High Tide

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Duel Commander Legal
Pauper EDH 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 .

ASalesman on Unesh, Ultimate Guide (Tribal)

2 months ago

Dominaria Remastered Gave me a couple of goodies! Also I made some subs to favor early game power of the deck rather than greeding the later game. CEDH decks are powerful because they are fast. I want UNESH to play as fast as possible.

I updated the version of Urza's Incubator and High Tide because they have foil prints now! Now just waiting for foil prints of Enigma Thief, Riddlemaster Sphinx, and Fierce Guardianship to have a full foil deck!!

I put Sphinx of Lost Truths back in for Sphinx of Clear Skies because it feels better to draw the 3 cards right away rather than waiting for the attack, even if you do have to discard 3 after.

Vexing Sphinx instead of Argent Sphinx due to lower mana cost, early survivability, and card draw that isn't necessarily reliant on UNESH being in play. Further testing needed to see if the discard from vexing sphinx hurts too much or not.

Mystic Remora instead of Kefnet's Monument. Kefnet's monument always feels too slow for what it is actually doing. It is clearly the lowest powered artifact in the deck. In the two turns waiting to play Kefnets monument, Mystic Remora could draw you several cards. These cards could be the difference between winning or losing, being able to ramp in to UNESH or not, having an additional answer faster than you would otherwise. I had a personal crutch with Kefnet's monument because it fit the theme. However Mystic Remora is the clearly stronger card (and has a foil print for the very first time).

Tur on Hidden Power - Mono-Color - …

3 months ago

Hello everyone! This will be a forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please upvote the post or provide positive feedback and I will consider creating similar posts.

The powerful cards I plan on discussing are mono-color cards which are strong with big mana in commander.

I will provide one card per mono-color identity. These cards will not include x-spells nor multi-color identity spells. (I.e. no Torment of Hailfire nor Zacama, Primal Calamity)

It is obvious that big mana is a huge part of semi-competitive play. Whether it is from ramping through creatures, artifacts, enchantments, instants, sorceries, or lands. Big mana is pretty fun. Mana doubling effects from lands are especially useful. In this article, I'll be focusing on mana doubling from lands, but other ways to generate big mana are always possible

Here are some common big mana effects for each mono-color identity:

This is not an all inclusive list as Mana Flare, Heartbeat of Spring, Keeper of Progenitus, Sword of Feast and Famine, et cetera would work just as well. In each mono-color identity the artifacts Caged Sun, Gauntlet of Power, and Extraplanar Lens can be used, however the black and green color identities have an advantage for mono-color double mana effects. Furthermore, green contains cards such as Seedborn Muse, Awakening, and Wilderness Reclamation which allow for more interactions.

Well, let us begin in WUBRG order!

White: Sacred Mesa

This card is relatively unused. According to EDHREC, Sacred Mesa is played in 1511/849227 (0%) decklists and is under one dollar. You'd be surpized how powerful this card is with double mana. Imagine making some number of pegasus at instant speed as either blockers or attackers for your next turn. (The upkeep cost can be paid by making a summoning sick pegasus during your turn.) Not to mention power and toughness buffing effects are ideal with Sacred Mesa, examples include Dictate of Heliod, Cathars' Crusade, Caged Sun, or Elesh Norn, Grand Cenobite.

It is often compared to Luminarch Ascension because they have similar effects. Yes, it makes a 4/4 angel instead of a 1/1 pegasus.

However, Luminarch Ascension has many downsides:

  • You have to have four quest counters to use the ability. (That is, you have to not lose life during an opponents turn four times.) This creates a huge target on your life total and you'll see it surely chip away.
  • Bounce effects, such as Cyclonic Rift really mess it up. Welcome back to square one!
  • Common cards, such as Vorinclex, Monstrous Raider prevent quest counters from even occurring. Vampire Hexmage or Hex Parasite are also options to remove the counters.

Sacred Mesa is way more versatile and does not have such downsides. Not to mention is it only three mana, ideal for Sun Titan recursion.

Blue: Compulsion

It is very rare to see this wonderful card. According to EDHREC, Compulsion is played in 1000/945324 (0%) decklists and is under one dollar. Having an activated draw ability with very little downside on a blue enchantment is insane. Ideal when paired with Teferi's Ageless Insight or Thought Reflection. There are a few cards which have a similar effect, such as Triskaidekaphile or Kefnet the Mindful without having to discard a card, but having a two mana activation is much more versatile. I suppose that an argument could be made with Training Grounds, but that is too much just to make the Kefnet the Mindful ability more cost effective. Furthermore, discarding a specific card like Echo of Eons, Wonder, or a shuffle Eldrazi such as Kozilek, Butcher of Truth has some nice synergy. (In fact, it should be played in most bant enchantress decks, such as the commander Tuvasa the Sunlit. Replenish for life!)

Black: Chainer, Dementia Master

This is a wonderful card, but a little pricey compared to the previous two cards. According to EDHREC, Chainer, Dementia Master is played in 6344/983251 (1%) decklists and is approximately ten dollars. Yes, we all know that you can abuse Chainer, Dementia Master with Gray Merchant of Asphodel or Kokusho, the Evening Star with sacrifice outlets such as Phyrexian Altar. Suppose we don't want to abuse this card into the ground is it still just good card? Yes. We can fill up or graveyard with Buried Alive or Entomb and get back a creature card, or we can grab a creature card from an opponents graveyard. It can also be used to interrupt graveyard combos, such as Aristocrats by using the ability on an opponents Butcher Ghoul with the undying trigger on the stack.

Red: Scourge of Kher Ridges

An extremely powerful and undervalued card. According to EDHREC, Scourge of Kher Ridges is played in 1005/912333 (0%) decklists and is under three dollars. If you're able to untap with Sourge of Kher Ridges and double mana, your opponents are going to have a rough time. As you can put multiple activations on the stack, it provides you with a very high on-board presence. Even within a response to removal. I've heard players complain that Scourge of Kher Ridges dies too quick to removal and my answer is "from your opponents perspective it needs to die before you're able to untap". Ideal with lifelink (and deathtouch) equipment such as Basilisk Collar or Shadowspear.

Green: Kamahl, Fist of Krosa

Typically unseen in play. According to EDHREC, Kamahl, Fist of Krosa is played in 4786/880991 (1%) decklists and is approximately five dollars. It is odd how unused Kamahl, Fist of Krosa is compared to Ezuri, Renegade Leader when they basically have the same effect. Overrun as an activated ability which is stackable multiple times. I agree that Ezuri, Renegade Leader is better in elf tribal decks, however Kamahl, Fist of Krosa is great in most big mana decks. Ideal for wide aggro. Tall aggro will gain the benefit of trample. If you don't have extra creatures you can animate your lands as 1/1 attackers, correction 7/7 attackers. (Pretty interesting because these attackers get around Cyclonic Rift, they're lands.) You can also get some payback by animating your opponents lands in response to a creature board wipe. (From that reasoning it can be paired with cards such as Ascendant Evincar and Crovax, Ascendant Hero to destroy opponents lands through animation.)

All in all, these are relatively unused cards which have a lot hidden power with big mana. If your deck is mono-colored and designed for big mana spells or abilities, think about giving these cards a chance. See if they work well for you and your playgroup.

RiotRunner789 on Welcome to the Izzet League

3 months ago

It looks good. I would cut a few creatures, start by looking at the 6 CMC+ ones first. You probably want to get down to 15-18 creatures.

Add in 2-3 more mana rocks and cut a land. Should be able to run with 34-35 lands with a low mana curve and more rocks.

Get rid of Cancel. There are a million 3 cmc counterspells that are cancel+. I like Admiral's Order but any other counter will work. Spell Pierce can also be a bit of a dead card once you get to the mid-game or late game.

You have enough islands that High Tide would be good. Ophidian Eye is another curiosity combo win. Could consider Laboratory Maniac or labman effect to have another wincon. Then anything that cantrips or creates positive card advantage like Preordain or Frantic Search helps with any left over slots.

lDruid on Mizzie, Bringer of Storms

6 months ago

lcarl3035 Mostly because of how powerful High Tide is with Island/Mountain lands. Also, the deck is super thin on red mana so being able to fetch R/U lands is very important.

legendofa on I'm gonna cleave you

6 months ago

Maybe some more big mana enhancements, like Crypt Ghast, High Tide, Dark Ritual, or Burnt Offering. You have a lot of 5-7 mana spells, and Rise of the Dark Realms is up at 9 mana. TheJerryCan's suggestion of Ashnod's Altar is solid.

Right now, this deck has only nine permanents below 3 mana. This might be contributing to the feeling of having no board presence; I would expect this deck to start establishing a solid board at turn 4 at the earliest. Gravecrawler, Champion of the Perished, Bladestitched Skaab, Nightscape Familiar, Stitcher's Supplier, Mire Triton, and Undead Butler are all low-mana options, and the last three help kickstart your milling.

Grind on Am I seeing doubles?

7 months ago

Cool deck, maybe High Tide or Caged Sun?

SufferFromEDHD on Sun Quan, Disgraced Lord of Pestilence

7 months ago

Based deck.

Mono blue infect is original and your use of an overlooked P3K commander with horsemanship is clever.

Windfall is sticking out as awkward to me in this tight list. It's more for reanimation/dredge/graveyard strategies. Perhaps Rhystic Study?

Sapphire Medallion is like a permanent High Tide

Fabricate might be useful.

Long-Term Plans I think this the only tutor in blue that grabs every card type.

legendofa on How is Camaraderie a Bend?

7 months ago

plakjekaas (and wallisface) I actually do agree that G.Spellbreaker includes red for flavor; I don't seriously think the red's for the player hexproof. That's mostly a parlor trick and conversation piece.

However, flavor is a very flexible and broad justification. Pretty much any effect can be flavored into any color. That's how ended up with land punishing, direct damage, and ramp cards like Psychic Venom, Prodigal Pyromancer, and High Tide in the early days, and got stax-y creature control like Smoke. Flavor taking priority over mechanics is what causes bends and breaks.

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