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Tishana's Tidebinder
Creature — Merfolk Wizard
Flash
When this enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature or planeswalker is countered this way, that permanent loses all abilities for as long as this creature remains on the battlefield. (Mana abilities can't be targeted.)



Skysurfer on
Esper Flash
3 weeks ago
Cloudy2024 I actually ended up moving Tishana's Tidebinder to the main and sideboard like you mentioned earlier because of a massive shift away from energy aggro and murktide to combo/midrange in the meta's I am playing in. Snapcaster Mage is only really worth it as a 1 of as I dont end up with a lot of instants in my gy, it feels really good as a 1 of to lock up the game if i get a Waterlogged Teachings Flip off with Slitherwisp on board and sometimes flips games but drawing multiple wont give me a lot of selection. I used to run Phelia, Exuberant Shepherd but took it out because of how dead it was to energy and other heavy board matchups like hollow one and merfolk; I will consider trying it again as a 1 or 2 of since there are some games that i can curve Phelia, Exuberant Shepherd into Teferi, Time Raveler or paired with Samwise the Stouthearted it can have massive value spikes and maybe it could just end up being the thing to solve my domain matchup at the moment. I'm probably going to also cut my Damping Spheres as I am finding the matchups they are good in are already not that bad compared to Eldrazi or Domain, and will probably add another Consign to Memory and something to help vs Leyline of the Guildpact Scion of Draco
Cloudy2024 on
Esper Flash
2 months ago
cool deck, I think you should move the Tishana's Tidebinders to the main board. overall, excellent idea!
Neotrup on Tishana’s Tidebinder Counters Sac and …
4 months ago
Scenario 1 works exactly like you would hope.
Scenario 2 doesn't work, because mana abilities do not use the stack and cannot be responded to. This is in part why you can tap lands while casting a spell, rather than needing to tap the lands, wait for responses, then cast the spell. In addition, even if you use Tishana's Tidebinder against a different ability of a land, it won't remove any abilities, so the land will still tap for mana (or be usable for the ability you countered once they're able to pay the cost again). Tishana's Tidebinder could be used against the something like the draw ability of Throne of Eldraine to remove all it's abilities so that it cannot be tapped for mana in the future, but not against the mana ability itself.
bjgivesbj on Tishana’s Tidebinder Counters Sac and …
4 months ago
Scenario 1: Opp is about to use a sac land’s fetch ability. Once they pay the activation cost of sacrificing it, I cast Tishana's Tidebinder to counter this activated ability. Thus, my opponent sacrificed the land but gets nothing, right?
Scenario 2: Opponent attempts to activate a basic land’s inherent mana ability by tapping it. I cast Tishana's Tidebinder, attempting to counter this ability (so the land will be tapped but produce no mana). Am I allowed to do this? Does this interaction work the way I hope it does?
Xica on
How to deal with [[The One Ring]]
5 months ago
Frankly Consign to Memory is just a newer version of Ceremonious Rejection, if you ask me its good, but its overvalued. Both are extreme narrow spells.
I was always of the opinion that having a lot of catch all answers, is superior. Even if they are weaker in a specific use case, than silver bullets. As a silver bullet hiding somewhere in your 53, is gonna affect the game way less, than the "meh" but relevant cards in hand.
Hence why i say Counterspell, Force of Negation and the likes are superior.
Aside from "on cast" triggers of eldrazi, in an eldrazi heavy meta, i would say consign to memory is a deckbuilding trap. If you need a counterspell, in most matchups it only works against the ring. And as a "counter ability" card its one of the worst, as the alternatives like Tishana's Tidebinder are superior.
Bonecrusher Giant is fine, but again, its just one of the million "stop lifegain & damage prevention" effects of red.
All of which are useful only in a very narrow range of situations.
They are relevant in matchups where you are racing the one ring, and that single fog turn makes or breaks the game. Even for burn, letting the ring player untap, and burning them out on upkeep (after protection from everything worn off) is still an option. The cards i listed are applicable in way more situations than helping in not slowing down with the laft 5 lifepoints.
wallisface on Azorius Aggro-Control deck
1 year ago
Some thoughts:
-
Last time you started a thread about a deck, it was described as you wanting to make a deck more competitive, but when those suggestions came through you decided you'd rather the deck be casual than strong. Is this the same scenario, or are you legitimately looking for advice on making a strong control deck.
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Azorius Conrtol already exists as a well-defined meta archetype, consistently hovering between 1-5% of the meta. There is an established deck list here
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The kind of deck your describing (being aggressive while also controlling the board state) is basically what the current Murktide Regent lists do - deck here. I think it is going to be very hard to justify playing white over red in such an archetype, because red brings most of the aggression, but it's probably still achievable with some concessions.
Some thoughts on your current list specifically:
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For the deck to work, you need to be running the minimum amount of creatures possible - between 12-15. Running more than this makes it too hard to control the board, and running less than this puts you at risk of not being able to threaten damage.
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All the creatures you run need to be able to quickly close-out the game on their own. If you check the Murktide list linked above, you'll notice all of those creatures are able to dish out extreme pressure. So far, NONE of your creatures are even remotely threatening. You want to be playing creatures that can end the game fast and can do everything they need to by-themselves. You should really be playing cards like Murktide Regent, Ledger Shredder, Tishana's Tidebinder and Solitude/Subtlety instead of these extremely weak creatures.
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Any number of Academy Ruins is excessive when you have no real reason to want to recur any of these artifacts.
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3 mana countermagic is always bad - there's no reason to run Render Silent especially when you still have room to play another Counterspell instead.
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Assemble the Players is a terrible card and shouldn't be here.
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you need waay more wawys to powerfully interact with cards that the opponent resolves - Oppressive Rays is too weak for this. You need cards like Prismatic Ending and Leyline Binding.
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You are severely lacking in efficient draw. I would expect Preordain instead of Peek at a bare minimum.
Rhadamanthus on What is considered the "source" …
1 year ago
Roon of the Hidden Realm is the source of the delayed triggered ability to return the creature to the battlefield. Rules 603.7d-g cover how to determine the source of a delayed triggered ability. Here's the one specific to your situation:
603.7e If an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.
There are ways to get around the problem presented by this example. If you use some other blink effect to make Roon leave and re-enter the battlefield then the Roon that comes back to the battlefield is a different game object from the one that left. This means if you use Tishana's Tidebinder to counter the delayed triggered ability created by the "old" Roon, it won't cause the "new" Roon to lose its abilities.
SwiftDeath on What is considered the "source" …
1 year ago
Tishana's Tidebinder counters triggered abilities which is great for my Roon of the Hidden Realm. When Tishana's Tidebinder counters the Delayed Triggered Ability of the creature returning to the battlefield at the beginning of the next end step is that going to make Roon of the Hidden Realm lose all other abilities while Tishana's Tidebinder remains in play? The only rulings I could find was this and it isn't clear to me what will happen.
610.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves. See rule 603.7.
and
603.7a Delayed triggered abilities come from spells or other abilities that create them on resolution, or are created as the result of a replacement effect being applied.
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