  • Kinnan, Bonder Prodigy + Basalt Monolith

  • Nadu, Winged Wisdom + Shuko

Since Phyrexian Metamorph is often included in opponents' decks, if Thada Adel, Acquisitor's attack goes through once, it generally means you are close to achieving your goal; if it goes through twice, it usually means you have completed the combo. Because of this, it tends to attract a lot of hate, making it difficult to get through with an attack. However, these strategies are all self-contained with just one commander, so it's useful to keep them in mind as an option while progressing in the game.

Strategy for Disrupting Opponents' Combos

This strategy may not directly lead to victory, but it is one of the strategies to keep in mind to help tilt the game in your favor. Providing specific examples might make it easier to understand, so I will outline a few representative ones.

Regarding the combo of Tivit, Seller of Secrets and Time Sieve, while it would be ideal to successfully steal the combo as planned, consider what happens if you fail and Time Sieve ends up in an opponent's graveyard. Since their deck likely includes Sevinne's Reclamation, you might inadvertently put yourself in a very difficult situation. To avoid such a setback, you could exile Time Sieve and choose not to cast it, effectively removing it from the game. By doing this, Tivit, Seller of Secrets' only win condition would likely become Thassa's Oracle, which could impose significant constraints on the game's progression. Additionally, exiling Clock of Omens from Magda, Brazen Outlaw can also cripple the opponent’s deck. Thus, Thada Adel, Acquisitor proves to be a strong strategy even when it comes to simply exiling key cards from your opponents.

Moreover, being able to see all of an opponent’s deck is essentially the same as knowing their strategy, providing a significant information advantage. For example, knowing whether Ad Nauseam is still in the deck when facing Rograkh, Son of Rohgahh and Tevesh Szat, Doom of Fools, or whether Glint-Horn Buccaneer is still in the deck when facing Malcolm, Keen-Eyed Navigator and Vial Smasher the Fierce, can be very useful. Once you can generally infer the contents of an opponent’s hand based on their deck, you’ll be a skilled Thada Adel, Acquisitor player. Strive to develop your skills toward that level.

<Deck Building Tips>

In building a deck with Thada Adel, Acquisitor, there are several key considerations I keep in mind. For detailed information, please refer to the explanations for each card, but here I will provide a brief overview of the main points.

  • Do not rely too much on Thada Adel, Acquisitor

  • Do not rely too much on The One Ring

  • Be mindful of card advantage to remain competitive even in midrange

  • Prioritize control-stealing spells over copy spells

  • Include fewer Islands to counter Carpet of Flowers

What I am particularly focused on is the third one (i.e. midrange strategy). While the basic strategy centered around The One Ring is becoming less effective, the rise of commanders faster than Thada Adel, Acquisitor necessitates a strategy that both slows down opponents' speed and maintains card advantage. Therefore, instead of just dealing with threats, I aim to use answers that also provide card advantage. Specifically, I incorporate cards such as the following.

  • Gilded Drake

  • Volatile Stormdrake

  • Thieving Skydiver

  • Tempted by the Oriq

  • Steal Enchantment

This strategy seems well-suited to the current meta games, and I plan to explore the deck's potential in this direction for a while.

<Playing Tips>

In playing Thada Adel, Acquisitor, what I particularly focus on is hate control at the table. As a single-color commander, Thada Adel, Acquisitor can be easily targeted when it becomes a focal point. I’ve found that staying at around the second place in terms of attention, results in the highest win rate.

For example, to quantitatively represent card advantage, if you return one card to your library during a mulligan, I denote it as (−1) and if you draw one card with Tymna the Weaver, I denote it as (+1). If Rograkh, Son of Rohgahh and Tevesh Szat, Doom of Fools casts Tevesh Szat, Doom of Fools on turn one and sacrifices Rograkh, Son of Rohgahh to draw three cards (+3), other opponents will likely have no time to focus on Thada Adel, Acquisitor, so you might get away with more aggressive plays. However, since Thada Adel, Acquisitor’s ability involves exiling and stealing artifacts from opponents' decks, it provides a continuous advantage (+1) and, if the game is close, it can become the primary target. Therefore, strategically, it can be effective to get someone else targeted or ahead (but not to the extent of being finished off) to avoid drawing too much attention to yourself. Balancing this is very challenging, but it might be useful to keep in mind when using Thada Adel, Acquisitor.


<Planeswalkers>(1)


Tezzeret the Seeker

Tezzeret the Seeker (3)(U)(U)
Legendary Planeswalker — Tezzeret

+1: Untap up to two target artifacts.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.

4

In a Thada Adel, Acquisitor deck, The One Ring is the core of the deck, so nothing can begin without it. However, it is possible that none of your opponents’ decks contain The One Ring. Therefore, it's essential to have multiple ways to bring The One Ring onto the battlefield from your own deck in such scenarios. Tezzeret the Seeker can act almost like a five-mana version of The One Ring. With its [+1] ability, it can untap up to two artifacts, allowing you to untap The One Ring, Manifold Key, Voltaic Key, or other already-played artifacts to enable massive card draws.

Please note that if you put The One Ring onto the battlefield using Tezzeret the Seeker’s ability, it is not being cast, so it will not gain "protection from everything."


<Creatures>(13)


Walking Ballista

Walking Ballista (X)(X)
Artifact Creature — Construct

Walking Ballista enters with X +1/+1 counters on it.
(4): Put a +1/+1 counter on Walking Ballista.
Remove a +1/+1 counter from Walking Ballista: It deals 1 damage to any target.

0/0

The most powerful finisher in a Thada Adel, Acquisitor deck is Walking Ballista. When infinite mana is generated, Walking Ballista can enter the battlefield with an infinite number of +1/+1 counters, allowing you to deal lethal damage to all opponents immediately. Additionally, you can choose the timing for dealing damage, so if an opponent has "protection from everything" due to The One Ring, you can pass the turn with Walking Ballista still having a large number of +1/+1 counters. You can then strike again when the "protection from everything" has been lost.

Q: What other finishers have you considered?

A: Specifically, the cards I considered for inclusion are as follows:

  • Thassa's Oracle,

  • Laboratory Maniac,

  • Jace, Wielder of Mysteries.

Q: Lists that include Thassa's Oracle are also commonly seen, but why have you chosen to include Walking Ballista instead?

A: Each card has its own merits and demerits, but the primary reason for choosing Walking Ballista is the ease of access to the card. Currently, the deck list allows you to search for Walking Ballista from the following three types of cards:

  • Trinket Mage,

  • Fabricate,

  • Inventors' Fair.

Ease of access to this finisher is a crucial factor in a Thada Adel, Acquisitor deck. When using The One Ring, as you dig through the deck one card at a time, by the time you have drawn down to the last cards, there are usually around thirteen burden counters on it. As a result, if the number of remaining cards in the deck is fewer than the number of burdens counters, you will no longer be able to continue drawing, which creates a problematic leftover in the deck.

If Hullbreaker Horror is already on the battlefield, you can bounce The One Ring and recast it to reset the counters, allowing for some adjustment of the deck's card count. However, this approach avoids the potential downside of having these cards concentrated and left in the deck. Additionally, with colorless infinite mana and one blue mana, you can use the search cards mentioned above, effectively making four cards act as pseudo-finishers. This setup provides greater stability and flexibility as a finisher compared to the previously mentioned infinite draw-based options.

Q: Are there any other reasons for including it?

A: Yes, another reason for including it is that, compared to the previously mentioned candidate cards, Walking Ballista has multiple uses beyond just being a finisher. For example, since the introduction of The One Ring, there has been an increasing trend of including cards that disrupt opponents' draws, such as Orcish Bowmasters and Faerie Mastermind. Thada Adel, Acquisitor also needs to address these types of cards. However, since these creatures have low toughness, Walking Ballista can be counted as creature removal and, with enough mana, it can remove multiple creatures.

Q: What finisher would you use if you lost Walking Ballista?

A: Basically, Walking Ballista serves as the finisher in about 95% of matches. However, to ensure it can be used as creature removal without hesitation, I have also prepared several alternative win conditions. The most straightforward option is using Nexus of Fate. After drawing your entire deck, Nexus of Fate will be the only card remaining, allowing you to create infinite turns. This lets you safely handle not only opponent creatures but also damage sources like The One Ring or Mana Crypt by bouncing before securing a victory through creature damage. Additionally, I have several deck-repair tools, such as Timetwister and Day's Undoing, which allow you to recover Walking Ballista from the graveyard by repairing the deck from an infinite draw state with Mind Over Matter and The One Ring.


Faerie Mastermind

Faerie Mastermind (1)(U)
Creature — Faerie Rogue

Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
(3)(U): Each player draws a card.

2/1

A reliable creature that supports the midrange strategy of a Thada Adel, Acquisitor deck. Its strength is well-known, but its flash ability allows you to cast it at the end of an opponent's turn while holding up counter spells, leaving no openings. The downside is its low toughness.

In cEDH, there are several midrange decks that feature powerful advantage sources such as Rhystic Study or Mystic Remora, often combined with Tymna the Weaver and Kraum, Ludevic's Opus. To prevent these decks from creating an advantage gap, this card is included. Additionally, it serves as a countermeasure against Faerie Mastermind by including Faerie Mastermind itself.

In a Thada Adel, Acquisitor deck, you can steal opponents' Phyrexian Metamorphs, which can be quite frustrating for other players. I've witnessed numerous games where multiple Orcish Bowmasters or Faerie Mastermind creatures on the battlefield. An eye for an eye, a tooth for a tooth.


Ghostly Pilferer

Ghostly Pilferer (1)(U)
Creature — Spirit Rogue

Whenever Ghostly Pilferer becomes untapped, you may pay (2). If you do, draw a card.
Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: Ghostly Pilferer can't be blocked this turn.

2/1

This is another reliable creature that supports the midrange strategy in a Thada Adel, Acquisitor deck. It hasn’t seen much action in actual games yet, but it should be a strong card. By paying (2) mana during your untap step, you can draw a card (although it’s a tempo loss, so it’s not used very frequently).

The trigger ability of "whenever an opponent casts a spell from anywhere other than their hand" is relatively easy to achieve. It can not only be triggered by casting a commander but also casting casting from the graveyard with Underworld Breach or casting from the top of opponents' library with Stella Lee, Wild Card.

In the current cEDH environment, many commanders with Partner ability, such as Rograkh, Son of Rohgahh + Tevesh Szat, Doom of Fools or Tymna the Weaver + Kraum, Ludevic's Opus, are prevalent. These commanders effectively have one additional card in hand due to their Partner abilities. Therefore, I include this card as a means to fill the gap between nonpartner commanders and those with Partner abilities.


Gilded Drake

Gilded Drake (1)(U)
Creature — Drake

Flying
When Gilded Drake enters, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don't or can't make an exchange, sacrifice Gilded Drake. This ability still resolves if its target becomes illegal.

3/3

It's the most powerful card that can cripple a commander-centric deck for just two mana. Typically, such decks are faster than that of Thada Adel, Acquisitor, so this card can slow them down and, ideally, even be used to your advantage. While creature removal causes both you and your opponents to lose card advantage, control-stealing results in your opponents losing card advantage while you generally retain yours, making it an extremely powerful card.

Q: What kinds of creatures do you often target for stealing?

A: The primary aim is to slow down decks that are leading the board, so the choice of creatures to steal depends on the board state. However, decks where the commander itself is a key part of the combo have a higher priority when it comes to using Gilded Drake to steal creatures. Specifically, the following types of decks are prioritized:

  • Nadu, Winged Wisdom,

  • Stella Lee, Wild Card,

  • Korvold, Fae-Cursed King,

  • The Gitrog Monster,

  • Animar, Soul of Elements,

  • etc.

Q: Are there any synergies with other cards?

A: Yes, it generally synergizes well with bounce spells, allowing you to return "Gilded Drake" to your hand and recast it. Specifically, it has synergy with the following cards:

  • Llawan, Cephalid Empress,

  • Hullbreaker Horror,

  • Repeal,

  • Sink into Stupor.


Thieving Skydiver

Thieving Skydiver (1)(U)
Creature — Merfolk Rogue

Kicker (X). X can't be 0. (You may pay an additional (X) as you cast this spell.)
Flying
When Thieving Skydiver enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to Thieving Skydiver.

2/1

Since the kicker cost can't be zero, it is generally cast for three mana or more. Casting it with X=1 allow you to steal an opponent's Mana Crypt or Sol Ring, thereby slowing them down, or casting X=4 can take The One Ring that has appeared on their side of the battlefield. This makes it a surprisingly versatile card, more useful than it might initially appear. Additionally, being a creature means it is difficult to deal with using counter spells, and, as often verified, even if Thieving Skydiver leaves the battlefield after casting, you do not need to return the stolen artifacts. This makes it safe to use as a cost for spells like Flare of Denial.

Compared to Gilded Drake, it is rare to see Thieving Skydiver in decks. However, among the cards adopted after switching to a midrange strategy, Thieving Skydiver may be the one whose evaluation has changed the most before and after use. It aligns well with the midrange strategy I am aiming for, and personally, I feel it is strong enough to be considered one of the best cards in recent times. I often hear from opponents that it is a card powerful enough to significantly influence the outcome of the game.


Volatile Stormdrake

Volatile Stormdrake (1)(U)
Creature — Drake

Flying, hexproof from activated and triggered abilities
When Volatile Stormdrake enters, exchange control of Volatile Stormdrake and target creature an opponent controls. If you do, you get (E)(E)(E)(E), then sacrifice that creature unless you pay an amount of (E) equal to its mana value.

3/2

This is a remake of Gilded Drake. It can only steal creatures with a mana value of four or less, but being able to steal creatures up to four mana is generally sufficient in most cases. In exchange for this restriction, it can be used as a pseudo-removal for creatures like Collector Ouphe that you prefer not to leave on the battlefield, by simply not paying the (E) cost. It's a more versatile card than initially expected, making it an automatic inclusion.

It has "hexproof from activated and triggered abilities," but, just like Gilded Drake, the strategy of bouncing and recasting remains effective. This creates an amazing synergy with Llawan, Cephalid Empress, and if you can bounce and return two Drakes, it’s sure to give you a serious adrenaline rush. Here’s hoping for a third Drake!


Harbinger of the Seas

Harbinger of the Seas (1)(U)(U)
Creature — Merfolk Wizard

Nonbasic lands are Islands.

2/2

This is a remake of Magus of the Moon. Although it hasn’t seen much action in practice yet, it’s expected to be quite powerful. Thada Adel, Acquisitor has "islandwalk," but often finds itself stuck on the battlefield if the opponent doesn’t have or doesn’t play islands. With Harbinger of the Seas on the battlefield, you can ensure that Thada Adel gets through for attacks.

In my Thada Adel, Acquisitor deck, the number of basic lands, specifically Island, is reduced to counter Carpet of Flowers. While this creates some synergy issues, Harbinger of the Seas provides strong control against four-color commanders with Partner ability like Tymna the Weaver and Kraum, Ludevic's Opus. By intentionally including this card, we bridge the gap between multicolor and monocolor commanders.


Hydroelectric Specimen

Hydroelectric Specimen (2)(U)
Creature — Weird

Flash
When Hydroelectric Specimen enters, you may change the target of target instant or sorcery spell with a single target to Hydroelectric Specimen.

1/4

Hydroelectric Laboratory

Hydroelectric Laboratory
Land

As Hydroelectric Laboratory enters, you may pay 3 life. If you don't, it enters tapped.

(T): Add (U).

The new Bolt Land from Modern Horizons 3, which can enter the battlefield untapped by paying three life, is unlikely to be used as a Hydroelectric Specimen in most cases. However, since the deck has reduced the number of basic Islands and includes several blue cards with pitch costs for counter spells such as Force of Negation, Force of Will, Misdirection, and Commandeer, this land is included to increase the blue count in the deck.


Trinket Mage

Trinket Mage (2)(U)
Creature — Human Wizard

When Trinket Mage enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.

2/2

Trinket Mage is an incredibly versatile search card. It can be used to search for Mana Crypt or Sol Ring for mana acceleration, or after The One Ring is on the battlefield, it can find Voltaic Key or Manifold Key for draw acceleration. If you already have infinite mana, it can search for the finisher Walking Ballista to close out the game. With its 2/2 stats, it can also trade with Tymna the Weaver, and after searching, it can be used as a cost for Flare of Denial, making it more than just a search card. It’s a versatile card with no wasted utility, making it an essential inclusion in the deck.

Moreover, Trinket Mage is particularly valuable in a Thada Adel, Acquisitor deck because it helps address the challenge of generating the required (U)(U) for casting the commander. It can produce (U) mana and two colorless mana, allowing you to search for Jeweled Lotus through Trinket Mage. This significantly aids in the ability to cast the commander on the first turn.

Additionally, it might be surprising, but Spellbook is a card that I often search for. In a Thada Adel, Acquisitor deck, it's common to end up with 20-30 cards in hand after repeatedly untapping The One Ring. In such cases, you might still run into issues with mana and end up discarding cards. However, with Spellbook, you can eliminate the hand size limit, allowing you to comfortably hold onto 4-5 counter spells and proceed to the next turn without worry. Sometimes, it even takes priority over Voltaic Key or Manifold Key.


Llawan, Cephalid Empress

Llawan, Cephalid Empress (3)(U)
Legendary Creature — Octopus Noble

When Llawan, Cephalid Empress enters, return all blue creatures your opponents control to their owners' hands.
Your opponents can't cast blue creature spells.

2/3

The response to Nadu, Winged Wisdom in a Thada Adel, Acquisitor deck involved incorporating two types of Drake cards: Gilded Drake and Volatile Stormdrake, along with Llawan, Cephalid Empress to reuse these Drakes. Additionally, Llawan, Cephalid Empress's static ability, which prevents opponents from casting blue creature spells, is incredibly powerful. Not only does it provide a one-time bounce effect, but it also prevents the recasting of Nadu, Winged Wisdom, offering very strong control. While it does attract a lot of attention, its high level of suppression makes it very effective. It also indirectly disrupts Stella Lee, Wild Card, though this is more of a collateral effect.

When using Llawan, Cephalid Empress to counter Nadu, Winged Wisdom, be mindful of the following two cards that can be used to ignore the triggered ability:

  • Sylvan Paradise,

  • Sway of Illusion.


Phyrexian Metamorph

Phyrexian Metamorph (3)(U/Φ)
Artifact Creature — Phyrexian Shapeshifter

((U/Φ) can be paid with either (U) or 2 life.)
You may have Phyrexian Metamorph enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.

0/0

In cEDH, Phyrexian Metamorph is a highly versatile card with a very high adoption rate. It can become either a creature or an artifact. It's rarely cast for its full four mana cost; more often, it's played for three mana by paying two life.

For Thada Adel, Acquisitor, it's far more common to exile and cast Phyrexian Metamorph from an opponent's deck rather than from your own hand. However, it can also appear suddenly from search cards like Tezzeret the Seeker or Transmute Artifact. Rather than using it early in the game, it's better to hold onto it until the mid-game or later, and then use it to become a game-winning threat like The One Ring or Tivit, Seller of Secrets.

Q: What kinds of cards do you often copy?

A: Here are a few representative examples.

  • Copying an opponent's The One Ring

A common scenario in games is when an opponent, anticipating that their The One Ring might be stolen by Thada Adel, Acquisitor, decides to cast it early. However, I consider this move a mistake in most cases and secretly celebrate when I see it happen. This is because I include cards like Thieving Skydiver for control-stealing, Phyrexian Metamorph and other copy cards in my deck. With the abundance of search cards available, copying The One Ring is easier than one might expect. Additionally, I have numerous ongoing untap effects such as Voltaic Key, Manifold Key, and Minamo, School at Water's Edge, and many untap spells like Twiddle, Dream's Grip, and Dramatic Reversal. Unless my opponent has something like Seedborn Muse and Kinnan, Bonder Prodigy on the battlefield, Thada Adel, Acquisitor will usually handle The One Ring more effectively. In fact, there are times when I even let an opponent take Thada Adel, Acquisitor with Gilded Drake and don't immediately address it.

  • Copying an opponent's commander

Copying versatile cards like Tymna the Weaver is certainly powerful, but with Thada Adel, Acquisitor, the strategy goes beyond that. You can also effectively steal your opponents' combos. For example, you might copy Tivit, Seller of Secrets and then steal Time Sieve, or copy Kinnan, Bonder Prodigy and then take Basalt Monolith, or copy Nadu, Winged Wisdom and then grab Shuko.

However, this strategy is becoming more widely known. The current cEDH environment is not as forgiving, and it is common for opponents to not give you two turns to attack with Thada Adel, Acquisitor. They might quickly aim to deal with Phyrexian Metamorph and other combo pieces you are targeting. Therefore, if you plan to employ this strategy, you need to make your move within the same turn you extract the combo pieces from your opponent’s deck. In such cases, it is essential to have Phyrexian Metamorph or a similar search card in your hand.


Consecrated Sphinx

Consecrated Sphinx (4)(U)(U)
Creature — Sphinx

Flying
Whenever an opponent draws a card, you may draw two cards.

4/6

The experience with Consecrated Sphinx is much like having a blue single-color version of Nadu, Winged Wisdom. You can gain an overwhelming advantage before your next turn comes around. It's rare for Consecrated Sphinx to survive and let you get to your next turn, but if it does, it often creates a nearly winning board state. Think of it as a sorcery card that draws four cards for six mana and forces your opponent to use one of their creature removal spells. Consider it a bonus if it exceeds expectations.

When Consecrated Sphinx is copied, the draw triggers each other, allowing for draws to continue until one of them is stopped. This not only brings the match to a 50% win chance, but also, since Thada Adel, Acquisitor typically has a higher density of pitch counters compared to the opponent, (though it's rare to get to that situation in cEDH) if it does happen, I'd like to keep drawing until the opponent stops.


Hullbreaker Horror

Hullbreaker Horror (5)(U)(U)
Creature — Kraken Horror

Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.

7/8

Hullbreaker Horror is a crucial combo piece for generating infinite mana in Thada Adel, Acquisitor decks. It essentially serves as a finisher. With the ability “This spell can’t be countered,” it is ideally cast during the opponent's end step, setting up for a decisive move on your next turn. However, it’s worth noting that if you have seven mana available, your opponent will likely see that you are holding up either Hullbreaker Horror or Cyclonic Rift.

The process of generating infinite mana with Hullbreaker Horror is quite well-known. Its ability triggers whenever you cast a spell, allowing you to return a nonland permanent to its owner's hand. This means you can target and bounce artifacts like Mana Crypt or Sol Ring, which produce more mana than their own cost. By repeatedly recasting these artifacts and returning lighter artifacts in the process, you can easily generate infinite mana.

Fortunately, Thada Adel, Acquisitor includes a large number of zero and one mana artifacts, so finding a source for the combo isn’t a problem. Additionally, if you have Mox Opal or Arcane Signet, you can generate infinite colored mana, and with The One Ring or Throne of Eldraine in the mix, you can achieve infinite draw as well. Once you’ve reached this stage, you can quickly push for the win.

The ability “Return target nonland permanent you don’t control to its owner’s hand” is also extremely strong. It effectively turns all your instants into pseudo-counters, making Hullbreaker Horror a versatile finisher that excels both in offense and defense.

Q: A similar card with a comparable role is Tidespout Tyrant. Are you not considering including it?

A: I’ve been repeatedly considering including it, but Tidespout Tyrant is one mana heavier than Hullbreaker Horror and has stricter color requirements. It also lacks flash, can be countered, and doesn’t bounce opponents' spells. For these reasons, I’ve decided not to include it for now. When you break it down, it’s clear just how exceptional Hullbreaker Horror is.

The ability to return opponents’ lands is a benefit that Hullbreaker Horror doesn’t have, and Tidespout Tyrant is definitely not a weak card. However, not having flash is a significant drawback because it means it can only act on your own turn. This makes Hullbreaker Horror's design seem almost broken by comparison. Tidespout Tyrant might be better suited as a second Hullbreaker Horror in a Polymorph deck.


<Sorceries>(9)


Gitaxian Probe

Gitaxian Probe (U/Φ)
Sorcery

((U/Φ) can be paid with either (U) or 2 life.)
Look at target player's hand.
Draw a card.

This is effectively a zero-mana sorcery that allows you to draw cards and also gives you the bonus of seeing your opponent’s hand. In a commander with Partner ability, where the deck size is 98 cards, each card has about a 1% higher chance of being drawn compared to a commander without it, making this card valuable in leveling the playing field. However, it can be affected by Rhystic Study and Mystic Remora, which is a mixed blessing. It can also be used to initiate the Hullbreaker Horror combo and helps increase your blue count.

Of course, it can also be used to check your opponent's hand for combos before you start, but it is more commonly used to gain insight into the hand of a leading opponent early in the game. By sharing this information with other opponents (though it's not always considered polite), you can disrupt the leading opponent's plans and slow down the game, or declare that you cannot handle certain threats and delegate the response to other opponents. This makes it quite effective for hate control and negotiation strategies.


Reshape

Reshape (X)(U)(U)
Sorcery

As an additional cost to cast this spell, sacrifice an artifact.
Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.

This is a remake of Transmute Artifact. While its ability is not as powerful as the original, you can still use it to sacrifice artifacts like Jeweled Amulet or Mana Vault to fetch cards like The One Ring or Phyrexian Metamorph. Artifact searching remains incredibly strong.

Unlike Transmute Artifact, the additional cost of Reshape is mandatory, so be cautious about losing advantage when it is countered. However, this additional cost can serve as a way to dispose of unnecessary artifacts like Mana Crypt or The One Ring when you are going infinite turns with Nexus of Fate. Please keep this in mind.

Q: A similar card to Reshape is Whir of Invention. Why are you not including it?

A: Whir of Invention has the advantage of being an instant rather than a sorcery, but in the case of Thada Adel, Acquisitor, unlike a commander like Tivit, Seller of Secrets, you generally don't benefit from an
Improvise. Thus, to search for The One Ring, you need a total of seven mana, which is one mana more than Reshape. This one mana difference can be quite significant.

Additionally, Whir of Invention has a color requirement of (U)(U)(U), making it less flexible and not ideal for early-game use. Since surviving the early game is crucial for Thada Adel, Acquisitor, Reshape fits better in this context. Specifically, with (U)(U) and a zero-cost artifact (like Mox Diamond or Seat of the Synod), you can use Reshape to search for Jeweled Lotus. Although this results in a card disadvantage, it allows for a first-turn cast of Thada Adel, Acquisitor, which can be a viable keep in some cases.


Transmute Artifact

Transmute Artifact (U)(U)
Sorcery

Sacrifice an artifact. If you do, search your library for an artifact card. If that card's mana value is less than or equal to the sacrificed artifact's mana value, put it onto the battlefield. If it's greater, you may pay (X), where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle.

Transmute Artifact is the original card from which Reshape is derived. The ability description is quite complex and has undergone multiple Oracle changes. Its basic usage is similar to Reshape, and it is almost a strict upgrade to that card. However, there are some key differences:

  • Sacrificing an artifact is done at resolution (i.e., you do not need to sacrifice it if the spell is countered).

  • The amount mana paid after searching is the "difference" in mana cost of the artifact.

A common scenario is to sacrifice Mana Vault to search for The One Ring, but it's important to be aware that sacrificing Mana Vault is a part of the resolution effect. This means that once the ability starts resolving, you won't be able to use Mana Vault to pay the difference in mana costs. Therefore, make sure to have the difference in mana available before casting.


Day's Undoing

Day's Undoing (2)(U)
Sorcery

Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

Day's Undoing is a remake of Timetwister. While detailed explanations are available for Timetwister, here I'll focus on the unique effects of Day's Undoing. The most distinctive feature is the clause "If it's your turn, end the turn." This effect can be ignored by using Borne Upon a Wind to cast Day's Undoing during your opponent's turn. However, casting Day's Undoing during your turn with Borne Upon a Wind at instant speed allows you to intentionally end the turn, exploiting the effect of "exile all spells and abilities on the stack." Keeping this in mind could be useful.

Additionally, if you cast Timetwister and your opponent responds with Orcish Bowmasters, it can result in a disastrous situation with 21 damage and a 21/21 creature on the battlefield. However, with Day's Undoing, since your turn ends upon resolution, the triggered ability of Orcish Bowmasters will not be resolved. Keep this in mind as it can prevent such a catastrophic outcome.


Fabricate

Fabricate (2)(U)
Sorcery

Search your library for an artifact card, reveal it, put it into your hand, then shuffle.

A versatile artifact searcher. Unlike Trinket Mage, there are no mana cost restrictions on the artifacts you can search for with Fabricate. This allows you to search for Jeweled Lotus, which can contribute to casting your commander on the first turn, and you can also search for your secondary commander, The One Ring, treating it as a seven-mana The One Ring.


Timetwister

Timetwister (2)(U)
Sorcery

Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)

In EDH, the only Power 9 card that's available is Timetwister. Its power is well-recognized, but while it has some adoption in the countries other than Japan, it seems to be quite rare in Japan, appearing mostly in decks with Rograkh, Son of Rohgahh and Silas Renn, Seeker Adept (though, of course, difficulty in acquiring the card also plays a role).

The primary use for Timetwister is to play it after a massive ramp to refill your hand and reset your opponents' hands on the first (or second) turn. While Thada Adel, Acquisitor is not a slow commander, it is not particularly fast either. Especially when you are facing three opponents who have high-speed combos, surviving on your own can be extremely challenging. Therefore, it's strategically crucial to endure the early game and disrupt your opponents' game plans. If you cast Timetwister on the first turn, typically only you and the opponent who countered it will lose out on card advantage, making it less likely to be countered unless under exceptional circumstances.

Timetwister can be useful not only in the early game but also in the midgame when you find yourself falling behind. For example, if the apparent win probabilities are 40%, 30%, 15%, and 15% (with you being the 15%), using Timetwister can help equalize these odds to approximately 25%, 25%, 25%, and 25% (with you now at 25%). This card is more about preventing loss than securing a win. It’s better thought of as a way to reset a nearly losing situation and give yourself a chance to turn things around.

Q: Narset, Parter of Veils is well-known for its synergy with Timetwister, but even though you are using both Windfall and Day's Undoing, you haven't included Narset, Parter of Veils. Why is that? You would be drawing seven cards yourself while your opponents draw only one.

A: Indeed, I used to include Narset, Parter of Veils in the deck. It was certainly powerful when it worked. However, Narset, Parter of Veils tends to be fragile and doesn’t stay on the battlefield for long. When aiming to execute the combo, you needed to spend a total of six mana: (1)(U)(U) and (2)(U) to pull it off during your turn. If you’re in a situation where both of these spells would go through, you’re likely already winning, which makes Narset, Parter of Veils feel like an overkill. I realized that Narset, Parter of Veils is not a card for turning around unfavorable situations but rather for expanding an existing lead. As a result, it ended up being removed from the deck.

Q: Is Timetwister really necessary? Wouldn’t another card be stronger?

A: Indeed, if you removed Timetwister, as well as Windfall and Day's Undoing, you'd open up three slots, which is quite tempting. Although I’ve given some reasonable explanations, it might just be that the desire to use a Power 9 card is influencing my choices. Since I purchased it over a decade ago, I can afford to include it, but if starting fresh, it might not be essential.


Windfall

Windfall (2)(U)
Sorcery

Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Windfall is a remake of Timetwister and is one of the key components in the most famous combo deck, MoMa. While it generally functions like Timetwister, it has a notable difference: it does not return cards from the graveyard to the library and sends the current hand to the graveyard as well. Given the prevalence of Underworld Breach in today's cEDH environment, this might be a bit of a disadvantage. Ideally, prioritizing Timetwister or Day's Undoing would be preferable.

That said, Windfall has unique advantages that the others lack. It allows you to draw cards equal to the greatest number of cards discarded by any player, which means you can draw the same number of cards as an opponent who has accumulated a large hand due to Rhystic Study or Mystic Remora. Although it’s not always a strategy you’ll actively pursue, Windfall is the only one among these three options that can be used offensively.


Tempted by the Oriq

Tempted by the Oriq (1)(U)(U)(U)
Sorcery

For each opponent, gain control of up to one target creature or planeswalker that player controls with mana value 3 or less.

Tempted by the Oriq has a very strict color requirement of (1)(U)(U)(U), which gives it the impression of being a blue-centric card. However, it is an extremely valuable card for supporting the midrange strategy of Thada Adel, Acquisitor. Similar to Thieving Skydiver, it’s rare to see decks that include it, but this card's evaluation can change significantly before and after use. Depending on how it’s used, I find it to be an exceptionally strong card.

The ability to steal creatures with a mana value of three or less is certainly a restriction, but the "each opponent" clause makes Tempted by the Oriq a remarkably strong effect for a four-mana sorcery. However, it’s important to note that this card tends to attract a lot of hate, often leading to a 1-to-3 situation.

Timing is crucial with this card. Typically, it can be countered easily if opponents are not in favor of it. The best use case is to cast it in situations where a creature-based combo, like Nadu, Winged Wisdom, is about to start. This way, you not only benefit from the combo but also get to take opponents’ commanders along for the ride.


Sea Gate Restoration

Sea Gate Restoration (4)(U)(U)(U)
Sorcery

Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.

Sea Gate, Reborn

Sea Gate, Reborn
Land

As Sea Gate, Reborn enters, you may pay 3 life. If you don't, it enters tapped.
(T): Add (U).

Bolt Land that enters the battlefield tapped unless you pay three life. As a mythic rare, it offers a stronger design compared to cards like Hydroelectric Specimen or Sink into Stupor from Modern Horizons 3.

While it's often used primarily as a land, it can be exceptionally powerful when used as a spell after The One Ring has been activated. Though it might seem like overkill, it can help you build an overwhelming board state. Additionally, its ability to remove the hand size limit for the remainder of the game is very significant. Given that decks using The One Ring can often end up with 20 to 30 cards in hand, this card serves as a valuable third option for managing hand size, complementing other cards like Spellbook and Reliquary Tower.


<Instants>(23)


Pact of Negation

Pact of Negation (0)
Instant

Counter target spell.
At the beginning of your next upkeep, pay (3)(U)(U). If you don't, you lose the game.

Pact of Negation is a counter spell that costs zero mana. Since it can target creature spells, it is very valuable, especially in a deck like Thada Adel, Acquisitor. While many counter spells focus on instants and sorceries, having a counter spell that can target creatures is particularly important. This versatility makes it an essential asset in your deck.

If you can't pay (3)(U)(U) in your next upkeep, you'll lose, so it's generally not a counter you'd use early in the game. However, if you have Stifle, you can counter the trigger ability at the beginning of the next upkeep. While not an ideal play, it's something to keep in mind as an option. Additionally, if The One Ring is on the battlefield, you can draw cards during the next upkeep trigger, which may allow you to draw into Stifle even if you don’t have enough mana at that moment. Don't give up too soon; make sure to do everything you can. There's a chance that Borne Upon a Wind might bring you the cards you need for an instant win.


An Offer You Can't Refuse

An Offer You Can't Refuse (U)
Instant

Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "(T), Sacrifice this artifact: Add one mana of any color.")

An Offer You Can’t Refuse has a relatively broad range of spells it can target, but it cannot counter creature spells. Since it gives the controller of the countered spell two Treasure tokens, you’ll want to use it at the most opportune moment.

One basic technique for An Offer You Can't Refuse involves countering your own spells. By countering zero-mana spells like Jeweled Amulet or Mox Diamond when you have few lands, you can effectively convert a single blue mana into two blue mana, thus using it as mana acceleration. In the case of Thada Adel, Acquisitor, landing your commander early is crucial, and being able to convert two cards in your hand into two Treasure tokens can be very useful. It’s something to keep in mind when deciding whether to keep a hand on the opening draw.


Dream's Grip

Dream's Grip (U)
Instant

Choose one —
• Tap target permanent.
• Untap target permanent.

Entwine (1) (Choose both if you pay the entwine cost.)

Dream's Grip is a version of Twiddle with Entwine. While I will go into more detail about Twiddle separately, here I want to focus on the unique aspects of Dream's Grip. With Dream's Grip, you can choose both the tap and untap modes by paying the entwine cost. This means you can tap an opponent's creature to allow Thada Adel, Acquisitor to attack, and simultaneously untap something like Mana Vault to prepare the 4 mana needed to cast The One Ring. Of course, using it simply as an untap effect for The One Ring without paying the double-spell cost is also quite powerful.

When paying the Entwine cost for Dream's Grip, you can choose to tap one permanent and untap another, but you cannot choose to tap both or untap both permanents. This is an important detail to keep in mind.


Flusterstorm

Flusterstorm (U)
Instant

Counter target instant or sorcery spell unless its controller pays (1).
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Flusterstorm is a one-mana counter spell that specifically targets instants or sorceries. After drawing a large number of cards with The One Ring, even if you have plenty of backup counters, there may still be scenarios where Flusterstorm is cast against you, causing frustration. In such cases, cast your Flusterstorm. An eye for an eye, a tooth for a tooth (the second time).


Mental Misstep

Mental Misstep (U/Φ)
Instant

((U/Φ) can be paid with either (U) or 2 life.)
Counter target spell with mana value 1.

Mental Misstep is a counter spell that specifically targets spells with a converted mana cost of one, and it effectively functions as a zero-mana counter. In Thada Adel, Acquisitor decks, surviving the early game is crucial, so having Mental Misstep in your opening hand provides significant reassurance. However, deciding which spell to counter is always a challenge, and I'm still learning in this regard. Generally, it's often used to counter cards like Mystic Remora, Esper Sentinel, or Sol Ring to control the pace of the game, but it's also frequently used as backup for casting The One Ring.


Pongify

Pongify (U)
Instant

Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.

Pongify is a one-mana creature removal spell that turns the target creature into a 3/3 green Ape creature token. While giving your opponent a token can be a downside, it's often a minor issue compared to the threat of losing the game. When targeting a commander, it's important to remember that this can allow for a recast, so prioritize using Amphibian Downpour instead.

Pongify is particularly valuable for dealing with threats that need to be addressed at instant speed, such as in the case of combos like Malcolm, Keen-Eyed Navigator and Glint-Horn Buccaneer. Keeping Pongify in mind for such scenarios ensures you have a reliable way to respond to these fast-moving threats.


Rapid Hybridization

Rapid Hybridization (U)
Instant

Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.

Rapid Hybridization is essentially a reprint of Pongify but creates a “3/3 green Frog Lizard creature token” instead of an Ape. In a deck without tutors like Mystical Tutor, the difference between having one or two copies of this card in your 99 can be significant. While you don't want to run too many creature removal spells, having one or two copies ensures you can consistently deal with problematic creatures, making it a desirable inclusion in a deck where drawing it about once every 50 cards would be ideal.


Repeal

Repeal (X)(U)
Instant

Return target nonland permanent with mana value X to its owner's hand.
Draw a card.

Repeal is a versatile bounce spell that can return any permanent to its owner's hand. Its cantrip effect lets you draw a card, so you don't lose card advantage, which is crucial for decks like Thada Adel, Acquisitor that can fall behind if forced to trade card advantage for board control. It’s useful for disrupting faster opponents in the early game, bouncing your own mana accelerants, or handling any nonland permanents. Its flexibility and ability to maintain card advantage make it a highly valuable spell.

Repeal is useful for early play without losing card advantage, but it's particularly valuable for Thada Adel, Acquisitor because it can deal with troublesome enchantments like Rhystic Study and Mystic Remora that are hard to address otherwise. It’s also one of the few ways to handle stax-type enchantments like Deafening Silence, Stony Silence, or Chains of Mephistopheles that can't be dealt with through enchantment theft. Keeping Repeal in hand to counter such threats is a prudent strategy.


Stifle

Stifle (U)
Instant

Counter target activated or triggered ability. (Mana abilities can't be targeted.)

Stifle is a versatile one-mana counter spell that can counter any activated or triggered ability. It's effective for stopping instant-death combos like Demonic Consultation with Thassa's Oracle, or countering the cast triggered ability of Eldrazi spells like Emrakul, the Promised End or Kozilek, the Great Distortion. Its broad applicability makes it a valuable card for handling various threats.

Stifle is powerful not only for its general uses but also for specific purposes, such as preventing damage from the burden counters of The One Ring or avoiding game loss due to Pact of Negation.


Swan Song

Swan Song (U)
Instant

Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.

Swan Song is a one-mana counter spell that can counter an enchantment, instant, or sorcery spell. While it gives your opponent a 2/2 blue Bird creature token with flying, this is a minor issue compared to losing the game. I often forget that it can also target enchantment spells.

Q: Strix Serenade was introduced in Modern Horizons 3 as a counterpart to Swan Song. Are you not considering including it?

A: Indeed, it is a very attractive card and one I’d like to try. However, many of the truly problematic creature spells are often cast through Cavern of Souls, which raises some doubts about the reliability of the counter. Additionally, while Strix Serenade is fundamentally a defensive card, Swan Song can be used both offensively and defensively, so currently, I consider Swan Song to be the higher priority.


Twiddle

Twiddle (U)
Instant

You may tap or untap target artifact, creature, or land.

Twiddle was introduced in Alpha and Beta editions, making it a card with a long history in MTG, but its effect might seem rather modest. However, when The One Ring is on the battlefield, it can sometimes draw cards with an efficiency surpassing Ancestral Recall, drawing five or more cards for just one mana. Additionally, when Throne of Eldraine is on the battlefield, it can convert a blue mana into four blue mana, too.

However, with Thada Adel, Acquisitor, it's not just about utilizing untap abilities as mentioned above; effectively using tap abilities is also crucial, and this may be where the most skill is demonstrated. I would like to provide specific examples based on actual matches to illustrate this.

  • Shutting down your opponent's mana

In a match with Tymna the Weaver and Kraum, Ludevic's Opus, the play seemed to involve casting Mana Vault from a Volcanic Island on turn one and planning to cast Kraum, Ludevic's Opus on turn two. However, since the land initially set was Volcanic Island, only (U) or (R) mana could be generated. Before passing the turn, using Twiddle to tap Mana Vault not only prevents Kraum, Ludevic's Opus from being cast on turn two but also significantly reduces the chance of Tymna the Weaver being cast on turn two. This was an excellent opportunity to use Twiddle.

  • Shutting down your opponent's commander

The opponent's commanders were Dargo, the Shipwrecker and Jeska, Thrice Reborn, and Dargo, the Shipwrecker entered the battlefield on turn one as expected. On turn two, Jeska, Thrice Reborn also entered the battlefield and used its [+0] ability to triple the damage dealt by Dargo, the Shipwrecker as they entered the combat phase. By tapping Dargo, the Shipwrecker with Twiddle, I managed to survive. It was a dramatic opening, but I made it to the next turn. From there, I used Thada Adel, Acquisitor as a blocker, relied on The One Ring's "Protection from everything" to endure, and copied The One Ring with Copy Artifact to regain "Protection from everything" and buy time. Ultimately, I survived all threats and reached infinite draw to win the game. Similarly, Pako, Arcane Retriever can provide up to four cards worth of advantage in a single attack, making the tapping ability of Twiddle very effective.


Borne Upon a Wind

Borne Upon a Wind (1)(U)
Instant

You may cast spells this turn as though they had flash.
Draw a card.

Borne Upon a Wind is a two-mana spell that allows you to cast all spells at instant speed until end of turn. Additionally, you can draw a card, so you don’t lose card advantage. Although I haven't had much success using it effectively in practice, it can be used to cast one of two different tricks during an opponent's turn via Borne Upon a Wind, and then try the second one on your turn if the first fails. However, since I often fail when I try such aggressive plays, it might be more successful to play dead and wait until other players start a conflict, taking advantage of the moment when the table’s defenses are weakened.

This is a story about an opponent, not myself, but it’s worth sharing. The opponent was using a deck centered around The One Ring and was trying to find Thassa's Oracle by repeatedly untapping The One Ring during another opponent's turn. He eventually drew Thassa's Oracle, which had been hidden at the bottom of the library. However, in his excitement, he cast Borne Upon a Wind and ended up being unable to draw cards, leading to his defeat. This incident serves as a reminder to always be mindful of the remaining cards in your library.

Q: There is a card with a similar role, Valley Floodcaller, which was introduced in Bloom Burrow. Are you not considering including it?

A: Indeed, Valley Floodcaller seems like a strong card, but considering that Thada Adel, Acquisitor's ability is limited to your own turn and the deck generally focuses on taking action during your turn, there are currently no significant wins with Borne Upon a Wind in practice. Therefore, I am currently considering not including it. Additionally, the fact that it causes a loss of card advantage doesn’t align well with the midrange strategy I am currently employing, so it’s not a high priority among the cards we are considering.


Cyclonic Rift

Cyclonic Rift (1)(U)
Instant

Return target nonland permanent you don't control to its owner's hand.
Overload (6)(U) (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Cyclonic Rift is one of the most powerful bounce spells with a very high adoption rate in the current cEDH environment. When cast with Overload and successfully resolved, it’s nearly a game-winning card. Since Thada Adel, Acquisitor is also proficient at ramping mana, if your opponents' decks don't include The One Ring, it can be an effective strategy to first acquire mana sources like Mana Crypt or Sol Ring to boost your mana, and then seize an opportunity to cast Cyclonic Rift with Overload. Additionally, since the bounce effect targets "nonland permanents you don't control," the artifacts you've acquired with Thada Adel won't be affected, which synergizes well with the strategy.

Furthermore, Cyclonic Rift synergizes exceptionally well with spells like Timetwister, Day's Undoing, and Windfall. While it may seem like overkill, casting Cyclonic Rift with Overload on your opponents' turn, followed by casting Timetwister on your turn, can create an overwhelming board state.

However, being too greedy can backfire. If Cyclonic Rift is stolen with Commandeer or copied with Dualcaster Mage, it can be disastrous. Therefore, if you decide to cast it with Overload, be prepared for the potential consequences.


Dramatic Reversal

Dramatic Reversal (1)(U)
Instant

Untap all nonland permanents you control.

Dramatic Reversal is a well-known piece of an infinite combo that is also compatible with mono-blue decks. The combo itself is Dramatic Reversal and Isochron Scepter, a two-card combo. Since Isochron Scepter has a colorless activation cost of (2) mana, if you can imprint Dramatic Reversal on it while generating at least (3) mana from nonland artifacts, you can easily produce infinite colorless mana. If the generated mana includes blue mana, you can then produce infinite colored mana as well.

Normally, the requirement of having “at least (3) mana from nonland artifacts” can be quite strict. However, with Thada Adel, Acquisitor, you can easily meet this condition by stealing your opponents' Mana Crypt or Sol Ring, which provide (◇)(◇) mana each. This makes it much easier to achieve the condition. Additionally, if you're fortunate enough to find Isochron Scepter in your opponent's deck, it effectively becomes a one-card combo.

That said, in the current cEDH environment, Isochron Scepter is primarily used by specific commanders like Urza, Lord High Artificer, so I have yet to achieve this combo with the opponent's Isochron Scepter in practice. In actual games, the Hullbreaker Horror combo is far more achievable (essentially a one-card combo) and often takes precedence. However, Dramatic Reversal is an exceptionally powerful spell on its own, even when not imprinted on Isochron Scepter. It’s often used in combination with The One Ring and cards like Voltaic Key or Manifold Key to untap them simultaneously, allowing for significant card draw and counter searches while keeping mana available.

In practice, this combo is rarely seen in play, but with The One Ring on the battlefield, it can lead to infinite draws. If Throne of Eldraine is also in play with infinite blue mana, it will also result in infinite draws. So, it’s definitely worth keeping in mind for those critical moments.


Fierce Guardianship

Fierce Guardianship (2)(U)
Instant

If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.

Fierce Guardianship is a pitch spell that you can cast for zero mana and can counter target noncreature spell if you control your commander. In a deck with Thada Adel, Acquisitor, the basic strategy is to cast your commander by turn one or two and then cast The One Ring by turn three. However, casting The One Ring requires (4) mana, so having a pitch spell that can provide a counter without needing excess mana is extremely valuable.

In terms of strategy, it is crucial to keep the presence of a pitch spell hidden and surprise your opponents. However, I’ve made the mistake of forgetting that my commander had already left the battlefield and declaring a cast, thereby unnecessarily revealing my hand. You might not face this issue, but be cautious when using Fierce Guardianship.


Flare of Denial

Flare of Denial (1)(U)(U)
Instant

You may sacrifice a nontoken blue creature rather than pay this spell's mana cost.
Counter target spell.

Flare of Denial is a powerful blue pitch spell that was introduced in Modern Horizons 3. As mentioned in the explanation for Fierce Guardianship, in a deck led by Thada Adel, Acquisitor, the basic strategy is to cast The One Ring early. Therefore, Flare of Denial is an automatic inclusion as it allows you to counter spells even without excess mana, using its alternative cost. When casting with its alternative cost, you need to sacrifice a nontoken blue creature, but you can use creatures like Thieving Skydiver or Trinket Mage that have already fulfilled their role. And if you can successfully land The One Ring, I’m more than willing to offer Thada Adel, Acquisitor as a sacrifice as well.


Force of Negation

Force of Negation (1)(U)(U)
Instant

If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.
Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Force of Negation is a remake of Force of Will. Since Force of Will was too powerful, Force of Negation is limited to noncreature spells and can only be cast with its alternate cost during an opponent's turn. It cannot be used for backup when casting The One Ring, so it is primarily a deffensive card for use on an opponent's turn. While it has slightly lower priority compared to other pitch spells with Thada Adel, Acquisitor, there are still many situations where relying on Force of Negation is crucial.

Unlike Force of Will, when a spell is countered by Force of Negation, it is exiled rather than put into the graveyard. Therefore, for spells that could potentially be reused from the graveyard, such as Lion's Eye Diamond, it is better to prioritize Force of Negation over Force of Will.


Sink into Stupor

Sink into Stupor (1)(U)(U)
Instant

Return target spell or nonland permanent an opponent controls to its owner's hand.

Soporific Springs

Soporific Springs
Land

As Soporific Springs enters, you may pay 3 life. If you don't, it enters tapped.
(T): Add (U).

Sink into Stupor/Soporific Springs is a new Boltland from Modern Horizons 3, which can enter the battlefield untapped by paying three life. Its primary use is similar to Hydroelectric Specimen/Hydroelectric Laboratory, increasing blue counts while reducing the number of Islands. However, Sink into Stupor's ability to bounce nonland permanents makes it a versatile bounce spell and a rare tool for handling uncounterable spells. Among Boltlands, it might be the card with the highest likelihood of being cast for its front face ability. Additionally, with Thada Adel, Acquisitor, Sink into Stupor is a valuable tool for dealing with enchantments and other permanents, making it an automatic inclusion.


Mindbreak Trap

Mindbreak Trap (2)(U)(U)
Instant — Trap

If an opponent cast three or more spells this turn, you may pay (0) rather than pay this spell's mana cost.
Exile any number of target spells.

Mindbreak Trap is a counter spell that can be cast for zero mana if an opponent has cast three or more spells. It has no restrictions on the spells it can target and can target as many spells as desired, including all copies of a storm spell like Flusterstorm. This makes it a highly versatile card, capable of countering any spell on the stack or selectively targeting the spells you wish to counter. Its effectiveness often hinges on the skill of the player using it.

Because it requires an opponent to have cast three or more spells for you to cast it for zero mana, Mindbreak Trap is typically most effective in matchups where opponents use lots of spells in a single turn, such as storm or combo decks:

  • Rograkh, Son of Rohgahh and Tevesh Szat, Doom of Fools,

  • Rograkh, Son of Rohgahh and Silas Renn, Seeker Adept.

In a scenario with Thada Adel, Acquisitor, you often go into setup with 20–30 cards in hand and 4–5 backup spells ready. This typically results in a 1-to-3 situation, with a high volume of counters being exchanged. As a result, it's not uncommon for 6–8 spells to be stacked on the stack, making Mindbreak Trap not only a valuable defensive card but also a highly effective offensive card.


Force of Will

Force of Will (3)(U)(U)
Instant

You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.

Force of Will is the ultimate pitch spell, allowing you to counter any spell for zero mana by paying 1 life and exiling a blue card from your hand as an alternative cost. Its power is such that in Eternal formats like Legacy, some players are said to participate in Legacy just to use this card, underscoring its renowned strength.

To cast Force of Will using its alternative cost, you must exile a blue card from your hand, which means you will lose card advantage unlike with Mental Misstep or Fierce Guardianship. However, the ability to counter any spell for zero mana is incredibly powerful. It's a versatile card that can be used both offensively and defensively, and is considered a must-have.


Misdirection

Misdirection (3)(U)(U)
Instant

You may exile a blue card from your hand rather than pay this spell's mana cost.
Change the target of target spell with a single target.

Misdirection is a remake of Force of Will. While Force of Will can counter any spell, Misdirection can change the target of a single-target spell to another target of your choice. Unlike Deflecting Swat, Misdirection cannot target non-spell abilities, but it can redirect the target of an opponent's powerful spell, effectively taking control of its effect.

In the current cEDH environment, it's crucial to remember which spells target and which do not. Here are some examples to illustrate this:

  • Ad Nauseam -> no target,

  • Peer into the Abyss -> target.

Here are other examples:

  • Time Warp ->target,

  • Capture of Jingzhou -> no target,

  • Temporal Manipulation -> no target.

Just remember to learn through actual gameplay.

Another use for Misdirection is to effectively use it as a counter spell. Since most counter spells are "single-target spells," you can change the target of the counterspell to Misdirection itself, effectively countering the original spell. In practice, this may actually be the more common use.


Commandeer

Commandeer (5)(U)(U)
Instant

You may exile two blue cards from your hand rather than pay this spell's mana cost.
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters under your control.)

The last counter spell to introduce is Commandeer. Normally a heavy spell at (5)(U)(U), requiring a total of seven mana, it can be cast for zero mana by exiling two blue cards as an alternative cost. Its effects are substantial: unlike Misdirection, Commandeer can take control of non-targeting spells, and by gaining control of noncreature permanent spells, you can put them onto the battlefield under your control.

However, the alternative cost of "exiling two blue cards" is not trivial. Therefore, you’ll want to target game-changing spells like Ad Nauseam or Tevesh Szat, Doom of Fools, which can dramatically shift the game in your favor, or cards like The One Ring, which can provide significant card advantage.

In a game with Thada Adel, Acquisitor, if you start with a hand containing resource recovery spells like Timetwister, Day's Undoing, or Windfall, along with Commandeer and at least two blue cards, it’s a strong strategy to aim for stealing an opponent’s Mana Crypt or Sol Ring while resetting your hand on turn one. If you have such a hand, I recommend actively pursuing this approach.


Nexus of Fate

Nexus of Fate (5)(U)(U)
Instant

Take an extra turn after this one.
If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.

Nexus of Fate is a spell that, instead of going to the graveyard, returns to your library and gives you an additional turn. With a hefty mana cost of (5)(U)(U), totaling seven mana, it is rarely cast outside of scenarios involving infinite mana or card draw. However, its rarity as an additional turn spell that can be cast at instant speed means that if you manage to catch your opponent off guard, it could present unexpected opportunities.

If you cast Nexus of Fate with an empty library, it will return to your library instead of going to the graveyard, effectively preventing a library out and ensuring that the next draw is Nexus of Fate, leading to an easy infinite turn loop. While you should preemptively deal with potential damage sources like Mana Crypt or The One Ring, it serves as a secondary win condition if Walking Ballista is no longer an option.


<Artifacts>(18)


Chrome Mox

Chrome Mox (0)
Artifact

Imprint — When Chrome Mox enters, you may exile a nonartifact, nonland card from your hand.
(T): Add one mana of any of the exiled card's colors.

Chrome Mox allows you to add one mana of a chosen color (such as blue) by exiling a card, sacrificing card advantage in the process. To cast Thada Adel, Acquisitor within two turns, you need to generate at least one additional colorless mana. Therefore, Chrome Mox can be a key card to keep in your opening hand.

Additionally, the Imprint ability of Chrome Mox allows you to choose whether or not to exile a card. This means you can choose to put Chrome Mox onto the battlefield without imprinting a card. For example, if Hullbreaker Horror is already on the battlefield, you can opt to not imprint a card with Chrome Mox, allowing you to return a card like Mox Opal to your hand while generating colored mana for infinite mana combos.

Please note that Phyrexian Metamorph is an artifact, so it cannot be imprinted with Chrome Mox. Keep this in mind when considering your plays.


Jeweled Amulet

Jeweled Amulet (0)
Artifact

(1), (T): Put a charge counter on Jeweled Amulet. Note the type of mana spent to pay this activation cost. Activate only if there are no charge counters on Jeweled Amulet.
(T), Remove a charge counter from Jeweled Amulet: Add one mana of Jeweled Amulet's last noted type.

Jeweled Amulet is a zero-mana artifact that can store mana to be used in subsequent turns. While it may seem modest and can lead to a tempo loss, it allows you to cast Thada Adel, Acquisitor by turn two if you have two lands. Therefore, it can be a viable card to keep in your opening hand.

Please note that Jeweled Amulet only records mana paid for its activation cost, so it cannot record mana created by sources like Throne of Eldraine that can only be used for spells. Additionally, mana can only be recorded when there are no charge counters on it, meaning you cannot overwrite the type of mana stored. Since you may often find yourself short on blue mana in the mid-game, carefully consider whether to store any excess colorless mana.


Jeweled Lotus

Jeweled Lotus (0)
Artifact

(0), Sacrifice Jeweled Lotus: Add three mana of any one color. Spend this mana only to cast your commander.

Jeweled Lotus is an artifact that provides three mana of any single color, but can only be used to cast your commander. It is perfect for casting Thada Adel, Acquisitor. While it's tempting to reflexively keep it if it's in your opening hand, being too eager can reveal your good starting hand. It’s wise to take a moment to consider your options to maintain a strategic appearance.

If Jeweled Lotus is not in your opening hand, there’s no need to give up hope. You can still find it through various search cards like Trinket Mage, Reshape, Transmute Artifact, Fabricate, and Moonsilver Key. So, when deciding whether to keep your opening hand, make sure not to overlook these potential routes to retrieve Jeweled Lotus.


Lotus Petal

Lotus Petal (0)
Artifact

(T), Sacrifice Lotus Petal: Add one mana of any color.

Lotus Petal is a valuable card that can provide the additional one mana needed for casting Thada Adel, Acquisitor on turn two, albeit only once. It can also be a strong candidate for keeping in your opening hand.

There are various opinions on the best timing to play Lotus Petal, but I prefer to get it onto the battlefield before your opponents can deploy cards like Esper Sentinel, Rhystic Study, or Mystic Remora. This way, you can avoid potential disruptions to your mana generation.


Mana Crypt

Mana Crypt (0)
Artifact

At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
(T): Add (◇)(◇).

The strength of Mana Crypt is well-known, but in the context of Thada Adel, Acquisitor, even if you manage to cast your commander on turn two, you often find yourself short on the (4) mana needed to cast The One Ring on turn three. Mana Crypt is an incredibly valuable ally, as it not only assists in casting Thada Adel, Acquisitor but also helps you accumulate the necessary mana to cast The One Ring.

Occasionally, The One Ring can become a liability by depleting your life total, especially when used in combination with Mana Crypt. In such cases, you can either return it to your hand with Repeal or sacrifice it using Reshape or Transmute Artifact.


Mox Amber

Mox Amber (0)
Legendary Artifact

(T): Add one mana of any color among legendary creatures and planeswalkers you control.

Mox Amber cannot be used to cast your commander, but it can provide blue mana after casting Thada Adel, Acquisitor and can also contribute to the four mana needed to cast The One Ring. Early in the game, it can help achieve Metalcraft for Mox Opal, and in the mid-game, it can be used to generate colored infinite mana with Hullbreaker Horror.


Mox Diamond

Mox Diamond (0)
Artifact

If Mox Diamond would enter, you may discard a land card instead. If you do, put Mox Diamond onto the battlefield. If you don't, put it into its owner's graveyard.
(T): Add one mana of any color.

Mox Diamond allows you to add one mana of any color at the cost of card advantage, making it a valuable asset for casting Thada Adel, Acquisitor within two turns. It’s a strong candidate for keeping in your opening hand due to its ability to provide any color of mana. Additionally, it can be used to cast artifacts requiring non-blue mana, such as Esper Sentinel, Wishclaw Talisman, or Time Sieve, which you might exile from opponents' decks with Thada Adel.

The requirement to discard a land card with Mox Diamond is a replacement effect that occurs when it enters the battlefield, so you do not need to discard if it's countered. If you have few land cards in hand, you might even use An Offer You Can't Refuse to counter it, turning it into two Treasure tokens instead.


Mox Opal

Mox Opal (0)
Legendary Artifact

Metalcraft — (T): Add one mana of any color. Activate only if you control three or more artifacts.

Mox Opal provides one mana of any color when you achieve Metalcraft, but it typically doesn’t contribute much to casting Thada Adel, Acquisitor within two turns, so it's generally not a strong candidate for keeping in your opening hand. However, if you’re using artifact lands like Seat of the Synod and have various zero-mana artifacts, and if you can reasonably achieve Metalcraft, it might be worth considering keeping due to its ability to produce any color of mana.

Mox Opal is more valuable in the mid-game, as it can help address the often-lacking blue mana while providing flexibility with any color. Although you can easily source colorless mana from opponents' exiled artifacts like Mana Crypt or Sol Ring through Thada Adel, Acquisitor, blue mana can be more challenging to come by. Additionally, it can be used to generate colored infinite mana with Hullbreaker Horror.


Spellbook

Spellbook (0)
Artifact

You have no maximum hand size.

Spellbook is an artifact that removes the hand size limit, which might seem excessive or unnecessary at first glance. However, when playing with Thada Adel, Acquisitor, you might find yourself discarding cards drawn from The One Ring if you can’t win within that turn. There have been multiple instances where not being able to capitalize on The One Ring due to hand size constraints has led to missed victories. Given these experiences, having an unrestricted hand size can be quite beneficial in ensuring you don't lose out on crucial cards.

Thada Adel, Acquisitor decks typically require you to accumulate 20-30 cards in hand and have a winning setup, even after absorbing all the counters at the table, making it a deck with considerable setup. You control the game while building card advantage with cards like The One Ring, and then strike decisively when you have a significant edge. Therefore, the deck includes three cards that eliminate the hand size limit: Sea Gate Restoration, Spellbook, and Reliquary Tower. When drawing with The One Ring, the most desirable card is Reliquary Tower for its hand size benefit, followed by Spellbook, highlighting their importance in maintaining card advantage.

Q: If you’re already including Reliquary Tower, isn’t that sufficient?

A: No, it’s not enough... Particularly, Spellbook being an artifact is a significant advantage. It can be fetched by various search cards like Tezzeret the Seeker, Trinket Mage, Reshape, Transmute Artifact, Fabricate, and Inventors' Fair, and it has a zero mana cost, making it a valuable addition.

Q: Are there any other similar cards you’re considering including?

A: Sure, I’d be happy to hear about the cards you’re considering.

  • Thought Vessel

Thought Vessel is likely the most commonly used card of its type due to its mana acceleration and the advantage of not becoming dead. However, since Thada Adel, Acquisitor typically doesn’t struggle with colorless mana, Spellbook was preferred. It can be cast for zero mana and is searchable with Trinket Mage, giving it the edge.

  • Wizard Class

Wizard Class was a serious candidate for inclusion. It requires blue mana but has a low mana cost and does not result in card disadvantage, which is a significant advantage. Additionally, it pairs well with Hullbreaker Horror, allowing for infinite draws with infinite colored mana. Depending on future meta developments, it might warrant reconsideration.

  • Triskaidekaphile

Triskaidekaphile provides protection against mana flood and offers a unique win condition. However, since its win condition is not feasible within a single turn, it proved too slow for cEDH and was ultimately not included.

  • Finale of Revelation

Finale of Revelation requires X to be 10 or more to remove the hand size limit, and even then, there’s a risk of not securing a win despite paying over 12 mana, which is quite challenging. It also overlaps in function with Sea Gate Restoration, making it less appealing. It’s a card better suited for decks with abundant extra turn spells.


Mana Vault

Mana Vault (1)
Artifact

Mana Vault doesn't untap during your untap step.
At the beginning of your upkeep, you may pay 4. If you do, untap Mana Vault.
At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you.
(T): Add (◇)(◇)(◇).

Mana Vault is a valuable card that accelerates by three mana, although it requires a payment of (4) mana to untap during the untap step. While it can feel wasteful when you have excess colorless mana, it is useful for enabling a turn-two Thada Adel, Acquisitor cast. Additionally, with Transmute Artifact, you can use the extra three mana to potentially cast The One Ring on turn two, though failing to do so could result in significant tempo loss.

While the untap cost of (4) mana for Mana Vault may seem heavy, it can often be used as a one-time mana accelerator. However, in a deck like Thada Adel, Acquisitor, there are ample ways to untap artifacts, such as with Manifold Key or Voltaic Key, making Mana Vault more reusable than one might initially expect. Additionally, it can generate colorless mana exceeding its own mana cost, making it a useful component in infinite mana combos with Hullbreaker Horror.


Manifold Key

Manifold Key (1)
Artifact

(1), (T): Untap another target artifact.
(3), (T): Target creature can't be blocked this turn.

Manifold Key is a remake of Voltaic Key. Unlike its predecessor, it can no longer untap itself but gains the ability to make a creature unblockable by paying (3) mana and tapping Manifold Key. This makes it almost a strict upgrade over Voltaic Key.

While detailed explanations of Voltaic Key will cover its general utility, it's worth noting Manifold Key’s unique ability. In a deck like Thada Adel, Acquisitor, ensuring that combat damage gets through can be crucial. Although I haven't used it extensively in practice, the unblockable ability could potentially help in dealing damage when needed. Additionally, it might be useful for reliably getting damage through against problematic planeswalkers like Tevesh Szat, Doom of Fools, which you might prefer to deal with promptly.


Sol Ring

Sol Ring (1)
Artifact

(T): Add (◇)(◇).

The power of Sol Ring is well-established, and it needs little introduction. In a deck like Thada Adel, Acquisitor, it is invaluable not only for casting your commander on turn two but also for providing the four mana needed to cast The One Ring. Having it in your opening hand is certainly a boost.

Additionally, Sol Ring can generate more colorless mana than its cost, making it a useful piece for infinite mana combos with cards like Hullbreaker Horror.


Voltaic Key

Voltaic Key (1)
Artifact

(1), (T): Untap target artifact.

Voltaic Key taps to untap an artifact, costing just one mana. Early on, it can untap mana artifacts like Mana Crypt, Mana Vault, or Sol Ring to accelerate your mana production. Later, it helps by untapping The One Ring for extensive card draw. Occasionally, it’s used to convert colorless mana into blue mana by untapping artifacts like Mox Diamond.

Since Voltaic Key can be fetched from Urza's Saga, it is generally secondary to Manifold Key. However, if The One Ring is already on the battlefield or you have plans to cast it, actively seek out Voltaic Key. It’s useful for situations where Hullbreaker Horror generates infinite mana, but the owner of The One Ring is your opponent and cannot be bounced for reuse. In such cases, bouncing Voltaic Key or Manifold Key to repeatedly untap The One Ring can lead to infinite draws. Keep this strategy in mind.


Arcane Signet

Arcane Signet (2)
Artifact

(T): Add one mana of any color in your commander's color identity.

Arcane Signet is a two-mana artifact that can add one mana of its commander’s identity color. Since two mana is relatively heavy, it’s not usually a strong candidate for keeping in your opening hand, but it’s worth considering if you have lands like Ancient Tomb that can produce two colorless mana.

Generally, Arcane Signet is often used in multicolor commanders and is considered a basic component in those decks. However, some might find it odd that it's included in monocolor commanders like Thada Adel, Acquisitor. This is primarily because players want to stabilize their early mana base and because cards with strict color requirements, like Tempted by the Oriq, can lead to unexpected blue mana shortages in the mid to late game. Additionally, it serves as a component for generating colored infinite mana when using Hullbreaker Horror.


Isochron Scepter

Isochron Scepter (2)
Artifact

Imprint — When Isochron Scepter enters, you may exile an instant card with mana value 2 or less from your hand.
(2), (T): You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.

Isochron Scepter can be included in mono-blue decks and is a well-known part of an infinite combo. The combo itself has already been explained with Dramatic Reversal, so please refer to that for details. However, since it can imprint any instant card with a total mana cost of two or less, I'd like to highlight a few cases of imprinting cards other than Dramatic Reversal.

  • Pongify or Rapid Hybridization
    It doesn't allow creatures to remain on the battlefield.

  • Repeal
    While you can only specify X=0, bouncing Mana Crypt allows you to effectively draw a card for zero mana. It’s a bit of a backward move, though.

  • Borne Upon a Wind
    You can draw a card every turn.

  • Cyclonic Rift
    You can bounce an opponent's permanent every turn.

That said, using it in the way described above may not be worth the investment of two cards. Ideally, you'd want to avoid that strategy. Instead, it might be more common to cast it as a bluff to lure out your opponent's counters when you have a card you really want to resolve.


Moonsilver Key

Moonsilver Key (2)
Artifact

(1), (T), Sacrifice Moonsilver Key: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.

Moonsilver Key is limited to “an artifact card with a mana abilities or a basic land card” but for a total of three mana (two to cast and one to search), you can fetch any mana artifact. If you have artifacts like Mana Crypt or Mana Vault, preparing three mana on turn one isn’t too difficult, allowing you to search for Jeweled Lotus to increase your options for casting Thada Adel, Acquisitor on turn one. However, making such moves is likely to make your commander a target for removal. If you lack sufficient mana, searching for Sol Ring might be better, while if you have enough, grabbing something like Throne of Eldraine could help maintain your strategy without drawing too much attention. You can also search for basic land cards, but I haven't personally used it for that purpose yet.

Since adopting a midrange strategy, I’ve become less reliant on casting Thada Adel, Acquisitor early. So if I were to try other cards, I would likely remove Moonsilver Key first.


The One Ring

The One Ring (4)
Legendary Artifact

Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
(T): Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.

The One Ring is the card that has brought Thada Adel, Acquisitor back to the forefront of cEDH, and I can't thank it enough. I could talk for hours (or even days) about The One Ring, but I’ll keep it brief and focus on the information that will be most helpful to you all.

The One Ring has "indestructible" and grants "protection from everything" until your next turn if you cast it, among other powerful effects, but its drawing ability is truly exceptional. The first use allows you to draw one card, the second use allows you to draw two cards, and so on, meaning the more you use it, the stronger it becomes. The basic strategy is to untap The One Ring repeatedly to generate overwhelming card advantage through continuous draws. After 5 activations, you draw 15 cards; after 10 activations, 55 cards; and after 13 activations, 91 cards. Considering your opening hand, this means you could nearly deplete your deck before even waiting for that 13th draw.

However, this strategy has become widely known, leading to periods where players intentionally removed The One Ring from their decks. During this time, Thada Adel, Acquisitor attracted excessive hate, making it challenging to play. Therefore, the key is to advance your draws without drawing too much attention. This might involve strategically allowing other opponents to gain some momentum, as seen with commanders like Nadu, Winged Wisdom, who can serve as scapegoats. While managing your hand with cards like Llawan, Cephalid Empress or Tempted by the Oriq, you can distract opponents from The One Ring. In an ideal game, the game is over by the time your opponents realize there is a threat. While you should avoid drawing much attention with spells that untap The One Ring, aim to let the burden counters build up unnoticed. This will cause your opponent to think that you don't have that many burden counters on The One Ring, and by the time they realize it, the game is over.

Q: I've heard that the life payments during upkeep from burden counters can be tough. How is it in practice?

A: I initially heard similar rumors, so I tried cards like Ivory Tower as life gain, but I haven’t died from life payments due to burden counters yet. It might be because I'm using cards like Spellbook that remove hand size limits, which reduces the chances of discarding and helps avoid long games.

Q: What do you think about "protection from everything"?

A: I think it's fantastic. When you cast Phyrexian Metamorph or Copy Artifact as a copy of The One Ring, you gain "protection from everything." There have been many matches where that one turn could be crucial, like with Dargo, the Shipwrecker + Jeska, Thrice Reborn or Slicer, Hired Muscle. Thanks to this ability, I've been able to survive in several games and secure victories.

Q: Do you have any techniques related to The One Ring that only you know?

A: Yes, I have a clever technique to share. I used to use a 20-sided die for the burden counter of The One Ring, but I noticed that this often unnecessarily heightened my opponents' sense of fear. Since then, I've switched to using a 6-sided die, and I feel like it has helped ease my opponents' caution a bit.


Throne of Eldraine

Throne of Eldraine (5)
Legendary Artifact

As Throne of Eldraine enters, choose a color.
(T): Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color.
(3), (T): Draw two cards. Spend only mana of the chosen color to activate this ability.

Throne of Eldraine can only be used to cast spells of the chosen color, but it boasts an astonishing mana acceleration capability by consistently providing (U)(U)(U)(U) for just five mana. Initially, I included it as an experimental card, but I found it fits surprisingly well in my Thada Adel, Acquisitor deck, especially since there’s a strong tendency for blue mana to run low in the midgame. With (U)(U)(U)(U), you can usually cast most counter spells outright, and you can even use untap spells like Twiddle as if they were no additional-cost versions of Culling the Weak. With seven mana, you can cast the heaviest cards in the deck, such as Hullbreaker Horror or Cyclonic Rift, with excess mana, and even cast Commandeer outright.

The second activated ability is crucial for a deck building that doesn't overly rely on The One Ring. I haven't had the chance to utilize it extensively in practice yet, but it becomes increasingly powerful in long games. If you have colored infinite mana with Hullbreaker Horror, it can lead to infinite draws. Additionally, it's a draw engine that can be searched for using Moonsilver Key, making it an excellent lubricant for the deck.


<Enchantments>(6)


Mystic Remora

Mystic Remora (U)
Enchantment

Cumulative upkeep (1) (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays (4).

When asked about the most commonly used enchantments in cEDH, names like Rhystic Study or Mystic Remora often come up. The strength of Mystic Remora is undeniable; since paying the additional cost of (4) mana is generally not feasible, it effectively counts as drawing multiple cards for just one mana. Even if you don’t draw many cards, slowing down your opponents with Mystic Remora can help transition the game into a long game, achieving half of its intended purpose.

Paying the cumulative upkeep costs can be quite challenging, so unless you have a way to cover those costs, like starting with Mana Crypt, it’s generally better not to play Mystic Remora on turn one. That said, it ultimately depends on your opponents and the board state, so I’m still learning, too. The key is to gain experience through practice and refine your skills over time.


Copy Artifact

Copy Artifact (1)(U)
Enchantment

You may have Copy Artifact enter as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types.

Copy Artifact can enter the battlefield as a copy of any artifact for just two mana. While it’s great if you can consistently draw cards like Mana Crypt or Sol Ring, that’s not always the case. If your opponents are drawing them and you aren't, you can fall behind. Copy Artifact is a handy card that can help recover from such setbacks; if it can provide continuous mana acceleration for just two mana, it’s definitely fulfilling its role effectively.

You can also use Copy Artifact to copy an opponent's The One Ring that’s already on the battlefield or to copy your own The One Ring to gain "protection from everything." In fact, these uses might even be more common than simply accelerating your mana.


Steal Enchantment

Steal Enchantment (U)(U)
Enchantment — Aura

Enchant enchantment
You control enchanted enchantment.

One of the weaknesses of mono-blue decks is the lack of answers to enchantments, but Steal Enchantment can take control of an enchantment for just (U)(U), which is only two mana. While the color restriction is strict, I believe this card deserves more recognition in cEDH, as its effect is incredibly powerful for just two mana. Enchantments like Rhystic Study, Smothering Tithe, and Trouble in Pairs can provide overwhelming card advantage if left unchecked, and being able to deal with them and turn their power to your advantage is a very greedy yet effective move. This aligns well with the midrange strategy that my Thada Adel, Acquisitor deck aims for, helping to slow down opponents while speeding up my own game to dominate the battlefield.


Amphibian Downpour

Amphibian Downpour (2)(U)
Enchantment — Aura

Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.

Amphibian Downpour costs (2)(U), making it somewhat heavy at a total of three mana, but its flash and storm abilities allow you to deal with multiple creatures at instant speed, which is very valuable—almost like a blue Toxic Deluge. There are various types of creature removal, such as destruction, exile, and bounce, but all of them can allow the commander to be recast if they target it, which reduces their effectiveness. Therefore, I tend to value removal like Amphibian Downpour, which can strip abilities while leaving creatures on the battlefield.

Previously, I used cards like Pongify, Rapid Hybridization, and even Witness Protection, which were all quite handy due to their low mana cost of just (U). However, I often felt dissatisfied with their limitations: being sorcery-speed and the inherent nature of single-target removal that leads to 1-for-1 exchanges, which results in a loss of card advantage. That's where Amphibian Downpour comes in, serving as a versatile removal option that addresses all those shortcomings. It fits perfectly with the midrange strategy I’m aiming for, and I’ve really enjoyed using it.

An enchantment spell with storm may seem quite niche, but its flash ability allows you to cast it during opponents' turns, making it relatively easy to achieve storm counts of two or three. Initially, I worried that the total cost of three mana might be too slow for cEDH, but if you consider it like an instant-speed Toxic Deluge that targets only your opponents' creatures, has storm, and requires no life payment, it becomes incredibly powerful. Additionally, since it’s an enchantment, you can bounce the original Amphibian Downpour with a spell like Repeal to reuse it, which is another aspect I really appreciate.


Rhystic Study

Rhystic Study (2)(U)
Enchantment

Whenever an opponent casts a spell, you may draw a card unless that player pays (1).

When it comes to the strongest enchantment in Commander, many would likely mention Rhystic Study. Its power is well-known, and it has become an essential card in my Thada Adel, Acquisitor deck as well.

Casting Rhystic Study early is certainly powerful, but since it costs the same three mana as Thada Adel, Acquisitor, I often find myself torn between which to prioritize. Generally, the longer you delay casting Thada Adel, Acquisitor, the more value you lose, so I tend to prioritize her. However, if there are very fast decks at the table, like Rograkh, Son of Rohgahh and Silas Renn, Seeker Adept, it might be better to prioritize Rhystic Study instead. I am definitely in a learning process, so honing that intuition through practice is key.


Mind Over Matter

Mind Over Matter (2)(U)(U)(U)(U)
Enchantment

Discard a card: You may tap or untap target artifact, creature, or land.

The most famous combo deck in MTG history MoMa derives its name from Mind Over Matter. While this card alone isn’t particularly powerful, when combined with The One Ring, it creates an easy infinite draw engine. If you establish this combo with two or more cards in hand, you can activate it in response to opponents' spells, making it nearly unstoppable unless they have instant-speed answers like Trickbind. Once it’s on the battlefield, the game is essentially over for your opponents.

When you have both The One Ring and Mind Over Matter, you can essentially draw your entire deck, leading to a near-certain victory. However, if you have a Walking Ballista in your graveyard, you might find yourself unsure about your finishing move. In such cases, you could aim for infinite turns with Nexus of Fate, but another option is to use Timetwister to shuffle your hand and graveyard back into your library and draw seven cards. Just be sure to tap your opponents' lands to restrict their mana before executing this strategy, as careful play is essential to avoid potential setbacks. Keeping these alternative finish routes in mind can be very helpful.


<Lands>(29)


Ancient Tomb

Ancient Tomb
Land

(T): Add (◇)(◇). Ancient Tomb deals 2 damage to you.

Ancient Tomb is a land that provides consistent colorless mana, allowing you to generate (◇)(◇) with only two damage which is minimal impact on your starting life total of 40 in commander. While it does present a slight drawback for casting Thada Adel, Acquisitor, which requires (1)(U)(U), it enables early plays like Arcane Signet or Moonsilver Key on turn one. Additionally, with the introduction of Great Hall of the Citadel, you can now set up (1)(U)(U) by turn two with just two lands, making it a valuable card for early commander strategies.

It's often overlooked, but when you generate (◇)(◇) mana, the two damage is mitigated if you have protection from everything due to The One Ring. This applies to all lands that add mana and deal damage, so please keep this in mind when using The One Ring.


Cephalid Coliseum

Cephalid Coliseum
Land

(T): Add (U). Cephalid Coliseum deals 1 damage to you.
Threshold — (U), (T), Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Activate only if seven or more cards are in your graveyard.

Cephalid Coliseum is an untapped land that can generate (U) with one damage. If you achieve threshold (seven or more cards are in your graveyard), you can activate its second ability, which allows you to force an opponent to draw three cards. While veteran players may not fall for this, it's a useful strategy against less experienced opponents who might try to combo off with Thassa's Oracle. So, please keep this option in mind.


City of Brass

City of Brass
Land

Whenever City of Brass becomes tapped, it deals 1 damage to you.
(T): Add one mana of any color.

City of Brass is a land that can add one mana of any color, which is typically used for (U). However, it can also be useful for casting artifacts that require other colors, such as Esper Sentinel, Wishclaw Talisman, or Time Sieve, which you might exile with Thada Adel, Acquisitor. It’s a land you don’t need many of, but it's handy to have when you need it.


City of Traitors

City of Traitors
Land

When you play another land, sacrifice City of Traitors.
(T): Add (◇)(◇).

City of Traitors is a land that can add (◇)(◇) but requires you to sacrifice it when you play another land, making it less desirable to keep in hand. However, with the introduction of Great Hall of the Citadel, it’s easier to get (1)(U)(U) by turn two with just two lands. Additionally, it can help supply the four mana needed to cast The One Ring on turn three, which makes it a valuable inclusion in your deck.


Command Tower

Command Tower
Land

(T): Add one mana of any color in your commander's color identity.

Command Tower adds one mana of any color in your commander's color identity, making it essential for multicolor commanders. However, for a mono-colored commander like Thada Adel, Acquisitor, it essentially functions as an Island. In my deck, I include it to limit the number of Islands for Carpet of Flowers counterplay.


Gemstone Caverns

Gemstone Caverns
Legendary Land

If Gemstone Caverns is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
(T): Add (1). If Gemstone Caverns has a luck counter on it, instead add one mana of any color.

Gemstone Caverns is a five-color land that has a 75% chance of entering play on turn zero in a four-player commander game. While playing it on turn zero can lead to a card disadvantage, in my Thada Adel, Acquisitor deck, the goal is to assemble (1)(U)(U) within the first two turns, making it an almost guaranteed inclusion.


Great Hall of the Citadel

Great Hall of the Citadel
Land

(T): Add (◇).
(1), (T): Add two mana in any combination of colors. Spend this mana only to cast legendary spells.

Great Hall of the Citadel is a land that can add any desired color combination (in this case, (U)(U)) by tapping itself and paying (1) mana, but only when casting a legendary spell. Recently, many nonbasic lands in new sets have been multicolor, leaving single-color commanders feeling a bit neglected. However, in my Thada Adel, Acquisitor deck, with two mana lands included, Great Hall of the Citadel greatly aids in casting my commander on turn two.


Inventors' Fair

Inventors' Fair
Legendary Land

At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
(T): Add (◇).
(4), (T), Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.

Inventors' Fair is a land that adds (◇), but it functions more like a (4) mana artifact search card. While it requires you to control three or more artifacts, its ability to search is hard to counter since it's a land's ability. Typically, I use it to fetch either The One Ring or Walking Ballista. Additionally, the life gain when controlling three or more artifacts can be quite beneficial, even if it’s often overlooked.


Ipnu Rivulet

Ipnu Rivulet
Land — Desert

(T): Add (◇).
(T), Pay 1 life: Add (U).
(1)(U), (T), Sacrifice a Desert: Target player mills four cards.

Ipnu Rivulet is an untapped land that adds (U) at the cost of one life. If you're generating colorless mana, you don't need to pay the life cost. However, while you can pay the life cost with The One Ring, you can't reduce it. The second ability may be effective against sorcery-speed searches like Imperial Seal, even though it results in a loss of card advantage. However, I feel that I rarely have the opportunity to use it.


Island

Island
Basic Land — Island

(T): Add (U).

In my Thada Adel, Acquisitor deck, I include only 11 Islands. At first glance, this may seem low, but it's a deliberate choice to limit the number of Islands. This approach differs from typical Thada Adel, Acquisitor deck, which often leads to questions from others.

Before addressing that question, I'd like to reflect on the advantages and disadvantages of having a high number of Islands in the deck.


Advantages of Having a High Number of Islands:

  • You can actively include Back to Basics.

  • It serves as a countermeasure against blatant land disruption strategies like Blood Moon and Magus of the Moon.

  • It allows for the active inclusion of pitch spells that reference Island, such as Daze, Thwart, and Foil.

Disadvantages of Having a High Number of Islands

  • It becomes very vulnerable to Carpet of Flowers.

  • Thada Adel, Acquisitor has "islandwalk," making it vulnerable when stolen or copied.

I previously used a decklist with more Islands and included Back to Basics. While Back to Basics has strong control power, it doesn't contribute to winning the game and often generates a lot of hate. It frequently prolongs match times, leading to draws in cEDH tournaments. In typical Japanese cEDH tournament, the time is limited to 60 minutes and draws are treated same as defeat.

Since the introduction of The One Ring, I've started to incorporate more nonbasic lands like Minamo, School at Water's Edge, Inventors' Fair, and Reliquary Tower. This creates an anti-synergy with the strategy of locking down lands with Back to Basics. Additionally, there has been an increase in excellent pitch spells that don’t reference Islands, like Flare of Denial, further diminishing the benefits of having many Islands in my deck.

Moreover, as you can see from the top deck lists in cEDH tournaments, almost every green commander includes Carpet of Flowers. In a deck like Thada Adel, Acquisitor, surviving the early game is crucial, but with very few answers to enchantments, allowing an opponent to generate four or five mana every turn makes it nearly impossible to win.

I've witnessed numerous matches where Thada Adel, Acquisitor inadvertently supported an opponent’s Carpet of Flowers, leading to losses time and again. This became a significant losing pattern that I couldn't overlook.

I decided to reduce the number of Islands to less than half, which unexpectedly allowed me to completely ignore early-game Carpet of Flowers. This means I can conserve counters more than ever. Additionally, since the introduction of The One Ring, Thada Adel, Acquisitor has been re-evaluated, leading to more matchups against similar decks. The rise of Nadu, Winged Wisdom has also increased the use of Gilded Drake and Volatile Stormdrake, which means the chances of losing Thada Adel, Acquisitor to theft have increased significantly.

Considering these circumstances and factors, I ultimately arrived at a build that features a reduced number of Islands as it stands now.


Minamo, School at Water's Edge

Minamo, School at Water's Edge
Legendary Land

(T): Add (U).
(U), (T): Untap target legendary permanent.

Minamo, School at Water's Edge is a valuable untapped land that provides (U) without any additional costs like life. While the color requirements can be a bit strict, it can untap The One Ring, which is quite valuable. If an opponent plays Minamo, School at Water's Edge , it effectively signals that they have The One Ring in their deck, so you can appreciate that information while planning your attacks.

Additionally, the target for untapping can include legendary permanents controlled by your opponents, not just your own. This technique seems to be less commonly known, and I've seen opponents inadvertently untap their legendary creatures, leading to situations where Tymna the Weaver gets taken down. It can be a great bargaining chip, so please keep this in mind.


Oboro, Palace in the Clouds

Oboro, Palace in the Clouds
Legendary Land

(T): Add (U).
(1): Return Oboro, Palace in the Clouds to its owner's hand.

Oboro, Palace in the Clouds is a valuable untapped land that produces (U) without any additional cost. In my Thada Adel, Acquisitor deck, I include some lands that only produce colorless mana, which can lead to situations where I have only one land that produces (U). This might force a mulligan, even with powerful artifacts like Mana Crypt or Sol Ring in hand. However, with Oboro, Palace in the Clouds, I can use (U) and then return it to my hand using colorless mana, allowing me to play it again and generate (U) once more. This technique is quite crucial for my strategy and helps improve the chances of keeping a strong opening hand.


Otawara, Soaring City

Otawara, Soaring City
Legendary Land

(T): Add (U).
Channel — (3)(U), Discard Otawara, Soaring City: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs (1) less to activate for each legendary creature you control.

Otawara, Soaring City is a valuable untapped land that produces (U) without additional costs. I tend to use it right away as a replacement for Island, but its channel ability is incredibly powerful, as it can't be stopped by effects like Grand Abolisher. This makes it a potential game-changer in tight late-game situations. It's essential to carefully assess when to use this ability for maximum impact.


Reliquary Tower

Reliquary Tower
Land

You have no maximum hand size.
(T): Add (◇).

Reliquary Tower is a nonbasic land that doesn’t produce colored mana but has the constant ability to remove your hand size limit. Personally, it’s one of my favorite cards, and whenever I’m drawing with The One Ring, I always check if this card is included. When I consider the possibility of setting a land, I make sure to draw before I play a land. In decks featuring Thada Adel, Acquisitor, it's common to end up with 20 to 30 cards in hand, and this land proves to be incredibly powerful. I've often received feedback from opponents about how strong it is.


Saprazzan Skerry

Saprazzan Skerry
Land

Saprazzan Skerry enters tapped with two depletion counters on it.
(T), Remove a depletion counter from Saprazzan Skerry: Add (U)(U). If there are no depletion counters on Saprazzan Skerry, sacrifice it.

Saprazzan Skerry is a land that can add (U)(U) two times, but it enters tapped and has that limitation, which can be a downside. However, if you have another land, it guarantees a second-turn cast of Thada Adel, Acquisitor, making it a potential keep in your opening hand. Additionally, it can help reach the four mana needed for casting The One Ring on turn three, though you may sacrifice both card advantage and tempo. If the table seems less disruptive, it could be worth aiming for this strategy.


Seat of the Synod

Seat of the Synod
Artifact Land

(T): Add (U).

Seat of the Synod is a valuable untapped land that provides (U) without any additional cost. Being an artifact land, it also helps fulfill the metalcraft requirement for Mox Opal and can contribute to controlling three artifacts for Inventors' Fair. This versatility makes it a great addition to the deck.

With this land and either Reshape or Transmute Artifact, you can fetch Jeweled Lotus, enabling a turn two cast of Thada Adel, Acquisitor. While this approach may result in a significant loss of card advantage, it might be worth considering in a table with relatively low disruption.


Tolaria

Tolaria
Legendary Land

(T): Add (U).
(T): Target creature loses banding and all "bands with other" abilities until end of turn. Activate only during any upkeep step.

Tolaria is a valuable untapped land that produces (U) without any additional cost. Its second ability has long been overlooked, often eliciting chuckles when explained to opponents. However, after the introduction of Nadu, Winged Wisdom, this ability, which allows you to target a creature at zero mana (though limited to your upkeep), has gained a new appreciation and this card has become somewhat harder to purchase. In a deck featuring Thada Adel, Acquisitor, there may be opportunities to steal Nadu, Winged Wisdom, suggesting that the day when the second ability is utilized might not be far off.


Trenzalore Clocktower

Trenzalore Clocktower
Legendary Land

(T): Add (U). Put a time counter on Trenzalore Clocktower.
(1)(U), (T), Remove twelve time counters from Trenzalore Clocktower and exile it: Shuffle your graveyard and hand into your library, then draw seven cards. Activate only if you control a Time Lord.

Trenzalore Clocktower is a valuable untapped land that produces (U) without any additional cost. While placing time counters is mandatory, I often forget to do so. As there are no Time Lords in my deck, the second ability can only be used if I copy an opponent's Time Lord, but such a scenario has yet to occur and likely won't in the future.


Urza's Saga

Urza's Saga
Enchantment Land — Urza’s Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Urza's Saga gains "(T): Add (◇)."
II — Urza's Saga gains "(2), (T): Create a 0/0 colorless Construct artifact creature token with ‘This creature gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost (0) or (1), put it onto the battlefield, then shuffle.

Urza's Saga is a legendary enchantment land that has recently been restricted in Vintage. As a saga, it will sacrifice itself after three turns, but most artifact cards in my deck are cost zero or one mana, so this allows you to fetch any artifact you need, whether it's Sol Ring, Manifold Key, or Spellbook, depending on the situation.

In my Thada Adel, Acquisitor deck, one of the goal is to prepare four mana to cast The One Ring in the turn following your commander’s cast. Therefore, it's crucial to be strategic about when to play Urza's Saga. The ideal scenario is to play Urza's Saga in the turn you cast Thada Adel, Acquisitor, ensuring it can still be used as a land the next turn for casting The One Ring. If The One Ring remains safe until your next turn, you can then search for Manifold Key or Voltaic Key to aim for a massive draw with greed.


<Acknowledgements>

I hope this has sparked your interest in cEDH in Japan and my favorite card, Thada Adel, Acquisitor. If you enjoyed this, I would appreciate it if you could give a Like on the Moxfield page linked below. Thank you for sticking with me through this lengthy text!


This note is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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