High Tide

High Tide

Instant

Until end of turn, whenever a player taps an Island for mana, that player adds to his or her mana pool (in addition to the mana the land produces).

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Trade

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Want (2) DuneEcho , ghostranger94

Printings View all

Set Rarity
Vintage Masters (VMA) Common
Masters Edition (MED) Common
Fallen Empires (FEM) Common
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
MTGO Legal
Noble Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Tiny Leaders Legal
Magic Duels Legal
Commander / EDH Legal
Pauper EDH Legal
Unformat Legal
2019-10-04 Legal
Penny Dreadful Legal
Pauper Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

High Tide occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

High Tide Discussion

Massacar on All-Star Commander #1 - Aboshan

10 hours ago

Seems like a cool obscure commander.

My only comment would be that you seem a bit light on the lands considering your CMC. I would try to add in some more lands (aim for 34ish), or at the very least find room for something like High Tide/Extraplanar Lens.

MurderForBrunch on Go with the Flow! Legacy High Tide

2 days ago

Hi 0rc! I think I didn't explained myself good enough. The thing I don't like about Daze, besides the alternate cost, is the fact that reads "Counter unless the opponent pays 1". On the other hand, Flusterstorm reads at the very least "Counter unless the opponents pays 2", usually storm count will be three (you play High Tide, they counter, you counter back). And when you're comboing off, it's very important to resolve a Time Spiral or a Brainstorm to keep going, and Flusterstorm protects your spell with a storm count of 7 or 13 and Daze probably does not. Because it will always read "Counter unless the opponent pays 1", and 1 mana is very easy to pay, specially with one or multiple High Tide resolved.

The fact that Daze is more versatile is not worth the inclusion. Generally speaking you don't care about what your opponent's doing, you don't care about creatures or Planeswalkers even! You're worried about you opponent's interaction when you're going off. I'll give you an example, if my opponent plays Oko, Thief of Crowns on turn 2, that's fine! Oko won't kill me fast enough if I combo on turn 4 or 5! :D However, if I have a Time Spiral on the stack and one card in hand, and 37 blue mana floating, I'd rather that card be Flusterstorm than Daze a million times!

Another reason I like Fluser a lot is because many Miracle and Snowko lists run Flusterstorm, and the only hay to counter a Flusterstorm is with either a lot of mana or your own Flusterstorm. I'm more confortable having both options in my deck :D

I hope this comment clarifies things! By the way, the Kobold list is hilarious! I love it! :D

MurderForBrunch on Go with the Flow! Legacy High Tide

5 days ago

Hi Flooremoji! To be honest, I haven't played the deck a ton, but it's been alright for me! I've seen people have a similar distribution of counterspells, adding a proper Counterspell or a Pact of Negation in the mainboard. If needed, you can always Cunning Wish for a Pact!

The Search for Azcanta  Flip can be fairly powerful, but the thing is that it's slow. I like it in the Control matchup, and as I mentioned in the description, my meta is fairly Control heavy. A really cool thing to do with it, is to activate it (sometimes with just one Island, if you've cast multiple High Tide) and untap it with either Turnabout or Time Spiral! :D

Hi 0rc! The thing about Daze is that it's very good on curve, on turn 2 or 3, for the early stages of the game, specially if you can afford to bounce an Island. But unlike Flusterstorm it's not a hard counter, it's in fact a pretty soft counterspell! And when you're comboing off, paying one mana is fairly easy for any opponent! Specially if they have Islands as well, because High Tide also increases their mana. Flusterstorm is mostly a protective counterspell in counter wars, for when you're comboing off, and the Storm count is at least 3 or 4. The deck can pretty handedly combo with 4 Islands and a good hand, more securely with 5 Islands, and if you have a great hand, even with 3 Islands! Having High Tide, Turnabout and Time Spiral you can cast Tide, untap with Turnabout, cast the Spiral, draw 7, you have six mana... if you haven't played a land yet (turn 4+ then) it's awesome...

Oh! I love this deck! hahaha Thanks to you both for commenting!

MtG-Crash on Tatyova, Benthic Druid *Primer*

5 days ago

Hi, great to see a cEDH primer. I am active in the PDH (Pauper EDH: General has to be an uncommon creature, the 99 have to be commons) community and Tatyova is there one of the most dangerous threats, understandably. I just wanted to share my Tatyova PDH Combo list as it has become so strong, that regular EDH tables dont wanna see it anymore and my local cEDH people are basically the only ones that accept her^^ But it cant quite compete on that level of course. But its surprisingly close.

It has 2 main combos:

1) Tatyova + Mystic Sanctuary + Ghostly Flicker + Peregrine Drake / High Tide / (Cloud of Faeries + Simic Growth Chamber)

2) Tatyova + Mystic Sanctuary + Sakura-Tribe Scout / Skyshroud Ranger / Llanowar Scout / Walking Atlas + Tidal Bore which needs something like + Whispers of the Muse / Ghostly Flicker to take advantage of the infinite mana. And it finishes via Compulsive Research loops.

I was interested in cEDH Tatyova and was about to have a look on builds for her there. Glad to see your approach here and such a well made primer.

Greetings from another Tatyova fan!

jaymc1130 on Consult Kess

1 week ago

DeinoStinkus

There's a couple of reasons to always try and include 8-10 fetch lands in competitive lists.

First, it helps decks be as consistent as possible in terms of opening hands and opening turn land drops that are able to provide the required colors of mana for advantageous development play patterns.

Second, it helps thin out the deck. Not a ton of help in this regard in a 100 card singleton format, but every little bit helps.

Third, shuffle effects are huge when it comes to taking advantage of top of library style cards such as Brainstorm, Counterbalance or Sensei's Divining Top.

And fourth, in this particular list there is the niche application of consistently putting Islands into play with a higher number of fetch lands to help empower High Tide lines of play.

Ultimately, decks without access to green miss out on probably the best reason to run a high number of fetches as they won't have access to green mana dorks or the Bloom Combo package (although Crucible of Worlds is still accessible) that really abuses fetch lands with multiple land drops per turn to gain massive developmental advantages that make it exceedingly difficult for non green decks to compete in grindier affairs.

0rc on Urza Lord High combomaster

1 week ago

It’s a good start. I’ve played against many Urza decks. I’d recommend every infinite mana combo you can muster: Rings of Brighthearth + Basalt Monolith (you have this), Power Artifact + Grim Monolith, Deadeye Navigator + Peregrine Drake, Palinchron + High Tide, Isochron Scepter + Dramatic Reversal (you have this). You will want tutors for these pieces: Tribute Mage, Trophy Mage, Reshape (you have this), Whir of Invention, Transmute Artifact, Inventors' Fair, Spellseeker, Mystical Tutor, Merchant Scroll. You can literally just run every combo piece available in mono blue and then bark up whatever tree is closest. Win cons include Nexus of Fate (take all the turns), Thassa's Oracle, Laboratory Maniac, and of course decking your opponents with Blue Sun's Zenith and Stroke of Genius. It’s actually quite beautiful in its simplicity. Just remember that playing Urza isn’t about having fun or being creative—-it’s about winning!

Feebs24 on Because Who Doesn’t Love ETB Effects!?

1 week ago

ALRIGHT! Its been a while since I have updated the tapped out list. I have been doing a lot of testing and fine tuning of this deck. I have made several changes that have made the combo more consistent or easier to achieve. This was done by the inclusion of High Tide, a little more ramp, and a few more tutors. The deck is also a lot more interactive since it gained a lot of tempo pieces to slow your opponents. I also removed some of the more situational cards such as the weaker clones. I have been trying to use this deck against more competitive ones in my play group (Urza, Lord High Artificer, Thrasios, Triton Hero/Kydele, Chosen of Kruphix, The Gitrog Monster, The First Sliver). The deck does quite well and seems like it can be semi-competitive when its played correctly. I'll keep playing and testing different cards and update the list whenever something new comes up or another set comes out.

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