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).
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High Tide Discussion
2 hours ago
I always thought that part of High Tide in dual color decks was to use your non-basic islands (Volcanic Island and Steam Vents) to have access to your off color as you combo. That's sort of the point of running all the fetches so you're likely to hit those two in the first few turns of the game, and you don't have to worry about not having the color you need.
Blood Moon doesn't completely screw you over here, but it makes the two lands that you're most likely to have less effective by turning them into just Mountains, and that means you need extra lands before you're able to go off with High Tide. It's likely to slow you down by a turn or two.
Of course, you can mitigate this a little by fetching basic Islands when you know you're going to play Blood Moon, but then your less likely to have the red sources you need to go off with The Locust God.
It's up to you whether you think it's still worth it.
2 hours ago
Ok, I still have a few comments/questions about what you guyz have said:
I know Imperial Recruiter is a good creature tutor, but the only relevant combo piece it could get is a Phantasmal Image, since the other ones have a greater power... It would have been a no brainer if I had more creatures in the list, but for now it will not make the cut. Maybe it will get tested later on, but not now.
This deck is not a 1vs1 deck, it is a multiplayer one, designed to play in 4 players pod, so I don't see Lightning Storm and Master the Way as viable cards in here. Kozilek, Butcher of Truth has been suggested couple times now, so I will look towards the inclusion. At first, I did not thaught about him because I wanted to have a low average CMC (at 2.16 for now) with a lot of cheap interaction spells. The more it has been suggested, the more I started thinking, and the more I wanted to include it in. The thing is, I need to have ways to play with it without my commander, because I will not cast Kozilek a lot, it would be there to recycle back my entire graveyard, and like it has been mentionned before, it would let me get infinite tokens once I have infinite mana through infinite cycling with the commander, winning with damage. I simply don't know what to remove for it yet.
Kozilek, Butcher of Truth will definitely come in as soon as I know what to remove. Cutting the Ashnod + Clamp combo seems the way to free 2 slots, since those are dead cards outside of combo... For now I will remove those two to include Kozilek, Butcher of Truth and Transmute Artifact. But I would simply like to know how Blood Moon affects my High Tide plan? I run quite a lot of basics, so it would not affect me a lot... And I think it would be pretty good against 3+ colors decks?
4 hours ago
I'm in agreement with the Eldrazi Titan plan a lot too.
The insects that Locust God is making have haste. Once you get infinite mana a million hasty 1/1's is more than enough of a wincon by itself.
What exactly does Ashnod's Altar do here? If it's only to combo with Skullclamp I'd take it out, that's a 2 artifact combo in a deck with limited tutors, and the combo only works after you play Locust God at six mana. Infinite mana should be the goal of combos here, since that's an automatic win.
1 day ago
I just try to throw in some stuff, maybe you can use some of it.
Well known combos which might be nice here:
Grim Monolith/Basalt Monolith + Power Artifact = infinite colourless mana.
Grim Monolith/Basalt Monolith + Rings of Brighthearth = infinite colourless mana.
Tidespout Tyrant + Sol Ring/Mana Vault/Mana Crypt = infinite colourless mana.
Tidespout Tyrant + infinite colourless mana + Candelabra of Tawnos/Palinchron = infinite coloured mana.
Tidespout Tyrant + infinite colourless mana + Izzet Signet/Mox Opal/Fellwar Stone/Gilded Lotus = infinite coloured mana.
Palinchron + Phantasmal Image = infinite coloured mana.Candelabra of Tawnos + High Tide or similar = good mana rock.
Future Sight + Helm of Awakening + Sensei's Divining Top = draw.
Dramatic Reversal + Isochron Scepter = a lot of infinite stuff possible.
I'd probably play Preordain, Gitaxian Probe, Impulse and Fact or Fiction. Maybe also Gush and certainly Frantic Search. These help you go through your pile quicker, which is quite important, since you don't have access to a lot of the good black tutors. Gamble and Intuition might be good, tutors are important for in cEDH. Turnabout seems good. I think most red cEDH decks play Pyroblast/Red Elemental Blast. Chain of Vapor probably belongs here and also Hurkyl's Recall. I think Dack Fayden belongs in every commander deck. Past in Flames. Baral, Chief of Compliance.
I'd streamline the deck towards fast combo (similar to a storm deck) and remove the stax elements. Usually if you try to be between fast combo and stax you don't do either right. I like Mind Stone, but for cEDH it's probably too slow. Library of Leng doesn't do enough in this deck I think.
5 days ago
6 days ago
1 week ago
You spelled "competitive" wrong. lol.
All kidding aside, this deck is incredibly fun to pilot and has triggers and all kinds of stuff going at all points in time. The "be all, end all" decklist that I linked is pretty friggin' pricey but it is ridonkilus!
However, your friends will begin to hate your guts...
Your deck looks pretty solid for a semi-casual environment. I would definitely try to add some of the High Tide package to it though as those are some of 's greatest strengths in EDH. This also just depends on what your play group is. If it's a bunch of fuckers that get REALLY salty and say is broken in EDH everytime they get beat by anything with in it, then completely disreguard that. If you have a few skilled players that don't mind learning from their own mistakes then go for it. It will make you a better player. Get online and go fish with Ad Nau Doomsday Zur a few times. It has honestly just made me a better player overall, because of the difficulty of piloting the deck.
1 week ago
Hands down this is my favorite of all the decks you've done! I love playing Mizzix, but she can draw a lot of hate. Your deck takes all of the stuff I love from Mizzix and puts it in a less suspicious shell. I figured I'd throw out a few of my favorties from my own experiences, although not all of these are budget options.
- Turnabout - helps power-up your experiment by untapping your lands
- Past in Flames - why return Epic Exp to your hand when you can just cast it from the GY?
- Capsize - spells with buyback work great with Epic Exp
- Mizzix's Mastery - incredible useful as long as Epic Exp is NOT in your GY
- Mystic Confluence - not budget, but fantastic utility card
- Part the Waterveil - you can't awaken it off Epic Exp but it's still a free extra turn
- Walk the Aeons - extra turn, and with all your fetching you might have the islands to buy it back
- Firemind's Foresight - a severely underrated tutor, especially with the amount of ramp at your disposal. I'd recommend fetching Swan Song for protection, Epic Exp, and Reiterate for the payoff.
- Snap - if you hit it with Epic Exp then you get free mana!
- High Tide - I dont think there are enough islands in here to justify it, but it's really sweet with some of the untap effects
- Sphinx of the Final Word - meta-dependent, can help make sure your Epic Exp doesn't get countered
- Pyromancer's Goggles - great way to copy your Epic Exp, and it's just a great card to own in general
- As Foretold - I'm not sure if it's great in this deck, but it DOES let you cast spells for free, which means you have extra mana available for the Epic Exp
- Isochron Scepter - so many good targets for this one
- Dissipation Field - helpful defensive tech
- Everflowing Chalice - Pairs really well with Kruphix to power-up your Epic Experiments