Solar Tide

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin (MRD) Rare

Combos Browse all

Solar Tide

Sorcery

Choose one - Destroy all creatures with power 2 or less; or destroy all creatures with power 3 or greater.

Entwine-Sacrifice two lands. (Choose both if you pay the entwine cost.)

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Solar Tide Discussion

Maliande on Double double

7 months ago

I'm running a similar deck and have a few suggestions of cards that work really well in that deck:

Combo with Sidar Kondo - Avenging Druid - Centaur Rootcaster - Grenzo, Havoc Raiser - Spawnwrithe - Bower Passage - Chaosphere - Dense Canopy

Benefit from having many creatures - Ashnod's Altar - Nullmage Shepherd - Odric, Master Tactician - Hour of Reckoning - Nissa's Expedition - Appeal / Authority - Glare of Subdual (very powerful) - Eldrazi Monument (I know, puts your creatures over 2 power. But if you're flying and indestructible, who cares about details like that) - Cathars' Crusade (same luxury problem as Eldrazi Monument, and same solution)

Punish your opponents for having high power creatures - Fell the Mighty - Solar Tide - Meekstone - Noetic Scales - Elspeth, Sun's Champion

Generic goodstuff - Path of Ancestry (how are you surviving with so little land in the first place?) - Krosan Verge (if you put in the big dollar land cards, might as well fetch them. plus, it ramps too!)

Reverie42 on EDH Hugging & Tokens

7 months ago

Overall, the token theme looks pretty strongly supported. There are a couple really neat niche cards like Viscious Shadows that should make for some pretty cool games.

Some possible adds to consider:

  • Either Farseek or Skyshroud Claim are worth considering. They can fetch duals, which can really help you get out of a bind if you get color-screwed early. 4-color decks are so vulnerable to an early Ghost Quarter.
  • Sandwurm Convergence is expensive to cast, but it'll help protect you from flyers in the late game, can be a weakness for K&T. Might be better than Blazing Archon.
  • Some conditional board wipes would probably be useful while you build your mana base. Austere Command and Solar Tide can wipe away opposing threats while leaving your tokens largely intact.
  • If you intend to keep the card draw payoffs, you probably want at least a couple more ways to draw cards. Dictate of Kruphix is a little less scary than Rites of Flourishing if you're looking for an enchantment to help with Sphere. The Locust God would be a really good one to consider as well.
  • If you're looking to make a mana jump in the late game to flood the board with tokens, Dictate of Karametra can really do some work. Flash makes a huge difference.
  • Omnath, Locus of Rage can be pretty solid in K&T. You're a little lower to the ground, so maybe that's not what you're going for, but worth thinking about.

Cuts to consider:

  • You have a bunch of draw payoff (Hoofprints, Crawler, etc), but not many enablers other than K&T. If you don't want to run more enablers, you might consider cutting some of those payoffs to make room for utility.
  • I almost always end up cutting Aura/Artifact Mutation from decks. They feel like they have so much upside, but it's so common to have the wrong one, or only be hitting a mana rock. Return to Dust, Krosan Grip or Sylvan Reclamation are almost always going to server better. Or if you want to lose friends, go for Aura Shards
  • I'm not sure that Duelist's Heritage is a very strong political card in this shell. People are already not going to be all that incentivized to attack you (prison effects + lots of chump blockers), and if you have an army ready to win with, helping them against another player is probably not going to prevent them from trying to sweep your board. It's also almost completely useless to you, which is a problem once people start dying.
  • Jazal is probably better off as Ezuri, Renegade Leader or just an Overrun of some sort. You might just want more overrun effects in general.
  • Treacherous Terrain is so rarely going to get there that you're probably better off just running Farseek so you can fix 2 colors off of BfZ duals (speaking of which, Prairie Stream is on-color).

Good luck. Looks like a deck that should make fun games :)

BahGringo on Vial Sidar, Smasher of Jamuraa

9 months ago

Some cards that work well with Breath of Fury: Goblin Rabblemaster, Spawnwrithe, Hanweir Garrison, Hapatra, Vizier of Poisons, Mardu Ascendancy, and Precinct Captain.

Cards that Grant haste: Fires of Yavimaya, Fervor, Lightning Mauler, Anger, and Hanweir Battlements

Cards that will scare your opponents: Bone Dancer, Throat Slitter, Vraska the Unseen, Mirror Entity, and Quietus Spike

Cards That will Stop Your Opponents: Meekstone, Retribution of the Meek, Crackdown, Noetic Scales, and Solar Tide

Lands to Consider: Kessig Wolf Run, Krosan Verge, Lavaclaw Reaches, and Mistveil Plains (Combos well with Grenzo)

Let me know if your deck is having Specific problems and I'll give you suggestions to fix them. you can also see my sidar and vial here The Meek Shall Inherit the Game

luther on Saskia: Human Brutality! [RETIRED]

11 months ago

Boros Charm and Golgari Charm is something that isn't removal, but it is versatile and will help you punch through due to not being afraid of creatures dying. As for actual removal Austere Command, Solar Tide, Vandalblast, Righteous Fury or Sunblast Angel, Void. For unblockability Cover of Darkness, Glaring Spotlight, and Profane Command.

For ultimate cheese, Triumph of the Hordes infect p2 for 10 pts and p1 dies from infect too.

OtterTapOut on Defenders of the Multiverse

1 year ago

Ah, thank you! Conditional wraths are exactly what this deck needed, and those should take out most concerning creatures. Swapping Dusk for one each of Holy Day and Ethereal Haze, and adding Solar Tide and Fell the Mighty to sideboard.

NobleGhost117 on Defenders of the Multiverse

1 year ago

I love the deck! If you find yourself needing removal, you could always run Solar Tide, since you can use it to wipe away all the high-power creatures. Other cards with similar abilities are Dusk, Fell the Mighty, and Wave of Reckoning

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