This is my version of Thassa, Deep Dwelling for which I am looking for suggestions.
I know Thassa does not have a very high power ceiling, but I would like to make the deck as tuned as I reasonably can, budget prohibiting. Hopefully, I can settle around a power level of a 7-8.
Creatures
1 Fblthp, the Lost1 AEther Adept
1 Archaeomancer
1 Clever Impersonator
1 Glen Elendra Archmage
1 Ixidron
1 Man-o'-War
1 Agent of Treachery
1 Venser, Shaper Savant
1 Watcher for Tomorrow
1 Phantasmal Image
1 Phyrexian Metamorph
1 Precursor Golem
1 Mnemonic Wall
1 Mulldrifter
1 Floodgate
1 Master of Waves
1 Solemn Simulacrum
1 Spellseeker
1 Thassa's Oracle
1 Urza, Lord High Artificer
1 Scourge of Fleets
1 Sea Gate Oracle
1 Slithermuse
1 Omenspeaker
1 Salvager of Secrets
Artifacts
1 Sol Ring1 Sapphire Medallion
1 Vedalken Shackles
1 Sensei's Divining Top
1 Sky Diamond
1 Arcane Signet
1 Coldsteel Heart
1 Fellwar Stone
1 Mana Vault
1 Mind Stone
1 Panharmonicon
Instants
1 Chain of Vapor1 Pongify
1 Swan Song
1 Rapid Hybridization
1 Archmage's Charm
1 Counterspell
1 Cyclonic Rift
1 Engulf the Shore
1 Evacuation
1 Fact or Fiction
1 Force of Negation
1 Force of Will
1 Ghostly Flicker
1 Mystical Tutor
1 Narset's Reversal
Sorceries
1 Chart a Course1 Whelming Wave
1 Windfall
1 Merchant Scroll
1 Time Warp
1 Temporal Manipulation
Playing the Deck:
As is the case with most "blink decks," the goal is to set up an engine and accrue value, which you can then use to leverage a win.
Most of the time, you'll spend the early game playing mana rocks and at least one small creature, like Flthp, so that you gain immediate value after playing Thassa.
Archaeomancer provides a way to win the game by comboing with Time Warp and Thassa to make infinite turns, but in the early game, it's alright to use Archaeomancer to get back a bounce spell to stay alive.
Thanks for your time and help.