Tideforce Elemental

Tideforce Elemental

Creature — Elemental

{{U}}, Tap: You may tap or untap another target creature.

Landfall — Whenever a land enters the battlefield under your control, you may untap Tideforce Elemental.

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Set Rarity
Worldwake (WWK) Uncommon

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Legality

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

Tideforce Elemental Discussion

Epicurus on Your Cards Lookin Nice

2 months ago

Cool deck! Lol'd at "I ain't got no green." You do have a generous amount of mana ramp, though, so it doesn't seem like as big of a problem as all that. I hear what you're saying, though, but I'd still suggest Treachery.

And the clones aren't a bad idea either. Cloning and stealing both fit the same thematic identity. No reason to choose one over the other, so long as you have more of whichever one is a) helping you more, and b) helping you early. Also, though, Faerie Artisans is my favorite such card. And Sakashima's Student is another fun one, as is Cryptoplasm. And on the other side of the equation, Domineering Will is hella fun in multiplayer, while still valid in 1v1.

As for the untappy stuff, it's always useful to have cards that potentially can tap as well as untap. So if you're stuck with them and no Merieke, they still serve the purpose of disruption. Tideforce Elemental, Freed from the Real and Ghostly Touch are all good for that. Also, Pemmin's Aura is really a must for the deck because it can grant protection in addition to its untap ability, and Aura of Dominion is another cheaper untap card.

Finally, you do have a minor mana curve issue. For any of my suggestions, if you thought about including any of them, I'd first start looking for cuts from among anything that has a similar effect but costs more. Also, simple, single use ramp spells like Dark Ritual, Culling the Weak, High Tide and so on are fairly prevalent in blue and black. Also, Land Tax, while not budget friendly, is worth every penny when you ain't got no green, and Knight of the White Orchid is also useful in the right situations. And Arcane Signet should be an automatic add to any EDH deck, especially if it's more than 2 colors.

I know I said finally in the last paragraph, but also Swiftfoot Boots is a slightly slower but slightly better version of Lightning Greaves, and honestly you're better off with the boots than the greaves because you can target the Boss Lady with your untappy stuff without having to scoot the equipment around. Hexproof > Shroud.

Sorry that this is so damn long of a comment, but please note that I have all of these ideas because I really would like to build a deck like this as well. There's a lot of them I've seen that are full of infinite loops, and I appreciate that yours isn't. That's how I'd like to build mine too. It's not easy with Merieke, because she doesn't have haste, and she doesn't have a built in way to either untap or protect herself. I really like what you have going here, and I'm going to folder it for inspiration.

Cheers!

TypicalTimmy on Card creation challenge

7 months ago

Sorry, mis-copied. I meant Roil Elemental , not Tideforce Elemental .

Metachemist on

11 months ago

Tideforce Elemental looks like it could be a decent back up combo piece if you needed it

Paeldroth on Chunky Omnath Soup

1 year ago

Probably going to start moving away from the +1/+1 counter aspect. This will mean removing Zegana in favor of Thicket Crasher , removing Jiang Yanggu, removing Leyline of Abundance, removing Courage in Crisis. I'm also going to add in Shared Summons . And I need to get my hands on some more Landfall creatures, like (maybe) Undergrowth Champion , Tideforce Elemental , and Roil Elemental .

dingusdingo on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

1 year ago

A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.

When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles

Pyroclasm vs. Blasphemous Act

  • Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
  • Wipes small creatures vs wipes the entire board
  • Same timing restrictions, same color, both deal damage to remove

The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.

Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.

We can do the same thing with Greenwarden and Ewit too

Eternal Witness vs. Greenwarden of Murasa

  • 3 CMC vs. 6 CMC
  • Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
  • Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
  • Bad beater vs. Pretty good beater

Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.

As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.

For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.

Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.

That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!

Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .

Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.

Oh, also check out Brighthearth Banneret Cosi's Ravager Nova Chaser SKullmuncher Tideforce Elemental Tunnel Ignus Young Pyromancer Budoka Gardener Rakka Mar

bushido_man96 on Tatyova, Land-Matters

1 year ago

EPICSpider23, I think you're right about that. I think I'll definitely get more utility out of Tideforce Elemental than Freed from the Real . I wish I could run both, but not sure I can. I really have some more to consider now...

EPICSpider23 on Tatyova, Land-Matters

1 year ago

bushido_man96, yeah seeing that now I think that's probably a good bet. Yes Tideforce Elemental is easier to remove but Freed from the Real is an Aura so just as likely to go as the creature. Additionally, Tideforce Elemental has "another target creature" whereas Freed from the Real is only "enchanted creature". So I don't know whether you're only looking to tap/untap one certain creature but the versatility is nice (can even tap out your opponent's field) and for same CMC, seems like a fair trade-off. Thanks for asking for my opinion, hope that helps. thumbs up

bushido_man96 on Tatyova, Land-Matters

1 year ago

EPICSpider23, question for ya. Do you think I should switch out Freed from the Real for Tideforce Elemental ? I think it possibly works better, as it's landfall enabled, where Freed from the Real is not. But I like that it's an enchantment. What do you think?

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