obviously ponder, and snapcaster to help set up miracles, but aside from that, are there any cards that interact with your opponent that combo well with this card?
cards like Devastating Tide mostly interact well with cards that feed of off your hand. Psychatog springs to mind. Sadly, in standard the only card that remotely emulates the self-discard of that time is Zombie Infestation.
The other end would of course be hamper your opponent's recovery. Curse of Exhaustion only allows them to rebuild one permanent per turn. Nevermore and Phyrexian Revoker can permanently answer that permanent that you didn't have an answer for. Exclusion Ritual can be used to keep sniping those problem permanents after each tide.
Oblivion Ring and Fiend Hunter on your own permanents are also a fun trick to get a head start on your opponent after a tide.
cards like Devastating Tide mostly interact well with cards that feed of off your hand. Psychatog springs to mind. Sadly, in standard the only card that remotely emulates the self-discard of that time is Zombie Infestation.
The other end would of course be hamper your opponent's recovery. Curse of Exhaustion only allows them to rebuild one permanent per turn. Nevermore and Phyrexian Revoker can permanently answer that permanent that you didn't have an answer for. Exclusion Ritual can be used to keep sniping those problem permanents after each tide.
Oblivion Ring and Fiend Hunter on your own permanents are also a fun trick to get a head start on your opponent after a tide.
Well, that should be enough random ideas...
thanks! so helpful! you have no idea
monomania is EXACTLY the card i was looking for!
miracle + monomania is basically win the game for 7 mana!
and if you only have the 5 you can just do it over 2 turns, and deal with that 1 card they save with monomania and X cards they play in their turn after devastation tide.
or possibly EOT draw a card, miracle then, and on your turn crush face with monomania?
Don't forget to get a Curse of Exhaustion in there too then so that if you can't get your Monomania right after your miracle, you can at least butcher their hand a few turns later.
Also fun: play Vorinclex, Voice of Hunger, wait a turn for them to do stuff and get their lands locked. Then, on your turn, hardcast tide with boatload of mana floating, replay vorinclex for the win.
Don't forget to get a Curse of Exhaustion in there too then so that if you can't get your Monomania right after your miracle, you can at least butcher their hand a few turns later.
Also fun: play Vorinclex, Voice of Hunger, wait a turn for them to do stuff and get their lands locked. Then, on your turn, hardcast tide with boatload of mana floating, replay vorinclex for the win.
i dont know about curse also, seems like UB is probably pushing it, since they both can cost 5 mana.
adding green seems to be the best option in general with tide, so UGB might work, since you can also ramp into manafixing.
worth trying things
even tide and curse alone is pretty brutal, but you will need to miracle in the tide if you want to consistently be able to even play both.
Cover the board in non-land permanents, then Miracle the Devastating Tide into Sturmgeist and Lightning Mauler. Easy combo.
EDIT: Seriously though, using O-Ring / Fiend Hunter / maybe even Helvault to exile your own guys could work well if you know you've got a Tide on the way.
edit 2: actually, Helvault needs to be put into the graveyard to bring back guys, so that wouldn't work nearly as well.
simplest way to break the symmetry on it is to just play a deck that is likely to have fewer permanents in play than your opponent.
good card to follow it up with is anything that is at its best when there are only a small number of permanents in play. Geist of Saint Traft springs to my mind as a likely candidate. He really likes to swing at an empty board. If you resolve a Devastation Tide you have much less work to do to keep your opponent's table empty, as you have negated their multiple turns of build up and they have to spend the time to cast things out one at a time again.
I like it in the board of my Splinterfright deck. It currently has no way of dealing with swarms of creatures. I like the idea of play Tide, drop Ghoultree for G. The race is on!
I really wish it was Upheaval though. I'm not sure if Tide is going to be worth the 5 mana non-miracle cost
It's a lot better than the 7 mana that many other "return all non-land permanents to their owner's hands" cards have cost in the past.
This is the kind of card that blue has needed for those decks that don't run Black or White. I'm happy to see this despite usually not going the control route.
Private Mod Note
():
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Not playing much these days... hope all is well in the MtG community
EDH:
Zur, The Enchanter
Modern:
Burn
Legacy:
Cheeri0s
Burn
It's a lot better than the 7 mana that many other "return all non-land permanents to their owner's hands" cards have cost in the past.
This is the kind of card that blue has needed for those decks that don't run Black or White. I'm happy to see this despite usually not going the control route.
i really wish devastation tide hit lands (or some lands, or even just one land)
Wrong? Returns them to your hand... unless you missed your [/sarc] tag.
I have been using it to great success in my Turbo Fog deck. I built it, testing and messing with Turbo Fog, and it returns snapcasters, bounces their creatures, slows them down at least one turn, as well as effects very, very few of your permanents.
I can't believe anyone is excited about this card. It is absolutely unplayable. I wouldn't even play her in LIMITED. Easily the worst walker printed since the green elf one. Absolutely terrible.
I like it in the board of my Splinterfright deck. It currently has no way of dealing with swarms of creatures. I like the idea of play Tide, drop Ghoultree for G. The race is on!
I really wish it was Upheaval though. I'm not sure if Tide is going to be worth the 5 mana non-miracle cost
I think if this card shows any presence in Standard it will be in Delver. It already has a majority of the tools to utilize it. From hitting DT for 2, redropping ur delver. Than forcing your opponent to regain board presence through your disruption, especially again if you bounced a snapcaster...
Venser, The Sojourner exiling himself or your game winning nonland permanent then Tide seems to be the only way for you to come out winning if you are hardcasting this thing.
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To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
obviously ponder, and snapcaster to help set up miracles, but aside from that, are there any cards that interact with your opponent that combo well with this card?
a few that i can think of are:
strangleroot geist (free death, then bounce)
restoration angel + (random ETB effect that is good and easy to set up)
all of the titans
anyone have any other ideas?
BiWinning
Jace's Archivist, Reforge the Soul,Shattered Perception, can work as pseudo-wraths with it. Monomania after a Devastating Tide also looks absolutely brutal.
Other ways to abuse the tide is simply to be able to recover faster than your opponent. Searching additional land with Borderland Ranger, Solemn Simulacrum and Mycosynth Wellspring. Other options would be playing stuff like Heartless Summoningp to lower your costs.
The other end would of course be hamper your opponent's recovery. Curse of Exhaustion only allows them to rebuild one permanent per turn. Nevermore and Phyrexian Revoker can permanently answer that permanent that you didn't have an answer for. Exclusion Ritual can be used to keep sniping those problem permanents after each tide.
Oblivion Ring and Fiend Hunter on your own permanents are also a fun trick to get a head start on your opponent after a tide.
Well, that should be enough random ideas...
monomania is EXACTLY the card i was looking for!
miracle + monomania is basically win the game for 7 mana!
and if you only have the 5 you can just do it over 2 turns, and deal with that 1 card they save with monomania and X cards they play in their turn after devastation tide.
or possibly EOT draw a card, miracle then, and on your turn crush face with monomania?
oh my, im totally making a deck now
Don't forget to get a Curse of Exhaustion in there too then so that if you can't get your Monomania right after your miracle, you can at least butcher their hand a few turns later.
Also fun: play Vorinclex, Voice of Hunger, wait a turn for them to do stuff and get their lands locked. Then, on your turn, hardcast tide with boatload of mana floating, replay vorinclex for the win.
adding green seems to be the best option in general with tide, so UGB might work, since you can also ramp into manafixing.
worth trying things
even tide and curse alone is pretty brutal, but you will need to miracle in the tide if you want to consistently be able to even play both.
venser + o ring + fiend + stoneforge dignitary
tbh white might be where its at!
EDIT: Seriously though, using O-Ring / Fiend Hunter / maybe even Helvault to exile your own guys could work well if you know you've got a Tide on the way.
edit 2: actually, Helvault needs to be put into the graveyard to bring back guys, so that wouldn't work nearly as well.
Modern:
:symu::symw::symr: UWr Geist :symr::symw::symu:
EDH:
:symb::symb::symr::symr: Rakdos, Lord of Riots :symr::symr::symb::symb:
good card to follow it up with is anything that is at its best when there are only a small number of permanents in play. Geist of Saint Traft springs to my mind as a likely candidate. He really likes to swing at an empty board. If you resolve a Devastation Tide you have much less work to do to keep your opponent's table empty, as you have negated their multiple turns of build up and they have to spend the time to cast things out one at a time again.
Played tested against it and I'm unimpressed
I had Cavern out and just kept mashing Strangeroot Geist and Metamorph / Sun's Zenith for More Geist
The white version is what you want to be playing in a control setup since it removes the threats
I really wish it was Upheaval though. I'm not sure if Tide is going to be worth the 5 mana non-miracle cost
Standard:
GU Prophet
Legacy:
WBU Shared Fate
Trades
This is the kind of card that blue has needed for those decks that don't run Black or White. I'm happy to see this despite usually not going the control route.
EDH:
Zur, The Enchanter
Modern:
Burn
Legacy:
Cheeri0s
Burn
i really wish devastation tide hit lands (or some lands, or even just one land)
i really like this card too
Devestation Tide's effect is fair. Returning all lands would make the card really powerful and too many players would be unhappy about it.
There's a reason Wizards hasn't recently reprinted Obliterate or Upheaval and it's because those type of effects are disliked by many and very nasty.
EDH:
Zur, The Enchanter
Modern:
Burn
Legacy:
Cheeri0s
Burn
This aint your girlfriends meta! This is a man's meta! TURBO META.
Wrong? Returns them to your hand... unless you missed your [/sarc] tag.
I have been using it to great success in my Turbo Fog deck. I built it, testing and messing with Turbo Fog, and it returns snapcasters, bounces their creatures, slows them down at least one turn, as well as effects very, very few of your permanents.
MTGS egos at their finest.
Thoughts on proxies:
Spider Spawning bro.
I think he was referencing Obliterate.
Because we care about facts.
http://www.youtube.com/watch?v=SY8h2vp5Xis