AnyonAnyone have some tips for the Miracles matchup? I'm splashing red, so I have a counterflux &izzet charm main (plus 3 forces, 2 counterspell, 2 flusterstorm), and a REB, counterflux, and Pact in the side. Bounce package is wipe away main, wipe away, echoing truth side.
I'm thinking I have to either win quickly or go super deep on counterfeiting their entreat? But any tips, even for monou tide vs miracles would be helpful.
Run countertop and build board a solid base of mana, keep jace and entreat off the field. Dig for cunning wish or your removal for their CB. Remove CB on their endstep, combo off. That's would be my plan at least. Not sure if anyone has a better plan. Also being fast if they have a bad draw doesn't hurt.
PI don't have any experience playing countertop unfortunately, so I'm not going to run it this weekend. Otherwise, that's basically been my plan, and seems like really the only plan tide has vs miracles. The issue is that they have more counterspells than us. Plus, my store just has an incredibly good miracles player, I don't think I've ever taken a match off of hi.
I have one open slot in my sideboard devoted to miracles since it tends to be big at scgs. I think I'm going to try to abuse my red splash and play vexing shusher in that slot. G2 they board out swords and terminus, so... If I dig it I'll probably be able to just win off that.
Congratulations Feline on another Top 8 (and going X-0-1 I think!). I didn't do very well, so I was able to watch several of her games, which is always a treat. Plus, somehow she found my modern deck that was stolen a few weeks ago at a PTQ so as far as I'm concerned she's a miracle worker haha.
I played Comet Tide to a 4-5 finish. I lost two rounds to turn 2 nut draw combos so... I don't feel too horribly. I definitely made some misplays as well, especially with mulligans.
So, tournament report.
Round 1: loss to Affinity, turn 2 both games.
Round 2: win 2-0 vs dredge. Easy matchup for me, not sure how normal tide likes it.
Round 3:loss 0-2 vs Esper delver to horrible mulligan choices. Definitely my fault this round.
Round 4: loss 0-2 to TinFins, turn 2 both games. Was actually my first time playing TinFins, so I didn't recognize it at first.
At this point I was a little frustrated at getting 2-0' d turn 2 multiple times, but decided to keep going.
Round 5:defeated elves 2-0. Pyroclasm is sweet. Also made a read on my opponent and didn't counter the double glimpse. My philosophy is only counter natural order or GSZ, not sure what you guys think about that.
Round 6: bug delver 2-1. Very hard matchup, but winnable. Being able to kill delver, drs, etc helps a lot.
Round 7: loss to MUD 1-2. I misread him to be 12 post after game 1, and misplayed in game 2.
Round 8: loss to... Something. Was really tired at this point.
Round 9: defeated D&T 2-0. Pyroclasm is sweeeet. I'll trade a land to wipe their board.
Overall 4-5, so not very good. I was totally unprepared for TinFins, and made some seriously awful mulligan choices. I need to have at least a land and a ponder or two lands. I know feline keeps anything with a land, but that is.t working for me. I also kept tide, tide, spiral, force, force, ponder, candel. Like I said, I made poor mulligans.
Overall I was very surprised not to run into any miracles players,which made my sideboard less effective, and there are some matchups that I haven't learned yet. But I was happy feline made top 8 and happy to get Deck Tech'd (not by scg, but that'll come )
So would you guys say Candalabra is needed to make the deck playable?
It depends on your definition of "playable". The deck plays just fine without Candelabra of Tawnos. However, it probably runs around a turn slower than it otherwise would. Candelabra enables wins as early as turn 3, but without them, you're probably not going off until at least turn 4. Plus, Candelabra of Tawnos allows you to play around hate more easily, as it's a pretty strong way to generate extra mana. It's not uncommon to use Turnabout to untap your artifacts rather than your lands, because if you have multiple Candelabras in play, you generate more mana that way.
The deck is definitely playable without Candelabra of Tawnos, but you're probably not winning any large tournaments without them.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
Congratulations Feline on another Top 8 (and going X-0-1 I think!). I didn't do very well, so I was able to watch several of her games, which is always a treat. Plus, somehow she found my modern deck that was stolen a few weeks ago at a PTQ so as far as I'm concerned she's a miracle worker haha.
Congratulations Feline on another Top 8 (and going X-0-1 I think!). I didn't do very well, so I was able to watch several of her games, which is always a treat. Plus, somehow she found my modern deck that was stolen a few weeks ago at a PTQ so as far as I'm concerned she's a miracle worker haha.
How did she do that?
Superpowers.
It's the same reason that Feline has T16'ed with High Tide six times this year in the SCG Open Series, but everyone else with the deck combined only has one T16. I'm pretty sure that if you can play that many rounds of competitive Legacy with High Tide and manage to win as frequently as she does, you eventually become omniscient, at which point it becomes trivial to locate a stolen deck. Let's just be happy that she's chosen to use her powers for good as opposed to evil.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
In the Reddit community of magic, someone posted that they lost their deck, specifically, one of the cards they listed in it were "feline altered Lightning Bolts" so I asked them on Reddit "When is your next SCG" and they said "SCG Atlanta" Since it sucks to have your cards lost or stolen, especially special cards like foils/promos/alters, I figured I'd do an extra set of Alter Bolts when I did more and told him "I'll just give you a new playset in Atlanta since we'll both be there."
Well at the event, we met, he got the bolts, and then later on that day randomly when trading with someone, they mentioned their store had a deck that someone had lost/left there, and there were "feline alter bolts" in the deck. I was like "omg I think I know who that might be" and from there I got his information, and relayed it back to the person that lost the deck, though I didn't run into the person that lost their deck again till Sunday. I guess it was lost at a store called "Giga Bytes" if I am remembering correctly.
Long story short: Because I do alters, and someone traded for one of my alter set of bolts, it led to the recovery of someone's lost deck.
Would there be a High Tide build that wants Treasure Cruise or Dig Through Time? (Maybe in the flex slots such as SDT?) Would it need more than 6 fetchlands? Gitaxian Probe? Would Dig Through Time become a legitimate tutor target for the times you need CA before going off?
Would there be a High Tide build that wants Treasure Cruise or Dig Through Time? (Maybe in the flex slots such as SDT?) Would it need more than 6 fetchlands? Gitaxian Probe? Would Dig Through Time become a legitimate tutor target for the times you need CA before going off?
So the thing about High Tide is that it "recycles" spells. The spells that end up in our graveyard, we tend to want to see again. Our most common path to victory is resetting the board using Time Spiral. I know I probably played 3 or 4 spells that turn to get there, but I don't want to cannibalize my Brainstorms, Ponders, Force of Wills, High Tides, etc.
Delve is an interesting mechanic with respect to this deck, because it allows us to actually thin the deck from our graveyard. The only question is "what am I thinning?" As you point out, the answer is "fetchlands in the graveyard after my land drop on the combo turn". Even if I were running that Gitaxian Probe, I'd probably like to see again, because the chances are good that I have the mana to pay for it by the time I reset the board, and it gives me information about my opponent's hand (looking for Misdirection or Force of Will) if I haven't been able to play Turnabout on my opponent's lands.
Treasure Cruise and Dig Through Time only make sense to play if I can reliably use either them to thin at least 4 cards (probably more) out of my graveyard in order to reduce their casting costs. They don't make sense to use on the combo turn, because after a Time Spiral I don't have anything in my graveyard, and by the time I can comfortably pay eight mana for either spell, I'm already winning.
In my opinion, Treasure Cruise and Dig Through Time don't really fit this deck because the lists are already so tight that I'm not sure what I can reliably afford to exile.
That said, of the two, I think only Dig Through Time is arguably playable here, and only as a 1-of in the wishboard. I can think of times that I wouldn't mind playing Cunning Wish for something that digs seven deep, but the board state would have to be pretty stalled. Also, getting around a Countertop lock is nice, but I'd have to be lucky enough to resolve the Cunning Wish and use Dig Through Time to find a Wipe Away or something.
While Sensei's Divining Top is technically in a flex slot, it performs so many vital functions in the deck that it's hard to remember the deck without it. I mean, CounterTop may be a flex package, but the Top digs and draws. I'm not replacing Top with Treasure Cruise or Dig Through Time anytime soon.
But it is competitive without it? My meta is rather heavy painter servant, UW Miracles, and various other combo decks like Elves and Dredge
If you're in a competitive meta, I'd pack Candles.
Painted Stone isn't a great matchup for us, because they tend to maindeck Pyroblast and Red Elemental Blast. At the very least, it's a battle.
Dredge is a bad matchup for us because we have trouble interacting with that deck. We can do some things to slow it down, but a competent Dredge pilot in a blue-heavy meta is going to go T1 draw, discard Golgari Grave Troll, T2 Dredge 6.
UW Miracles isn't a bad matchup for us, but it's basically a race to see who can assemble CounterTop first.
I don't often see Elves get played, but I imagine that one varies depending on the build. The two decks don't really interact with each other. In that matchup, we're the control deck, and you have to know what to counter and when.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
Ive always found that against elves, you can let them glimpse without fear. Save your counters for natural orde, gsz for 8, or actual craterhoof. Then combo the next turn.
What are everyone's thoughts on the 2 new delve draw spells? I know delve is a hard cost for us since we generally don't want to be exiling cards, but I wanted to see what everyone had to say about these 2 cards.
What are everyone's thoughts on the 2 new delve draw spells? I know delve is a hard cost for us since we generally don't want to be exiling cards, but I wanted to see what everyone had to say about these 2 cards.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
Does anyone play High Tide online? I've had my eye on high tide for a long time but I've been told the deck is simply not viable *online* because of the way the clock works. I can appreciate a steep learning curve, but even if the best players end up timing themselves out I guess I won't waste the money or the time practicing the list.
I tried it for awhile and there are certainly times where the clock gets intimidating. It does work ok. I just wish there was a way to manually type the number you want "X" to be. maybe there is and I just don't know.
Would there be a High Tide build that wants Treasure Cruise or Dig Through Time? (Maybe in the flex slots such as SDT?) Would it need more than 6 fetchlands? Gitaxian Probe? Would Dig Through Time become a legitimate tutor target for the times you need CA before going off?
I like at least a DTT in the wishboard, as I hate seeing fetches during a combo turn post-Time Spiral.
STATISTICS.
All of these "Let's eliminate bad cards" crusades are simply ignorant. And when they start to devolve into "WotC is conspiring to give us crappy cards," they just become embarrassing. MATH is conspiring to give you crappy cards.
Ok I have a very loose idea, and this might need a new thread but it's also a completely abstract idea so I might as well get some feedback here.
There are some vintage storm decks that run Young Pyromancer. The idea is that even if you fizzle to mental misstep or flusterstorm or what have you you're still left with an army of tokens.
So what if we applied the same idea to a high tide combo? Your win condition can be grapeshot. Then even if you don't quite get 19 storm you still have a lethal board position.
To help the engine we could run treasure cruise or DTT in addition to time spiral. Maybe we could mess with the snap tide shell mentioned like a page ago instead of the traditional spiral tide list, since that list is pretty tight.
Ok I have a very loose idea, and this might need a new thread but it's also a completely abstract idea so I might as well get some feedback here.
There are some vintage storm decks that run Young Pyromancer. The idea is that even if you fizzle to mental misstep or flusterstorm or what have you you're still left with an army of tokens.
So what if we applied the same idea to a high tide combo? Your win condition can be grapeshot. Then even if you don't quite get 19 storm you still have a lethal board position.
To help the engine we could run treasure cruise or DTT in addition to time spiral. Maybe we could mess with the snap tide shell mentioned like a page ago instead of the traditional spiral tide list, since that list is pretty tight.
I wouldn't change the win condition, because at that point you might as well move into a different combo deck, which is built with something like pure storm count in mind. I've thought about running a couple dual lands, in order to mask the deck for a few turns. I can see running 1 or 2 volcanics, because one doesn't want to have so many, as it opens more to wasteland, which is a huge threat for a deck like Hightide.
I think, if we're making alternate winconditions, I prefer Emrakul. It blends quite well with the deck itself.
STATISTICS.
All of these "Let's eliminate bad cards" crusades are simply ignorant. And when they start to devolve into "WotC is conspiring to give us crappy cards," they just become embarrassing. MATH is conspiring to give you crappy cards.
I'm thinking I have to either win quickly or go super deep on counterfeiting their entreat? But any tips, even for monou tide vs miracles would be helpful.
I have one open slot in my sideboard devoted to miracles since it tends to be big at scgs. I think I'm going to try to abuse my red splash and play vexing shusher in that slot. G2 they board out swords and terminus, so... If I dig it I'll probably be able to just win off that.
I played Comet Tide to a 4-5 finish. I lost two rounds to turn 2 nut draw combos so... I don't feel too horribly. I definitely made some misplays as well, especially with mulligans.
Final list:
4 Time Spiral
4 Cunning Wish
4 Ponder
4 Brainstorm
2 Counterspell
1 Counterflux
2 Flusterstorm
3 Candelabra of Tawnos
1 Snapcaster Mage
4 Merchant Scroll
1 Comet Storm
1 Izzet Charm
3 Force of Will
4 High Tide
1 Wipe Away
1 Intuition
2 Turnabout
9 Island
3 Volcanic Island
2 Polluted Delta
2 Scalding Tarn
1 Misty Rainforest
1 Flooded Strand
1 Counterflux
1 Intuition
1 Turnabout
1 Pact of Negation
1 Brain Freeze
2 Pyroclasm
2 Vexing Shusher
1 Capsize
1 Snap
1 Echoing Truth
1 Firemind's Foresight
1 Red Elemental Blast
1 Rebuild
So, tournament report.
Round 1: loss to Affinity, turn 2 both games.
Round 2: win 2-0 vs dredge. Easy matchup for me, not sure how normal tide likes it.
Round 3:loss 0-2 vs Esper delver to horrible mulligan choices. Definitely my fault this round.
Round 4: loss 0-2 to TinFins, turn 2 both games. Was actually my first time playing TinFins, so I didn't recognize it at first.
At this point I was a little frustrated at getting 2-0' d turn 2 multiple times, but decided to keep going.
Round 5:defeated elves 2-0. Pyroclasm is sweet. Also made a read on my opponent and didn't counter the double glimpse. My philosophy is only counter natural order or GSZ, not sure what you guys think about that.
Round 6: bug delver 2-1. Very hard matchup, but winnable. Being able to kill delver, drs, etc helps a lot.
Round 7: loss to MUD 1-2. I misread him to be 12 post after game 1, and misplayed in game 2.
Round 8: loss to... Something. Was really tired at this point.
Round 9: defeated D&T 2-0. Pyroclasm is sweeeet. I'll trade a land to wipe their board.
Overall 4-5, so not very good. I was totally unprepared for TinFins, and made some seriously awful mulligan choices. I need to have at least a land and a ponder or two lands. I know feline keeps anything with a land, but that is.t working for me. I also kept tide, tide, spiral, force, force, ponder, candel. Like I said, I made poor mulligans.
Overall I was very surprised not to run into any miracles players,which made my sideboard less effective, and there are some matchups that I haven't learned yet. But I was happy feline made top 8 and happy to get Deck Tech'd (not by scg, but that'll come )
It depends on your definition of "playable". The deck plays just fine without Candelabra of Tawnos. However, it probably runs around a turn slower than it otherwise would. Candelabra enables wins as early as turn 3, but without them, you're probably not going off until at least turn 4. Plus, Candelabra of Tawnos allows you to play around hate more easily, as it's a pretty strong way to generate extra mana. It's not uncommon to use Turnabout to untap your artifacts rather than your lands, because if you have multiple Candelabras in play, you generate more mana that way.
The deck is definitely playable without Candelabra of Tawnos, but you're probably not winning any large tournaments without them.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
How did she do that?
Superpowers.
It's the same reason that Feline has T16'ed with High Tide six times this year in the SCG Open Series, but everyone else with the deck combined only has one T16. I'm pretty sure that if you can play that many rounds of competitive Legacy with High Tide and manage to win as frequently as she does, you eventually become omniscient, at which point it becomes trivial to locate a stolen deck. Let's just be happy that she's chosen to use her powers for good as opposed to evil.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
Well at the event, we met, he got the bolts, and then later on that day randomly when trading with someone, they mentioned their store had a deck that someone had lost/left there, and there were "feline alter bolts" in the deck. I was like "omg I think I know who that might be" and from there I got his information, and relayed it back to the person that lost the deck, though I didn't run into the person that lost their deck again till Sunday. I guess it was lost at a store called "Giga Bytes" if I am remembering correctly.
Long story short: Because I do alters, and someone traded for one of my alter set of bolts, it led to the recovery of someone's lost deck.
So the thing about High Tide is that it "recycles" spells. The spells that end up in our graveyard, we tend to want to see again. Our most common path to victory is resetting the board using Time Spiral. I know I probably played 3 or 4 spells that turn to get there, but I don't want to cannibalize my Brainstorms, Ponders, Force of Wills, High Tides, etc.
Delve is an interesting mechanic with respect to this deck, because it allows us to actually thin the deck from our graveyard. The only question is "what am I thinning?" As you point out, the answer is "fetchlands in the graveyard after my land drop on the combo turn". Even if I were running that Gitaxian Probe, I'd probably like to see again, because the chances are good that I have the mana to pay for it by the time I reset the board, and it gives me information about my opponent's hand (looking for Misdirection or Force of Will) if I haven't been able to play Turnabout on my opponent's lands.
Treasure Cruise and Dig Through Time only make sense to play if I can reliably use either them to thin at least 4 cards (probably more) out of my graveyard in order to reduce their casting costs. They don't make sense to use on the combo turn, because after a Time Spiral I don't have anything in my graveyard, and by the time I can comfortably pay eight mana for either spell, I'm already winning.
In my opinion, Treasure Cruise and Dig Through Time don't really fit this deck because the lists are already so tight that I'm not sure what I can reliably afford to exile.
That said, of the two, I think only Dig Through Time is arguably playable here, and only as a 1-of in the wishboard. I can think of times that I wouldn't mind playing Cunning Wish for something that digs seven deep, but the board state would have to be pretty stalled. Also, getting around a Countertop lock is nice, but I'd have to be lucky enough to resolve the Cunning Wish and use Dig Through Time to find a Wipe Away or something.
While Sensei's Divining Top is technically in a flex slot, it performs so many vital functions in the deck that it's hard to remember the deck without it. I mean, CounterTop may be a flex package, but the Top digs and draws. I'm not replacing Top with Treasure Cruise or Dig Through Time anytime soon.
If you're in a competitive meta, I'd pack Candles.
Painted Stone isn't a great matchup for us, because they tend to maindeck Pyroblast and Red Elemental Blast. At the very least, it's a battle.
Dredge is a bad matchup for us because we have trouble interacting with that deck. We can do some things to slow it down, but a competent Dredge pilot in a blue-heavy meta is going to go T1 draw, discard Golgari Grave Troll, T2 Dredge 6.
UW Miracles isn't a bad matchup for us, but it's basically a race to see who can assemble CounterTop first.
I don't often see Elves get played, but I imagine that one varies depending on the build. The two decks don't really interact with each other. In that matchup, we're the control deck, and you have to know what to counter and when.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
My thoughts were a few posts up.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
Those are awesome!
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
Thanks.
I like at least a DTT in the wishboard, as I hate seeing fetches during a combo turn post-Time Spiral.
There are some vintage storm decks that run Young Pyromancer. The idea is that even if you fizzle to mental misstep or flusterstorm or what have you you're still left with an army of tokens.
So what if we applied the same idea to a high tide combo? Your win condition can be grapeshot. Then even if you don't quite get 19 storm you still have a lethal board position.
To help the engine we could run treasure cruise or DTT in addition to time spiral. Maybe we could mess with the snap tide shell mentioned like a page ago instead of the traditional spiral tide list, since that list is pretty tight.
I wouldn't change the win condition, because at that point you might as well move into a different combo deck, which is built with something like pure storm count in mind. I've thought about running a couple dual lands, in order to mask the deck for a few turns. I can see running 1 or 2 volcanics, because one doesn't want to have so many, as it opens more to wasteland, which is a huge threat for a deck like Hightide.
I think, if we're making alternate winconditions, I prefer Emrakul. It blends quite well with the deck itself.
http://www.starcitygames.com/events/141114_edison.html
Edit: here's the perma link: http://www.starcitygames.com/events/coverage/deck_tech_reset_high_tide_with.html
Modern Junk Primer
Legacy ANT Primer
L1 Judge
Reset looks sweet as you can just GO OFF in response to whatever.