Everything in the Deep Clue Sea Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 12 new cards, and whether it is worth buying.
You have no maximum hand size. At the beginning of your upkeep, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you draw your second card each turn, put two +1/+1 counters on Morska.
Clues are great, balanced, and fun to play with, bridging a number of different mini-archetypes that all feel like they belong together. The two new commanders for this deck don’t strike me as all that powerful, but the deck as a whole feels cohesive and should ensure its pilot always has cards to work with. MKM didn’t introduce any new spins on investigating, so this feels like territory that’s been around for a while, but it’s hard to argue with the incredible reprint value on display here. If you like cracking Clues and drawing cards, pick this one up.
I see whoever named Veloci-Ramp-Tor in the last wave of precons got their hands on another deck. Deep Clue Sea is a deck centered around investigating and Clue tokens. These Clues are a catalyst that fuses together mini-themes of artifacts -matter, second draw matters, and even tokens-matter. There’s a lot going on, but it all feels cohesive.
The primary commander is Morska, Undersea Sleuth, a reasonable but maybe low-power commander that generates a Clue each turn and gets bigger if you’re able to consistently draw extra cards.
Sophia, Dogged Detective is your back-up commander. With the help of Tiny, Sophia can generate just as many Clues as Morska while also creating Food and providing an artifact sac outlet. It’s a toss-up which commander you prefer, since they’re both fairly tame, but you might switch to Sophia if you prefer the obvious nod to Scooby-Doo.
This is a value deck through-and-through, producing tons of card draw with a few finishers at the top to close out a game. If you’re playing head-to-head against the other precons, you should at the very least be out-drawing your opponents, then it’s up to you how you’re going to convert your Clue generation into a win. It’s also rare for a precon to include an alternate wincon, but Mechanized Production is a valid gameplan for the deck. Stick it on any artifact while you have eight Clues on board and just wait a turn for an instant win.