Toils of Night and Day

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Toils of Night and Day

Instant — Arcane

You may tap or untap target permanent, then you may tap or untap another target permanent.

zachz on Tap 'em Out!

1 year ago

Really enjoy the concept of the deck. I think you have, if you pardon the terrible pun, an untapped potential that can be added to your deck.

Untap mechanics can accelerate your own card tap abilities, and give you the rare opportunity to tap an opponent creature multiple times per turn. There's several that I found worth suggesting:

KongMing on $10 Controlled Burn, Arcane Edition! [UltraBudget]

4 years ago

Eh, the increased cost really is a reason to dismiss it for this deck, though. And it's still Turn 3 or 4 before I can swing or block with the elementals, which are only 1/1s. Not really that 'fast' compared to other modern human or elf decks, even budget ones. I don't benefit from ETB, death or attack triggers either, so spawning more creatures doesn't do much for me.

Guttersnipe's damage happens the moment I cast the spell, whether that spell gets countered or not. It also hits all opponents for 2 damage, which is a huge difference in a 4-player game.

I don't want to dismiss this too quickly, and I also want to see the damage potential, so let's set up two similar situations. I hit 'Playtest' for the deck, and am using a sample hand it has generated. Thermo-Alchemist, Guttersnipe, Gelectrode, Toils of Night and Day, Mystic Monastery, Plains x2.

Okay, not bad. Let's play a second hand side by side, replacing the Guttersnipe with Young Pyromancer. I'll denote them as [GS] and [YP].

[GS] Turn 1 :: Draw Blessed Breath, play Mystic Monastery, pass.

[YP] Turn 1 :: Draw Blessed Breath, play Mystic Monastery, pass.

[GS] Turn 2 :: Draw Toils of Night and Day (oh boy), play Plains, cast Thermo-Alchemist, pass.

[YP] Turn 2 :: Draw Toils of Night and Day, play Plains, cast Thermo-Alchemist, pass.

[GS] Turn 3 :: Draw Mountain, play Mountain, cast Gelectrode, pass. (Ping opponent with TA on their end step.)

[YP] Turn 3 :: Draw Mountain, play Mountain, cast Young Pyromancer, pass. (Ping opponent with TA on their end step.)

Pausing here to asses board states. The nice thing about YP here is the extra W mana I have leftover right now, so I can cast Blessed Breath to protect my creatures, and get an elemental out of the deal. With the GS board, I'm playing Gelectrode first to get it unsick, and so I can play GS next turn and be able to Blessed Breath like I am with YP this turn.

[GS] Turn 4 :: Draw Reach Through Mists, play Plains, cast Guttersnipe, pass. (Either Blessed Breath or Reach Through Mists as needed, generating a total of 6 damage to a single opponent or 14 damage to 3 opponents.)

[YP] Turn 4 :: Draw Reach Through Mists, play Plains, pass. (Use Toils of Night and Day to tap down attacker and get an extra untap out of TA, splice on protection for a blocker if needed. If not, just Reach Through Mists, splice as needed. Can also use Toils to untap Mystic Monastery to give an extra blue mana to cast Reach. If we cast one spell, we generate a 1/1 elemental and a total of 2 damage against a single opponent or a total of 6 damage to 3 opponents. Two spells gives us 2 elementals, 3 damage or 9 damage.)

Let's pretend we had to use Blessed Breath to protect our creatures in both cases. So YP will in effect cast Toils with BB spliced, untapping Mystic Monastery, and then casting Reach at end step to draw an Island.

[GS] Turn 5 :: Draw Island, play Island, cast Reach Through Mists drawing Peer Through Depths, generate 6 damage to a single opponent, 14 to three. Cast Toils of Night and Day on Mystic Monastery and Island, generate 4 damage to a single opponent, 10 to three. Cast Peer Through Depths, revealing Island, GS, Mountain, Peer Through Depths, and Reach Through Mists, selecting Reach Through Mists and generating 4 damage to a single opponent, 10 to three. (A single opponent with no lifegain will now be dead.) Cast Reach Through Mists, generating 4 damage to a single opponent, 7 to two, drawing Evolving Wilds. Pass.

[YP] Turn 5 :: Draw Peer Through Depths, play Island, etc...

From here, you can see that as a Burn deck, there's no way Young Pyromancer can outdamage Guttersnipe in the early game. Even if you're going cantrips, Guttersnipe can still rack up more damage. The tap triggers and the protection in the deck help deal with oncoming aggro, so the tokens aren't as necessary as blockers as they might initially seem.

Maybe I'll make a $15 deck that features some of the cards people have been suggesting, because those would all synergize well together, lol.

Gattison on TappedOut

5 years ago

I think -2 Toils of Night and Day, -1 Spreading Seas (or something like that) and at least +3 Psychic Venom could help.

Opt could be another cheap option for more draw (beyond the obvious crap like Preordain).

Oh and maybe Echoing Truth for the sideboard against weenies. And something to combat aura hexproof and protection and stuff like that.

I like the idea too, so I hope some of that helps. Let me know how it performs. =)

Snap157 on Buntabuntabuntabuntabuntabuntabuntabuntabuntabunta

7 years ago

Should go for Toils of Night and Day! Also Fallowsage for great draw. I would also check out the Inspired abilty . +1

RogueDeck on Legacy HIGH TIDE

8 years ago

I was on MTG Salvation and saw your posts about High Tide which brought me here.

You could try Time Reversal until you get the Time Spiral.

It's one less mana, won't untap you're lands, but with a base from Spring Tide (Cloud of Faeries + Snap), a single Turnabout and a Echoing Truth for the Faeries it worked for me just fine.

Of course, It won't be as strong as Time Spiral, but with Cloud+Snap you could even go off earlier like turn two or with only two Islands (not recommended, but I made it couple of times).

That's what I have done with my list and won a small Legacy event with it, finishing the games with Blue Sun's Zenith for over 60 cards around turn four or five through Counters when the opponent had them.

The list I used on the Legacy Event:

4 Brainstorm

4 Ponder

3 Preordain

4 Merchant Scroll

4 Time Reversal

4 High Tide

4 Dispel

2 Counterbalance

4 Cloud of Faeries

4 Snap

1 Turnabout

1 Brain Freeze

1 Blue Sun's Zenith

18 Island

I used Dispel because since one of the main reasons I would want to counter something would probably be because my opponent is trying to Counter High Tide or something during the combo turn and I didn't have access to Force of Will, Flusterstorm or Pact of Negation, It would make sense to have a Counter for Instants only that costs a single mana.

If you want to check out my old list it's here:

Reversal Tide

I made a Arcane version of the Instant High Tide too.

Arcane List:

4 Brainstorm

4 Opt

4 Impulse

4 High Tide

4 Reach Through Mists

4 Peer Through Depths

4 Psychic Puppetry

4 Split Decision

4 Toils of Night and Day

2 Flash of Insight

1 Three Wishes

1 Turnabout

1 Brain Freeze

1 Blue Sun's Zenith

18 Island

and the previous version of it can be found here:

Splice onto Tide

So I have done several test with other cards and even made it work with Temporal Cascade and Diminishing Returns, but so far Time Reversal has been by far the best alternative for Time Spiral in Legacy to me.

I've tested Peregrine Drake too, but there are many times where I got myself needing to untap my Islands and had only one land untapped for it which, with only one High Tide cast, I would only be able to generate two mana, so I think Cloud of Faeries + Snap is the way to go.

I hope it helps

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