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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 |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
High Tide
Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional .
legendofa on
sultai elves
1 month ago
Would you consider other options for the commander? The partners don't really have any interaction with each other, and they interact with just 15 cards in the deck, assuming your artifacts get destroyed regularly.
The deck feels like it needs some focus. There's not really any unifying theme. Revel in Riches doesn't have much support in either killing creatures or making treasures, and there's only nine Islands for High Tide.
There's nothing strictly wrong with the deck. Each piece can be independently useful. But if you develop the Elf theme, or a big trampler theme with Aggressive Mammoth + Jumbo Cactuar as the core, it'll flow better. As it stands now, the deck doesn't have much interaction with itself, and that usually makes the deck feel slow and inconsistent.
Of course, if you're happy with the deck as it is, or want it to grow and develop more organically, or go with something more thematic than competitive, that's all completely fair. The most important thing is that the deck is what you want it to be.
DryadArborGoesInCreaturePile on
Pauper Splice Tide
2 months ago
Hello Adversarial, that is incorrect. Winning involves either meticulously milling your opponent via Jace's Erasure or Sphinx's Tutelage with a lock in place, or with infinite mana and a spell to use it on. As shown here with Stream of Thought, Snap, Archaeomancer, and a few copies of High Tide. Door to Nothingness is acceptable as well
leovolt884_ on
Dead Metal II: Rage
6 months ago
legendofa Saw this ban today and immediately thought of you lmao. Time to play dimir reanimator control with self mill + High Tide and just hard cast 5 cost reanimation spells
Profet93 on
I Scry with my Mill'll eye...
7 months ago
High Tide - Ramp
Reliquary Tower - Redundancy
Mystic Remora - Draw
Fatespinner - A weird suggestion but I enjoy the card. They have to sacrifice something. Most sacrifice combat. Given you have a defensive card like sunstone, this might be a potential swap.
Regarding protection, I feel Lightning Greaves are reliable for your wincons. More versatile options are counterspells of course.
How has your deck been playing?
kamarupa on
Balaam__'s Challenge: Get Twisted
7 months ago
I know High Tide is a bit, let's say, "conditional" but I like that it only costs 1 to cast, which allows it to be [marginally] useful to cast counterspells in a pinch. Which I know Extraplanar Lens would too, except on the turn I cast Extraplanar Lens, which would presumably be as early as possible, but that's also often the most critical time to have mana available to counterspell. Does that make sense?
I'm certainly not in love with Ponder and Fabricate
- so maybe it makes sense to drop at least a copy or two of those in favor of something like Blue Sun's Zenith? Do you have other draw card/tutor spells that would help me get Eon Hub + Reality Twist + Back to Basics into play?
Perhaps it makes sense to have 1-2 copies of High Tide and 1-3 copies of Extraplanar Lens?
kamarupa on
Balaam__'s Challenge: Get Twisted
7 months ago
Thanks for the advice, psionictemplar! I'm a bit hesitant to add too many non-basic lands because of Back to Basics, but i might switch Academy Ruins for Mystic Sanctuary.
I'm fairly married to keeping High Tide because it not only helps get Eon Hub out, it also combos with Rewind and helps Overload Cyclonic Rift. With Rift, we can eliminate opponent's creatures, which enables us to actually hit opponents with one or two Phyrexian Soulgorgers.
I did consider Snapcaster Mage - any thoughts on that?
Felipix on Any Ideas in how to …
8 months ago
How could I build a commander deck based on Frantic Search High Tide storm in commander? Any one has any ideas?
(I really wanted this to be mono blue)
multimedia on Brew my deck for me
10 months ago
Consider High Tide for ramp and/or with spells that can untap your Islands Turnabout, Frantic Search, Snap? Just Tide + Turnabout + you control 4 Islands could give you 10 mana turn 4. Mystic Sanctuary is a fantasic land that's an Island. Castle Vantress isn't an Island, but it's a good land for instant repeatable scry.
Consider Thought Vessel and/or Decanter of Endless Water? Mana rocks for ramp that can also potentially give you no max hand size before you control Nezahal. Reliquary Tower is a land for no max hand size.
Consider Forensic Researcher, Kelpie Guide, etc.? They can untap a land or a land that can make more than 1 mana Arid Archway, Guildless Commons even the same turn the land ETB. They can also untap a mana rock or even better a mana rock that can make more than 1 mana Sol Ring, Worn Powerstone, Palladium Myr, Thran Dynamo, Hedron Archive
, Gilded Lotus
, etc. They can also untap Nezahal to be a blocker.
A spell advantage blue has are instants that let you look at top X cards of your library and put one or more of any of them into our hand (any card(s) into hand is the advantage). Consider Impulse, Memory Deluge, Dig Through Time, Supreme Will, Thassa's Intervention, etc.? When you're casting instants on opponents' turns then Wavebreak Hippocamp is repeatable card draw. Being a 3 drop you can more safely play it and leave up mana for instant opponent interaction.
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| Want (3) | beesaurs , dualist212 , FrigidTundra |











