Until end of turn, whenever a player taps an Island for mana, that player adds to his or her mana pool (in addition to the mana the land produces).
|Want (4)||jjduch , DerpyFace , hk403 , ArtyWitDaParty|
Printings View all
|Vintage Masters (VMA)||Common|
|Masters Edition (MED)||Common|
|Fallen Empires (FEM)||Common|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
High Tide occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
UR (Izzet): 0.49%
High Tide Discussion
4 days ago
I like the idea, High Tide seems a bit out of place as you will tend to play out your hand early. In it's place, something like Portal of Sanctuary could flicker your Venture Deeper into Merfolk Secretkeeper on each of your turns (multiples would also work).
2 weeks ago
What do you think about Training Grounds? I would suggest removing Dream Cache because you would be able to draw way more cards with Kefnet out. Also, it can make Cloud of Faeries+Deadeye Navigator go off without High Tide.
3 weeks ago
Cool deck! Lol'd at "I ain't got no green." You do have a generous amount of mana ramp, though, so it doesn't seem like as big of a problem as all that. I hear what you're saying, though, but I'd still suggest Treachery.
And the clones aren't a bad idea either. Cloning and stealing both fit the same thematic identity. No reason to choose one over the other, so long as you have more of whichever one is a) helping you more, and b) helping you early. Also, though, Faerie Artisans is my favorite such card. And Sakashima's Student is another fun one, as is Cryptoplasm. And on the other side of the equation, Domineering Will is hella fun in multiplayer, while still valid in 1v1.
As for the untappy stuff, it's always useful to have cards that potentially can tap as well as untap. So if you're stuck with them and no Merieke, they still serve the purpose of disruption. Tideforce Elemental, Freed from the Real and Ghostly Touch are all good for that. Also, Pemmin's Aura is really a must for the deck because it can grant protection in addition to its untap ability, and Aura of Dominion is another cheaper untap card.
Finally, you do have a minor mana curve issue. For any of my suggestions, if you thought about including any of them, I'd first start looking for cuts from among anything that has a similar effect but costs more. Also, simple, single use ramp spells like Dark Ritual, Culling the Weak, High Tide and so on are fairly prevalent in blue and black. Also, Land Tax, while not budget friendly, is worth every penny when you ain't got no green, and Knight of the White Orchid is also useful in the right situations. And Arcane Signet should be an automatic add to any EDH deck, especially if it's more than 2 colors.
I know I said finally in the last paragraph, but also Swiftfoot Boots is a slightly slower but slightly better version of Lightning Greaves, and honestly you're better off with the boots than the greaves because you can target the Boss Lady with your untappy stuff without having to scoot the equipment around. Hexproof > Shroud.
Sorry that this is so damn long of a comment, but please note that I have all of these ideas because I really would like to build a deck like this as well. There's a lot of them I've seen that are full of infinite loops, and I appreciate that yours isn't. That's how I'd like to build mine too. It's not easy with Merieke, because she doesn't have haste, and she doesn't have a built in way to either untap or protect herself. I really like what you have going here, and I'm going to folder it for inspiration.
3 weeks ago
Hey, Niv soulbound to Lookout for the combo needs an instant way to shuffle your hand back into your library or you will deck yourself without killing all your opponents.
Lookout's paired ability is not a may like Curiosity and Eye are. Once you combo with Lookout you can't stop the loop to cast a sorcery. Emergence Zone is an option; sac it before you combo which lets you cast Winds at instant speed. Zone lets you assemble the entire Niv combo at instant speed in response to anything which can make the combo even more powerful. Whirlpool Warrior if it's on the battlefield before you combo can sac itself to shuffle or can cast it with flash to get it's ETB shuffle.
High Tide and Seething Song can help to ramp into Niv quicker. These two spells in combination with having flash from Zone can make lots of mana to combo with Niv including the you need to cast Niv and Winds. Dizzy Spell is worth adding to transmute for Curiosity since Gamble is the only tutor to get Curiosity. You really should add the two less expensive Fetch lands: Flooded Strand and Bloodstained Mire to give you more chances of getting Vents and to replace lands in the manabase that ETB tapped.
Changes to consider:
- Dizzy Spell > Mystical Dispute
- Emergence Zone > Fabled Passage
- High Tide > Mana Leak
- Seething Song > Snapback
- Whirlpool Warrior > Captain Lannery Storm
- Flooded Strand > Izzet Boilerworks
- Bloodstained Mire > Temple of Epiphany
Good luck with your deck.
1 month ago
1 month ago
I don't run that many non-blue stuff. Generally you don't want more than the Scrubland and I've not been in a game situation where Scrubland + Godless Shrine was specifically needed. Non- lands are weaker in this list because of High Tide.
1 month ago
This is a High Tide deck, if I've ever seen one.