Tidewater Minion


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ravnica: City of Guilds (RAV) Common

Combos Browse all

Tidewater Minion

Creature — Elemental Minion

Defender (This creature can't attack.)

(4): Tidewater Minion loses defender until end of turn.

Tap: Untap target permanent.

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Tidewater Minion Discussion

Sunatar on Queen of the Fae

2 weeks ago

Because I am essentially a very lazy person, here is the link to my decklist that is the same type of deck that you are running: Oona's Summer Court

As for creatures? Fleet Swallower is definitely a solid card add, but can be rough to get going, I generally like the game to be over by the time that card becomes of high value. Grand Architect + Pili-Pala is a great infinite mana combo, but it is rough to get out due to summoning sickness (in my experience, people will get rid of one of them before your loop goes off).

I also don't understand the Grand Architect + Tidewater Minion + Rings of Brighthearth combo. All I can think of so far is tap Grand Architect for two, tap Tidewater to untap Architect, using the two colorless to activate Rings to also untap Tidewater; but that nets you nothing but tapping stuff..

Also, if you're going to go for straight mill, and are willing to lose Lazav, Dimir Mastermind, then it would definitely not hurt to run Leyline of the Void, especially withHelm of Obedience. Their library goes away.

Obviously more tutors and draw spells will help you go get your combo pieces, but they also add a lot of $$$ to the deck.

As you can tell by my deck, I tend to run a more control oriented shell, that draws and tutors into it's wincon. My friends complain, because I rarely play with them - instead favoring to stop them and play my own sidegame of Magic to eventually win. (In fairness, one is very new to Magic, and wants to beat you down by hitting you a lot.)

RoarMaster on Help me finish my list ...

2 weeks ago

IronTiger I think it is pretty safe to assume that you will at least have 1 land in play to untap with the Tidewater Minion as well as itself. Thus giving you infinite mana :)

Dorotheus on Help me finish my list ...

3 weeks ago

I've done Illusionist's Bracers + Tidewater Minion more than the people on the receiving end care to admit they don't know what Tidewater Minion even was. HAHAHAHAHAHAHA.

thattallguy on Blue Defender-Mill

3 months ago

I would suggest going down to about 20 lands, most pauper decks dont use more than that, unless theyre stompy or eldrazi tron sometimes.

Chronic Flooding is a great fit here. I'd go with a playset. They basicly have to pay 1 to not be milled each turn for each chronic flooding.

Tidewater Minion might combo well with Doorkeeper, or attack if you need it to. 1 of should be fine, maybe drop a Mnemonic for it?

Drift of Phantasms is okay i guess, but since it can only grab Curse of the Bloody Tome its almost dead weight, Maybe replace it with Wall of Kelp since it makes defenders.

yungxak on Hold Infinity in the Palm of your Hand

4 months ago

Thanks, NV_1980. They each got wise to it after losing to in multi-player games. The bracers rarely eat removal, but my poor creatures, especially Ith, have an unfortunate habit of dying before they can attack. My backup creatures, Aphetto Alchemist and Tidewater Minion, seem to still be under the radar. Lately I've used LabMan combos to bait out countermagic to give my game plan some breathing room, but that's felt inefficient.

See anything you'd consider cutting or swapping?

Vettedog677 on

5 months ago

I need to pull out 11 more cards to make room for some new cards to help tutor and get my combos going. Cards, I'm going to drop are Wall of Forgotten Pharaohs, Zuran Spellcaster, Rootwater Hunter, Tidewater Minion, Implement of Examination, Pieces of the Puzzle. That's all I think I'll pull right now. After I get these swapped out, I'll take another look at em

Goobfellow on Infinite Mana!!!

9 months ago

Try creating a second combo to get that infinite mana engine running. Consider Simic Growth Chamber + Tidewater Minion + Freed from the Real. Plus Tidewater Minion makes a great blocker while waiting for a combo to come along. Also Voyaging Satyr + Freed from the Real + Simic Growth Chamber will get you the same effect. I'd actually consider swapping those Elvish Mystics for the satyrs anyways.

I love the Eldrazi Army idea but to really get the full effect and ruin your opponent's day throw in Weird Harvest so that you can go from 0 eldrazi to every single eldrazi in your deck in a single turn. Good luck!

Dr.Rossenstein on Nightmare Riku

11 months ago


Thanks for taking a look!

I have given some thought to Aphetto Alchemist, and similar untap shenanigan cards (the Illusionist's Bracers were actually left over from an earlier version of this deck that played Tidewater Minion). Now that you've pointed it out, I never realized how well Aphetto Alchemist would synergize with Splinter Twin and Kiki-Jiki, Mirror Breaker... I'll have to look into this a little further! Less sure how I feel about the artifact lands since most of them would go bye-bye to artifact sweepers), but I see your logic behind their inclusion.

Thanks for your input!

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