Tap: Add (1) to your mana pool.
(1)(Blue), Tap: Return target Wizard you control to its owner's hand.
|Want (3)||Aethos528 , Abel8658 , Rabu|
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|Commander / EDH||Legal|
Riptide Laboratory occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Riptide Laboratory Discussion
4 weeks ago
All the artifact tutor mages and no Riptide Laboratory !?
1 month ago
Cut Spellbook , you dont need the redundancy
Add Riptide Laboratory - Re-use snapcaster, protect arcanis and memnarch.
Cut Draining Whelk - Holding up 6 mana is a lot. Its a nice fun, pet card of mine, but I had to cut it from my steal list for efficiency.
Cut Gather Specimens - Holding up a lot of mana is not what you want. Replace with interaction such as Misdirection as people will hate you targeting their commander, you can use this to redirect their removal, counter counterspells, and redirect some extra turn cards. All around good card, plus it costs less to hardcast if you are so inclined.
The list is a 6.5 or so out of 10 IMO. Add more ramp and cheaper interaction to ensure that you can protect your commander.
Magewright's Stone - Could be useful
Thousand-Year Elixir - Potential as well
1 month ago
Keen is a word I haven't heard in a while, good man!
Extra turn spells are very powerful in talrand. You don't need all of these, but this is what I run in baral. The reason why extra turn spells are so powerful are as follows (in 2 HG, the entire team gets an extra turn, but yeah)....
- It's the blue Explore . You cast extra turn, get a drake, pass the turn, play a land. You effectively ramp
- It gives the drake from the extra turn spell "haste" as you can attack with it during your extra turn
- Gives you an extra combat to swing with the drake you already have
Castle Vantress - Scrying always helps
Mystic Sanctuary - Get back an extra turn spell or whatever u want
Reliquary Tower - No explanation needed
Riptide Laboratory - Protect baral, reuse snapcaster and spellseeker. Theres nothing more fun late game than using snap caster + riptide to recast all your extra turn spells and just beat face with drakes
Strip Mine - Deal with cavern, boseju, urborg, coffers, field of the dead, etc...
I once played this in a 5 player pod. Obviously the more opponents the worst talrand is. So there is me with the tuned talrand, 3 other weak/moderate players and 1 good player. So naturally I counter every spell the good player has because he had the best stuff worth countering. He loses his shit (somewhat understanndably) and tries to get the table against me. He says if you don't let this next spell resolve I'm leaving. I figured it's a game and if someone is gonna get that mad over a game that's supposed to be fun, then I'll let their spell resolve. Lo and behold.... Tooth and Nail entwined into Terrastodon and an anti counter creature. So he blows up my lands, proceeds to only target me the entire game and has a slight but noticeable grin on his face. At that point I found it funny that someone would resort to being a little bitch because they weren't winning. Be warned, a lot of people HATE blue and personally attack me because he didn't know how to bait counterspells, play around removal, etc... so be warned, when you make this deck really good, people might hate you. Meta dependent of course, I've changed metas and there is little toxicity.
PT 2: We all played again and I pact of negatioend his T1 sol ring and just left the store. It was funny as hell because he looked me dead in the eye and asked if I was serious. I'm like, hell yeah, its funny and makes me happy, which is the whole purpose of the game.
I'll suggest other cards later because thats enough for now
1 month ago
Moreover, you should consider upgrading your mana base...
Castle Vantress - Helpful to ensure you get what you need.
Mystic Sanctuary - Re-use powerful spells
Reliquary Tower - To ensure you don't discard
Strip Mine - To stop boseju, cavern or other utility lands such as urborg, coffers, field of the dead, etc...
Treachery - Control magic but for free. Lots of decks crumble without their commander, especially if they are mono red or black that have difficulty removing enchantments
Land Equilibrium - Stops greedy decks from ramping
Invoke Prejudice - With such few creatures, this can slow them down pretty hard
As Foretold - Note you can cast cards on their turns for free. Very powerful
I understand your'e a combo deck and some of these might not be exactly what you're looking for, but should be considered nevertheless
1 month ago
This is very cool! Never seen a deck that takes advantage of cards like Mind Bend before. You might like these: Quicksilver Fountain , Spellseeker , Merchant Scroll , Painter's Servant , Hunting Drake , Illusionist's Bracers , Heidar, Rimewind Master , Relearn , Swarm Intelligence , Frozen AEther , Riptide Laboratory , Lunar Mystic , Docent of Perfection Flip, Talrand, Sky Summoner , Rise from the Tides
1 month ago
Hey SufferFromEDHD, just looked through your list, looking pretty nice as well! I think Emry, Lurker of the Loch is definitely a great addition and that Riptide Laboratory interacts quite interestingly with the wizards in this deck. Overall, I'm liking this quite a bit, definitely a different but also very efficient build around Dalakos.
2 months ago
Two questions for you....
- How do you win? (Possible wincon can be self-mill through Lab maniac or Jace Weilder of mystery. You could include a leveler and Torpor Orb package). Or are you set on aethurflux, I don't see how you storm out?
- How do you plan on protecting your planeswalker?
While I don't have an answer for either of those crucial questions (yet, a bit tired at the moment), here are some general good stuff recommendations that you might like to consider
Riptide Laboratory to reuse wizard ETBs and for protection.
Snapcaster Mage - No explanation required
Gilded Drake - Because f*** the opponent's commander
Ixidron - Acts a blue "board wipe" that fucks with everyone's commander except yours (Note: His ETB still works with torpor orb)
Future Sight - Yes it's costly, yes they get to see the cards you draw (mostly counterspells and draw anyways) but it allows you to dig DEEP and hit land drops. With a (relatively) higher CMC than usual and such few lands, it might be worth considering.
Minamo, School at Water's Edge to untap your commander and nykthos
Maze of Ith to protect your commander
Sensei's Divining Top - Dreidel Dreidel Dreidel, oh Dreidel I shall play!
I'm a fan of the extra turn package in blue. At worst, it becomes an explore that allows you to activate your commander again. At best, it allows you to go ham on your opponents. I strongly recommend you consider it.
What kind of direction do you want this deck to go in?
2 months ago
Riptide Laboratory is a good way to keep Ertai safe and turn snapcaster into a value engine.