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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Tidebinder Mage Discussion
2 months ago
2 months ago
Xica on Platinum End
2 months ago
I am in the ironing out a similar deck (Blood Angel's Pact) so it would be nice if you would take a look and offer some advice.
In return i offer my own.
Remands have limited use in the deck, they are they nicest bling in modern, popular and everything, but this deck doesn't win fast - to say the least. It just delays the game loss caused by the removal of the angel from the field, or they can be used to remand your own counters in counter battles, sadly the deck can't really fight those.
Its because true control (the draw-go kind) decks, don't need to devote 7 card slots to our combo, and are able to have much more effective card draw, which will result in a state where they will have more counters & removal, than this kind of deck can match with counterspells of its own.
The best way to win counter battles is to not fight them, instead bait out removal and counterspells, then rip out the rest of them from the control deck via Extirpate - as an added bonus its great against hate cards that could be recurred from the graveyard. And it has "split second" - meaning the opponent can't play cards while its on the stack - no countering it, or playing Ancient Grudge in response, like what would happen with Surgical Extraction
Add some anti-liliana tech - since Liliana of the Veil is black death - be it Logic Knot, or some Spell Pierce in the side.
And finally some tech against artifacts is a must thanks to Grafdigger's Cage and the combination of Aether Vial + Tidebinder Mage/Flickerwisp - which can really get out of hand if you leave the pesky artifact in play.
This could all fit in the sideboard in place of win more cards like Keranos, God of Storms, Pia and Kiran Nalaar & Threads of Disloyalty. They are great tempo cards, but this deck has more inevitability when the lock is established, and at worst you can always win with a big Earthquake to the face, or when the opponent draws his/her library empty.
2 months ago
So if not a problem (maybe even if it is) i would share my ideas about it.
And have some mild hope to get a similar constructive criticism on my list in return - in the end it doesn't matter, as long the deck can improve n some way, i gladly offer any help, without reciprocation.
Pia and Kiran Nalaarare just win-more cards taking up valueable sideboard space
So in my experience the deck doesn't behave like a tempo build.
Its a lock deck, that must keep Platinum Angel on the battlefield or lose on the spot.
Thus he need for redundant removal like Roast; Harvest Pyre; Spontaneous Mutation; Threads of Disloyalty is minimal. And cards like Remand that can only delay the removal of the angel don't help much, since its unlikely that the dekc can win in that extra turn.
In general draw go control decks, and decks that can recur removal from the grave (like loam pox) are terrible matchups without some sideboard help. Extirpate solves both problems, since thanks to its split second it cannot be responded to while on the stack.
Thus it can rip out all copies of a single removal or counterspell if you can bait them to play it. Or it can effectively prevent the second (or first if its dredge) cast of stuff like Ancient Grudge from the opponent's deck.
I would run more artifact removal since both Grafdigger's Cage and the combo of Aether Vial + Flickerwisp/Tidebinder Mage lose us the game. I recommend replacing some mainboard Lightning Bolt for Abrade to be able to increase the number of artifact removal in the final 75.
Glorious End can counter anything (except stuff with split second), including stuff like Supreme Verdict, and has a secondary use, if you play it on your opponent third turn it can do its imitation of Time Walk - then you must follow up with Madcap Experiment on your fourth turn. This line is very good against fast linear strategies that can win very early, and lack removal for the angel.
The downside is that this card can't gain flashback, and that its dead without Madcap Experiment, still its worth some place in the 75 i think.
2 months ago
A good sideboard is important.
As stated in your description the deck can get free wins against deck that can't deal with Platinum Angel, sadly whats omitted is also true.
The removal of Platinum Angel from the battlefield - even temporarily - tend to result in a game loss resulting from state based effect instantly.
Your sideboard is pretty win more, as the deck has already a good inevitablity against decks that can't remove the angel, however adding tempo cards, to grind out faster victory against them gives up spots, that should be used, to help in matchups that are problematic.
And Remand despite its power and wide appeal in modern is pretty bad in the deck, since it can't win fast, and delaying removal a single turn doesn't help much when it will result in a game loss a turn later, using permanent solutions tends do be lot more effective.
Draw go control decks in general can pack more counterspells and removal than what we can match with counterspells of our own. And the deck doesn't have ways to deal with removal that can be recurred from the grave - Extirpate solves both problems (due split second it cen be used to extract baited out counters or removals from the opponent, while split second also protects from the opponent flashing back Ancient Grudge, in response to exiling it, like he could with Surgical Extraction).
Meanwhile artifact removal is desperately needed!
In the current state this build scoops to Grafdigger's Cage, Aether Vial can also be an unexpectedly big problem due to its interaction with Tidebinder Mage/Flickerwisp - as both are placed on the field before the deck has mana to counter them, and lead to game loss later.
I am a late advocate of playing Abrade in placec of Lightning Bolt in this deck (in the 75 anyways), since it can be used to bring the total number of artifact hate higher, which was pretty crucial in some matchups.
A sneaky Glorious End can do wonders against Supreme Verdict, Emrakul, the Aeons Torn, and the like - while it can help against linear deck who are lean on removal but can win out of nowhere. Since it can be used to Time Walk on their third turn, then we cast Madcap Experiment in our 4th turn preventing the resulting game loss.
It deserves some place in the final 75.
Last but not least i would highly appreciate if you would look at my deck and offer some constructive criticism.
2 months ago
I am also working on a similar deck
So here are my observations.
The deck is based on keeping Platinum Angel on the field at all costs.
It follows that delaying removal by counterspells like Remand is far from ideal, since the deck is unlikely to win in that turn.
I would also avoid stuff like Disrupting Shoal & Simian Spirit Guide since card disadvantage for speed is not worth it in a deck that can lose in lieu of counterspells, and that has no way of winning fast by abusing the card mentioned above.
In my humble opinion Pieces of the Puzzle is preferrable to Peer Through Depths, not only due to its ability to net more cards, but also because filling the graveyard enables stuff like Logic Knot.
Plus there are three general problem deck categories that need solution:
1# Draw go control decks that can muster more counters (and removal) than what we can match with counters.
2# Decks that are able to recur removal from the grave (like loampox)
3# Decks that have artifact based hate, like Grafdigger's Cage or the combo of Aether Vial + Tidebinder Mage/Flickerwisp
For the former 2 i propose Extirpate, for the latter Abrade in place of lightning bolt.
I would very much welcome some constructive criticism on my deck!
4 months 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:
Alternatively, I could go with the standard Merfolk build, trading life for more permanent removal and saving some extra land disruption in the sideboard.
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.