Triton Tactics

Legality

Format Legality
Noble Legal
Hero Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Theros Uncommon

Combos Browse all

Triton Tactics

Instant

Up to two target creatures each get +0/+3 until end of turn. Untap those creatures. At this turn's next end of combat, tap each creature that was blocked by one of those creatures this turn and it doesn't untap during its controller's next untap step.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.01 TIX $0.02 Foil

Ebay

Have (4) ironax , Fiolek , GeminiSpartanX , saj0219
Want (0)

Recent Decks

Load more

Triton Tactics Discussion

Poseidon31 on Merfolk hits you Unseen

1 month ago

I would add Triton Tactics for Mana Leak.

I asume, that its an aggro deck. So you play and attack with islandwalk and your creatures couldnt be blocked anyway. So your opponent will attack you, too. So you can untap creatures und maybe take out some enemy creatures with an unexpected strong block.

TheVectornaut on

4 months ago

There might actually be something here since cards that boost toughness tend to be cheaper than those that boost power. Shape the Sands + Twisted Image is sort of like an instant speed Phytoburst, just as an example. Arena Athlete seems to be the strongest target given the likelihood of blockers. Akroan Crusader could have synergy with wider effects like Tower Defense and Triton Tactics though. How you get the mana to work out is another question entirely.

Also, am I missing something with Endless One or is it just a throw-in?

Bluefire016 on Wizards of mono-blue

4 months ago

I believe that would be worth giving a try. It helps filter through your deck and it helps you dig through and pick out Triton Tactics.

Logics on The Latest and Greatest Bad Combo (Turn 3 Kill)

5 months ago

@GotCubes - The rituals in the deck are Cerulean Wisps and Triton Tactics. Those plus a replicator plus some docks can add a lot of mana, as well as potentially draw cards.

Logics on The Latest and Greatest Bad Combo (Turn 3 Kill)

5 months ago

@GotCubes - It doesn't matter that the copies aren't cast. Grapeshot wins the game by casting a bunch of spells before it and then casting it and all the targets at our opponent because of the storm mechanic. It's a pretty typical storm combo deck win. We can build up storm by comboing off, and then casting as many dorks as we can and using Triton Tactics so untap and cast more. If we for some reason can't get to 20 storm, we just cast a Laboratory Maniac and draw out our deck.

TheRedGoat on Pattern Recognition #3: Combat Tricks

6 months ago

@Rhyno52 Sorry to be the bearer of bad news, but storm doesn't trigger heroic. Because of the wording, storm spells don't cast the copies, which means you can't trigger heroic with the copied spell.

ard combos like Elite Arcanist + Triton Tactics are more what you're looking for (hint, have the second target be able to tap for mana).

libraryjoy on First time commander! Open to all suggestions!

6 months ago

Many of the instants you have will not pack enough punch to make them worth the slot. You want to focus on things you can re-use. For example, Vault Skyward looks like a good combat trick, but most of the time, people will be prepared for flyers. Better is Cobbled Wings or Fleetfeather Sandals, which last more than one turn, can be re-used if the creature dies, and can be reassigned to a blocking creature after the attack. Better still is Archetype of Imagination, that makes all your creatures fly and prevents your opponents' fliers from blocking. Or you can use something like Shadow Rift or something stratight up unblockable (Whispersilk Cloak) that will be more likely to get the damage through. If you are concerned about blocking fliers, Spidersilk Armor is a good bet, and affects your whole team on a permanent basis. For Commander, you're playing 4 other people. Each card needs to pack a big punch, so cards like Blustersquall & Cyclonic Rift are better because you can also cast them for their Overload effect.

Drop: Peema Outrider, Jolt, Cerulean Wisps, Noxious Revival, Vault Skyward, Triton Tactics, Reclaim, Ornamental Courage, Aerial Formation, Aquastrand Spider, Growth Spasm, Kozilek's Predator, Nest Invader, Keeper of Progenitus, Blisterpod, Parallel Lives, Gilder Bairn (You need to have ways to tap it, and I think it's too much work for the effect), Sasaya, Orochi Ascendant, Gnarlid Pack, Coiling Oracle, Transguild Promenade, 1x Forest, Scourge of Skola Vale

Add: Cobbled Wings, Elixir of Immortality, Spidersilk Armor, Viral Drake, Quest for Renewal, Overwhelming Stampede, Rogue's Passage

It's not a final cut, but I think you'll be within 5 or so of 100. At that point, you'll really need to look at your creatures and decide which ones you really want, and which ones are maybe second string players. Once you have a list and play a little, you'll know what you're weak to (do you see a lot of mill? Do you need more graveyard recursion? More flying?), and you can adjust from there. Good luck!

Samuel-Frederick on The wise chose their own fate

7 months ago

Hey there The7thBobba. Sage of Hours is a tough card to build a deck around, especially mono blue. For me I think the deck is too thinly spread out, it really wants some focus. It's almost impossible to play a fast build with the two creatures you want to base it around of course, so I'd look to control a little more, and allow yourself the time to really trigger and grow these creatures.

Without knowing quite where you want to go with the deck, I'm not sure what to recommend really, but I'll throw some suggestions in the pot to give you a few things to have a think about.

Quickly first of all is just a nice little controlling card for triggering multiple herorics, Triton Tactics. Slows your opponents down, keeps your guys alive, and triggers your creatures.

Just a few creatures that come with their own tokens, so they are they to grow or to move onto others. Epochrasite is a card I simply adore, so awesome, and gives you three counters which is nice, and cheap to get down so a nice early blocker you actually want to die. Triskelion is a little high on the ol mana front, but comes with counters, can be used as removal of course which makes giving it counters situational and powerful. Then the absolute Pentavus of counter creatures, is Pentavus himself of course. Comes with counters, makes blockers, lovely job. Then we have Vigean Graftmage, a grafter and untaps your counter guys. Then of course Cytoplast Manipulator, a grafter that steals guys! Don't feel you need to run a whole load of heroic creatures because it is actually wasted, you don't run enough cards that target, and you'll always choose certain targets over other. So try running just a couple of heroic guys (your main men), alongside grafters, and other guys who come with tokens.

So, to grow the tokens, one way and one I love is to proliferate. So you have Contagion Clasp which is awesome cheap removal and recurring proliferation. Thrummingbird is a nice cheap creature, and when you put a counter on it, it will start to grow itself as well with every hit. If you want some counters then Steady Progress is nice, otherwise you're better off with Tezzeret's Gambit. For the counter itself you have Fuel for the Cause.

Then you have the two HUGE counter generators, these guys will let you go mad with your Sage and all your creatures. Inexorable Tide, and Contagion Engine. These are massive cards! The Engine also helps control the field, together your Sage is given extra turns all the time.

So I'd take a little step back, look at what you want from the deck, and experiment with a slightly different take. Something to think about!

Load more