Harbinger of the Tides

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Merfolk vs. Goblins (DDT) Rare
Commander 2017 (C17) Rare
Magic Origins (ORI) Rare

Combos Browse all

Harbinger of the Tides

Creature — Merfolk Wizard

You may cast Harbinger of the Tides as though it had flash if you pay more to cast it. (You may cast it at any time you could cast an instant.)

When Harbinger of the Tides enters the battlefield, you may return target tapped creature an opponent controls to its owner's hand.

Harbinger of the Tides Discussion

Nemesis on Modern U/W Wizards 2019 - v4

1 month ago

so two budget suggestions you can play around with are Sower of Temptation and Harbinger of the Tides .

A non-budget card you can play around with could be Meddling Mage .

With the number of 4 drops you have and the low amount of card draw you have, I would consider going to 23 lands. I don't know if you're having land issues when you playtest, though.

Cipher001 on Tap-Down Control

4 months ago

I want to make a deck based around tap-down control. As in, Downpour and Feeling of Dread control. For years, I’ve been trying to make this idea work, ever since I first started playing, in Return to Ravnica. It started with the cards Gideon's Avenger and Sunblast Angel . I thought I could make something work, and I sort of did. I made a budget deck that achieved mild success on T/O called Frozen Solid. People liked it because it was cheap and gimmicky, but I wanted it to be more than a cheap trick, which is unfortunate, because that’s all it could have really been at the time. The deck suffers from a core weakness that other forms of control don’t have to deal with, namely that after your cheap tap-down spell has resolved, all your opponent has to do is wait another turn and build up their army even further. Sunblast angel requires a land drop every turn for six turns. The game ends up being about prolonging an inevitable loss instead of winning. Nevertheless, I tried my best to make it at least semi-competitive.

I tried every combination of U/W/X. I tried esper with its access to cards like Royal Assassin and Murderous Compulsion . A way to get rid of tapped cards is great, but why would anyone ever spend two mana on a Murderous Compulsion when they could spend it on Doom Blade , Ultimate Price , Walk the Plank , Cast Down , or half the mana on Fatal Push ? Royal assassin at least sticks around to be able to make use of a mana-free kill to complement your tap-down effects, but it dies to even the gentlest of creature removal. It dies to Lightning Bolt . It dies to Shock . Heck, it even dies to Darkblast . And aside from the assassin, there isn’t a whole lot to support tap-down control in black.

U/W/G has Glare of Subdual , which answers one problem the deck has, namely of a lack of creatures to serve as a wincon. At the same time though, you’re still tapping them down, so they can’t be used to attack with (unless you have something to untap them with, which splits your available resources even further) and if you have a big enough field presence to control the board by tapping stuff down, you could have probably won already through some Overrun kind of playstyle instead. I found merfolk a flavorful and surprisingly synergetic tribe for what I was going for here, as seen by cards like Merrow Reejerey , Merfolk Trickster , and Harbinger of the Tides . I thought that of all the ideas I’ve made thus far, this had the biggest chance of doing what I wanted, with built-in tribal support that aligned with a tap-down aesthetic. You could even finish games with a well-timed Wake Thrasher .

In R/W/U, I experimented with Aurelia's Fury . With cards like Assemble the Legion , stalling becomes a legitimate strategy. Battlefield Thaumaturge could be used to make the spell a two mana overloaded Blustersquall . Along that route, Gridlock and Glimpse the Sun God could be used to support it, but the idea is heavily reliant on thaumaturge, which doesn’t always see play, even as a 4-of.

A truly depressing match against Red Deck Wins made me realize that the deck is entirely reliant on the opponent’s having creatures. Thus, the idea to include something from the hunted cycle was born. Hunted Phantasm , for example, provides me with a good beater and plenty of things to make use of for my spells.

Every now and then, some piece of deck-tech makes me have that flutter of naïve hope, like when we got Time of Ice in Dominaria or Verity Circle in Ravnica Allegiance. Verity circle could be the answer, the missing link. It provides me with the ability to refuel my spells and dig through my deck to get to the wincon, whatever it should be. In any other kind of deck, it’s mediocre at best, but it’s the best support my jank idea has ever gotten. I could be missing something that comes clearly for you. I’m asking you to help me realize my seven-year-old dream: to create a tap-down control deck that holds its own against at least semi-competitive decks. (Decks that have a reasonably achievable means to win and efficient support to help it achieve its chosen way of winning.) I’m not asking for anything that’d make the top 8 list anywhere, just something I can be satisfied with. So long as the primary theme of the deck is controlling the field through tap-down effects, I’m happy.

Please help me out here. I’m at my wits end lol. A big thanks to any and all who put their two cents in.

Gidgetimer on Merfolk Tribal Card Interaction

5 months ago

You can link cards so that we can see them with a hoverover by just putting the name in double brackets.

Stonybrook Banneret

Harbinger of the Tides

Yes, when determining how much a spell costs you apply additional costs before cost reductions, so you add then subtract for a total casting cost of .

Kiyomei on 京 (U) Merfolk stole my bike 京

6 months ago

so I'll adjust my sideboard accordingly,


-1 Harbinger of the Tides + 1 Echoing Truth so I have 2x Echoing Truth and 2x Hurkyl's Recall ( i went with echoing because I feel like I should not be troubled too much by creatures that should force me to run vapor snag due to island-walk being a thing.)

-1 Harbinger of the Tides +1 Wizard's Retort i mean 18 wizards should do the trick xD

-2 Watertrap Weaver +1 Wizard's Retort and +1 Relic of Progenitus because i seem to need it and forgot :)

-1 Negate +1 Wizard's Retort so i can sit on 3 combined with the other counters


For the mainboard, I am either thinking of taking out the Merrow Reejerey as you said because it isn't as popular anymore... and put in 4 Benthic Biomancer ? was also looking at Phantasmal Image for more lords and stuff but that doesn't get played either + it dies to bounce :s... Or play the 4 retorts mainboard and add the biomancers in the side if I really need to race or have card draw while pitching some dead lands draws in the late game sound good as well. aaaaaaaaaaaaa decisions xD

ZeGinger on Merfolk Unblockable Tokens

8 months ago

+1 for showing me this on discord :P

I'm definitely with the other guy in terms of suggestions. Harbinger of the Tides and Merfolk Trickster both give huge tempo swings that the deck can benefit from.

Master of Waves pricy-ish card but definitely a powerful top end for the deck. Will win you games just by casting. I'd suggest finding some of these.

Merfolk Mistbinder Is a cheap addition to the team. I'd grab a playset of em.

Merfolk Sovereign is worth looking at too. It's a neat Lord that can make you push through stalemates.

If you ever get more of a budget in future, consider Mutavault , this becomes a strong Merfolk for little investment.

That's about it for me :P great work so far

hungry000 on Big Blue Jerks

9 months ago

This is pretty sweet, I never thought of playing Nykthos in a Quest for Ula's Temple deck before! Sage of Epityr is great at setting up your library for the Quest, and Wistful Selkie helps dig for the Quest if you don't have it and gives +3 devotion for Nykthos. Cloudfin Raptor doesn't fit in this deck at all; coincidentally, Sage of Epityr fits perfectly, so there you go ;D

Other than that, I think you need some removal-creatures that give more devotion than what you have currently. Harbinger of the Tides is a pretty useful one, and Merfolk Trickster can fog a creature for a turn. For some disruption against noncreature decks you could also consider playing Judge's Familiar or Mausoleum Wanderer instead of Kraken Hatchling; while it's a Kraken and fits in the theme of the deck, there really isn't much point in cheating out a 1 mana 0/4 with your Quest. I do suppose it can block, though.

Also, I recommend replacing Tromokratis and Shipbreaker Kraken (and maybe 1 Lorthos) with some combination of Stormtide Leviathan and Inkwell Leviathan. They're less easy to hard-cast, but Tromokratis is mostly worse than Inkwell Leviathan in my opinion, and while Kraken's ability is okay, Stormtide Leviathan is even better at keeping your opponent's creatures at bay. (that rhymed) From my experience playing Whale tribal, Stormtide Leviathan and Scourge of Fleets can completely take control of games when used together.

Dango on 8 Sea's Merfolk

9 months ago

I did and it was really useful. I never got a chance to test Merfolk Trickster though. You can probably be fine using one or the other, or find a way to use them in conjunction with each other. I think they're pretty comparable, but it really depends on a meta call. Merfolk Trickster might be better for you until you get some vials. I never actually paid the two extra mana to give Harbinger of the Tides Flash because vials effectively do the same thing.

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Harbinger of the Tides occurrence in decks from the last year

Modern:

All decks: 0.05%

Blue: 3.98%

Commander / EDH:

All decks: 0.01%