Tidebinder Mage


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Magic 2014 Rare

Combos Browse all

Tidebinder Mage

Creature — Merfolk Wizard

When Tidebinder Mage enters the battlefield, tap target red or green creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Tidebinder Mage.

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Cardhoarder (MTGO)

0.11 TIX $0.68 Foil


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Tidebinder Mage Discussion

brewtzar on Merfolk?

1 month ago

Thank you so much calvinwarning! Your advice has been invaluable towards the development of this deck!

I've gotten the final 3 Aether Vials and have added them, but now I need to figure out what to cut.

I did some research and I'm considering having the deck be closer to an '8seas' variant, as the local meta seems to have a lot of 3-color and/or low land decks running around. I still think I'll leave 2x Sea's Claim on the side, though. Or would it make sense to go all in? Moving to this variant would probably result in the removal of my Spell Pierces, which don't care about what color is being paid. Vapor Snag seems fairly strong in this build as well, as it could allow me to bounce a creature and then get rid of the lands required to cast it. As far as I can tell, the only prominent deck in the local meta that doesn't care about Spreading Seas is a few other Merfolk decks running around, in which case Spell Pierce wouldn't be too effective anyways. If I do go with this build, I'd probably do the following:

  • -2 Spell Pierce (main)
  • -1 Harbinger of the Tides (main)
  • -1 Spell Pierce (side)
  • +1 Dismember (side)
  • Alternatively, I could go with the standard Merfolk build, trading life for more permanent removal and saving some extra land disruption in the sideboard.

  • -2 Sea's Claim (main)
  • -2 Vapor Snag (main)
  • +1 Dismember (main)
  • -1 Tidebinder Mage (side)
  • -2 Vapor Snag (side)
  • +1 Sea's Claim (side)
  • +2 Dismember (side)
  • What do you (and anyone else who happens to look at this) think? I have a game night coming up tomorrow, so I'm going to try and pick one and see how it goes.

    derhealman on Sygg, River Guide EDH

    2 months ago

    ka sieht doch gut aus. Kann nur noch paar Karten empfehlen z.b Path to Exile, Cursecatcher, Silvergill Adept , Tidebinder Mage , Phantasmal Image, Familiar's Ruse

    clayperce on Get called a Dick Deck (Multi FNM Winner)

    2 months ago

    Welcome back to Modern!

    I'm very new to Ponza (I'm MUCH more of an Infect player), so please take these comments with some healthy skepticism! There are (at least) two Merfolk decks at my second-favorite LGS but I have yet to play either. But I've been reading up/planning for the match-up, so here are some thoughts:

    Bottom line: If I was boarding your deck against Fish, I'd try ...

    Draw well!

    Kezvin on Merfolk

    3 months ago

    1) Run more than 16 lands. Not even Merfolk can properly function on 16 lands. And don't just use basics. Oboro, Palace in the Clouds, Mutavault, and Cavern of Souls fit great in a Merfolk build, and Wanderwine Hub, in addition to entering untapped for two colors, can reveal a threat from your hand that your opponent may need to play around.

    2) The tag says this deck is for modern. Brainstorm and Counterspell are nowhere near modern legal.

    3) Don't play black in a Merfolk build. If you're absolutely set on using another color, I personally would recommend white for Path to Exile, Mana Tithe, and Brave the Elements. White would also get the most value out of Wanderwine Hub. But, if you insist on using black, the spells you've chosen aren't going to cut it in modern. Dead Weight won't kill Tarmogoyfs, Hero's Downfall is way too expensive, and Appetite for Brains misses 99% of the relevant threats. In modern, the magic number is 3. That's where most of the curves top out. Thus, Appetite misses everything at or below the magic number. Personally, if I had to use black in a Merfolk build, I'd be running Dismember, Inquisition of Kozilek, maybe a couple Thoughtseize, and Fatal Push. I'd also run one or two Gut Shots for insurance, but that's just me. Of course, this all assumes that you play another color in your deck. If it were me, I'd stay mono-blue.

    4) Aether Vial. Perfect card for this deck. Put it on two and keep pumping out creatures.

    5) Merfolk Sovereign doesn't do enough work in this deck. It's 3 mana for the same effect as the two-mana lords (Master of the Pearl Trident and Lord of Atlantis), and its second ability is useless. Run Master of Waves or Harbinger of the Tides instead.

    6) Cursecatcher. This is your one-drop. It kicks ass in this format.

    7) I'd suggest maybe running some amount of Vapor Snags mainboard. It's really effective.

    8) Hurkyl's Recall is a great sideboard option against Affinity. Ghost Quarter and Tectonic Edge shut down Tron. Gut Shot is great against a lot of faster decks. Tidebinder Mage is great against Burn and anything with Tarmogoyf. Spell Pierce for removal-heavy decks and Relic of Progenitus hoses graveyard shenanigans. Ceremonious Rejection for Tron and Affinity. Unsubstantiate and Flashfreeze if the matchup demands it. Unified Will, Echoing Truth, and Sea's Claim are all viable sideboard options as well.

    9) I'd suggest you consult my list as well as the MTGSalvation primer for Merfolk

    My list: http://tappedout.net/mtg-decks/29-03-17-mono-blue-merfolk/

    Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-2-modern/648255-merfolk

    LevahnTaupe on Merfolk

    4 months ago

    Harbinger of the Tides should be a 4 of. Sideboard Tidebinder Mage.

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