Here is a simple build for T1 Budget High Tide/Brain Freeze combo. This is the style that utilizes Cloud of Faeries and Snap + various draw spells to cast a large Brain Freeze and win during the opponent's next draw step (when they can't draw).
For any player who is new to T1, or on a budget in T1, or just wants a good relatively cheap combo deck to build; this is a strong example. We all know alot of good combo decks out there (especially in T1) are expensive to build and multi-colored and this is neither.
Here is my decklist with some explanation to why each card is played:
** This is a BUDGET build. It is also very simplistic and generalized and the CORE. This deck is also very good for casual play even multiplayer is viable (it is concievable to cast four seperate Brain Freeze to four players and deck them all). I really wanted to do this show someone who has never played the deck how it works, and people can build from this core-starting point. Maybe pick up some strategies or what-not. As stated this is a very simple and easy combo deck for casual players and beginners to play.
How the deck is played:
Well this deck is not a first few turns combo because you have to have at least have a few lands to be sure you can go off. You have to look at your hand, have a High Tide and decide if you have enough resources to start a combo turn.
In the first few turns you really just have to be patient and sit back. Use your main counterspells (not Pact of Negation) to halt your opponent from getting anything going early on. At least so that you are still alive by the time you have what you need.
If you have a tutor and don't have High Tide use it but be careful to leave counterspell mana open. Let's say you have 4 islands in play and draw a Mystical Tutor, but have a couple counterspells in hand. Wait. Say Go. You want to be able to counter anything threatening during their turn, then cast the Tutor at the end of their turn and rig High Tide for next turn's draw.
So I would say you need to have 3 land minimum (however I would feel safer with 4) to try it. Cast High Tide. Have dice ready to keep track of floating blue mana.
Whenever you cast a spell during this turn you need to be able to keep track of spells played, so keep a seperate pile off to the side of the playing board for spells that you have played (then put into graveyard at end of turn).
Now play any Cloud of Faeries first. Untap all islands, then everytime you play one after add your floating blue mana. Snap all the Cloud of Faeries back to your hand and repeat. By now you should have a mana pool ready to cast draw-spells.
If you do not have sufficient free spells after playing High Tide, play one draw spell and see what you get. If you draw any Cloud of Faeries/Snap start using them immediately. You need to build a solid mana pool.
Once you have a comfortable sized-mana pool, go to town with the Meditate/Ideas Unbound. Just keep playing spells, simple as that. Be sure to save enough mana for one, two, or more Brain Freeze at the end. Keep extra mana open for countermagic (if you don't have Pact of Negation) in case they try to stop the combo. It really doesn't take long for even one Brain Freeze to make them draw the 40-50 cards necessary to win during their next draw step (because they can't draw a card).
Other card options:
Mana Leak - This is not necessary because you can afford the two-blue casting cost in Counterspell since the deck is mono-colored. However, if you would like to add them in addition go ahead. Force of Will/Mana Drain - By all means, but this is a budget list. Cunning Wish - Again this is a budget build, but a great choice. Propaganda and other defensive cards for early-game - You can but I find them unecessary and you really don't want to draw cards you can't use during the combo. Brainstorm - Restricted in type one but playable for sure, same with Ponder (restricted) or Impulse (not-restricted). Mental Misstep - Could be a great option for those who face alot of Duress/Inquisition of Kozilek/Thoughtseize action that can rip out your key cards. Time Spiral - Another kinda out of budget choice (it is a $20-$30 card) but most ol' school players have a couple laying around they don't use. One look makes you think anti-synergy, but even if you fill their library back up, you will out Brain Freeze again anyway. Free, gets you seven new cards. Nuff' Said.
I've actually found Mind's Desire becoming more and more useless as I have played the deck recently. I'd probably be inclined to take that out first. The way I play the deck, Frantic Search at 2 would be fine though, despite it's untapping lands ability.
Yes you could take out Mana Severance first, but it has alot of synergy with this deck's combo. I'd be careful about losing anymore countermagic or draw spells.
Yes more Frantic Search would also help you gets the spells you need early game without screwing yourself over like the combo-draw spells do.
Yes, this deck is almost <$50. I believe the most expensive card is Meditate and that's only like $5 each. Maybe the Pact of Negation too actually, so between $50-$75.
I'm looking to make a budget High Tide deck (though not quite as budget as the one listed here) and was wondering if it'd be a decent idea to have a Tendrils available as an alternative to relying solely on decking.
I don't really want to post my starting decklist idea here in a primer thread (since it's probably bad :)) but I wasn't sure if I should go posting a new deck thread like 80% similar to this one when this is still front page.
Sorry to bump such an old thread, but I need some advice on my budget T1 high tide (first time trying to play this deck). I play just casually with some friends, btw.
I have all the cards listed in this thread, with exception of Time Spiral, and I was wondering what is the best possible deck I can build.
I have no experience with this kind of deck, so any help would be appreciated.
Sorry to bump such an old thread, but I need some advice on my budget T1 high tide (first time trying to play this deck). I play just casually with some friends, btw.
I have all the cards listed in this thread, with exception of Time Spiral, and I was wondering what is the best possible deck I can build.
I have no experience with this kind of deck, so any help would be appreciated.
High Tide decks usually cast a high tide followed by a sequence of draw and untap lands effect to generate a lot of mana of simply increse "storm count" to cast a brainfreeze agaist your opponent to mill them out or casting a "draw X" spell such as blue sun's zenith (for something like 60 mana) to make them draw the entire deck leading you to victory around turn 4.
The spiral tide combo usually is: high tide to generate mana, time spiral to draw cards and untap your lands and candelabra of townos if you have it (i think it a bit too expensive)
Solidarity or Reset tide combo usually is: high tide to make islands generate more mana, reset to untap lands and something to draw cards like meditate, frantic search to draw and untap, and others.
To me ok, to me:
Spiral tide seems more consistant, once it can recover better from disruption;
Spring tide seems to be faster, due to it's low cost untaps and draws;
Reset tide seems more control, once it uses only instant cards to manage the stack.
My point is, you will need to generate mana (high tide, and cards to untap yoour lands), draw cards (to keep on "comboing") and a finisher (Mill or entire deck draw). I think it's possible that there are some other combos with High Tide around, but those are the most commonly found.
But before combo you need to setup first and that means find the lands you will need and the combo pieces.
Change this deck whenever you feel like it, because I guess that in the end the list will be a combination of the meta you're playing, your experience, your play style and your budget.
For any player who is new to T1, or on a budget in T1, or just wants a good relatively cheap combo deck to build; this is a strong example. We all know alot of good combo decks out there (especially in T1) are expensive to build and multi-colored and this is neither.
Here is my decklist with some explanation to why each card is played:
** This is a BUDGET build. It is also very simplistic and generalized and the CORE. This deck is also very good for casual play even multiplayer is viable (it is concievable to cast four seperate Brain Freeze to four players and deck them all). I really wanted to do this show someone who has never played the deck how it works, and people can build from this core-starting point. Maybe pick up some strategies or what-not. As stated this is a very simple and easy combo deck for casual players and beginners to play.
How the deck is played:
Well this deck is not a first few turns combo because you have to have at least have a few lands to be sure you can go off. You have to look at your hand, have a High Tide and decide if you have enough resources to start a combo turn.
In the first few turns you really just have to be patient and sit back. Use your main counterspells (not Pact of Negation) to halt your opponent from getting anything going early on. At least so that you are still alive by the time you have what you need.
If you have a tutor and don't have High Tide use it but be careful to leave counterspell mana open. Let's say you have 4 islands in play and draw a Mystical Tutor, but have a couple counterspells in hand. Wait. Say Go. You want to be able to counter anything threatening during their turn, then cast the Tutor at the end of their turn and rig High Tide for next turn's draw.
So I would say you need to have 3 land minimum (however I would feel safer with 4) to try it. Cast High Tide. Have dice ready to keep track of floating blue mana.
Whenever you cast a spell during this turn you need to be able to keep track of spells played, so keep a seperate pile off to the side of the playing board for spells that you have played (then put into graveyard at end of turn).
Now play any Cloud of Faeries first. Untap all islands, then everytime you play one after add your floating blue mana. Snap all the Cloud of Faeries back to your hand and repeat. By now you should have a mana pool ready to cast draw-spells.
If you do not have sufficient free spells after playing High Tide, play one draw spell and see what you get. If you draw any Cloud of Faeries/Snap start using them immediately. You need to build a solid mana pool.
Once you have a comfortable sized-mana pool, go to town with the Meditate/Ideas Unbound. Just keep playing spells, simple as that. Be sure to save enough mana for one, two, or more Brain Freeze at the end. Keep extra mana open for countermagic (if you don't have Pact of Negation) in case they try to stop the combo. It really doesn't take long for even one Brain Freeze to make them draw the 40-50 cards necessary to win during their next draw step (because they can't draw a card).
Other card options:
Mana Leak - This is not necessary because you can afford the two-blue casting cost in Counterspell since the deck is mono-colored. However, if you would like to add them in addition go ahead.
Force of Will/Mana Drain - By all means, but this is a budget list.
Cunning Wish - Again this is a budget build, but a great choice.
Propaganda and other defensive cards for early-game - You can but I find them unecessary and you really don't want to draw cards you can't use during the combo.
Brainstorm - Restricted in type one but playable for sure, same with Ponder (restricted) or Impulse (not-restricted).
Mental Misstep - Could be a great option for those who face alot of Duress/Inquisition of Kozilek/Thoughtseize action that can rip out your key cards.
Time Spiral - Another kinda out of budget choice (it is a $20-$30 card) but most ol' school players have a couple laying around they don't use. One look makes you think anti-synergy, but even if you fill their library back up, you will out Brain Freeze again anyway. Free, gets you seven new cards. Nuff' Said.
I do like the idea of a decent storm combo deck for <$100.
Yes you could take out Mana Severance first, but it has alot of synergy with this deck's combo. I'd be careful about losing anymore countermagic or draw spells.
Yes more Frantic Search would also help you gets the spells you need early game without screwing yourself over like the combo-draw spells do.
Yes, this deck is almost <$50. I believe the most expensive card is Meditate and that's only like $5 each. Maybe the Pact of Negation too actually, so between $50-$75.
This is important, because oath is probably the most common deck you will run across in a non-proxy budget meta.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I'm looking to make a budget High Tide deck (though not quite as budget as the one listed here) and was wondering if it'd be a decent idea to have a Tendrils available as an alternative to relying solely on decking.
I don't really want to post my starting decklist idea here in a primer thread (since it's probably bad :)) but I wasn't sure if I should go posting a new deck thread like 80% similar to this one when this is still front page.
Just use Blue Sun's Zenith or Stroke of Genius
I would play muddle the mixture and reduce the number of brain freeze, it can fetch ideas unbound if needed, or mana severance
I have all the cards listed in this thread, with exception of Time Spiral, and I was wondering what is the best possible deck I can build.
I have no experience with this kind of deck, so any help would be appreciated.
High Tide decks usually cast a high tide followed by a sequence of draw and untap lands effect to generate a lot of mana of simply increse "storm count" to cast a brainfreeze agaist your opponent to mill them out or casting a "draw X" spell such as blue sun's zenith (for something like 60 mana) to make them draw the entire deck leading you to victory around turn 4.
The spiral tide combo usually is:
high tide to generate mana, time spiral to draw cards and untap your lands and candelabra of townos if you have it (i think it a bit too expensive)
Spring tide combo usually is:
high tide to make islands generate more mana, cloud of faeries and snap to untap lands and something to draw cards like ideas unbound, meditate, frantic search to draw and untap, and others.
Solidarity or Reset tide combo usually is:
high tide to make islands generate more mana, reset to untap lands and something to draw cards like meditate, frantic search to draw and untap, and others.
To me ok, to me:
Spiral tide seems more consistant, once it can recover better from disruption;
Spring tide seems to be faster, due to it's low cost untaps and draws;
Reset tide seems more control, once it uses only instant cards to manage the stack.
There are some list that use capsize to combo infinite with cloud of faeries and uses draw like oona's grace, deep analysis, visions skeins and others like compulsive research with archaeomancer and snap to return the draw from grave and cast again and again to finish the game.
My point is, you will need to generate mana (high tide, and cards to untap yoour lands), draw cards (to keep on "comboing") and a finisher (Mill or entire deck draw). I think it's possible that there are some other combos with High Tide around, but those are the most commonly found.
But before combo you need to setup first and that means find the lands you will need and the combo pieces.
High tide deck usually starts the game trying to find Islands and the key cards to combo, for this, it uses cantrips such as:
brainstorm,
ponder,
preordain,
serum visions,
sleight of hand,
opt,
peer through depths,
impulse,
peek,
gitaxian probe,
and others.
Also uses tutor spells to make it more easy and find imediate needed cards, such as:
merchant scroll,
mystical tutor,
muddle the mixture,
dizzy spell
mystical teachings,
personal tutor,
and others.
for untap effects it uses:
hidden strings,
ghostly flicker,
parallax tide,
retraced image (for more land drops),
snap,
clooud of faeries,
peregrine drake,
palinchronon,
reality spasm (you might need more lands),
turnabout
toils of night and day,
psychic puppetry (on a dedicated build),
frantic search
time spiral,
candelabra of townos,
and even rewind could work.
And for draw it uses:
accumulated knowledge,
visions skeins,
words of wisdom,
deep analysis,
compulsive research,
ideas unbound,
three wishes,
meditate,
frantic search,
blue sun's zenith,
properity,
skyscribing (for multiplayer),
time reversal,
tiem spiral,
and others
Some builds uses utility cards, like:
mind's desire,
mystic remora,
leyline of anticipation (I'm testing),
gigadrowse,
retraced image,
echoing truth (bounce the faeries),
wipe away,
cunning wish,
and others
Usually it runs counters like:
counterpell,
mana leak,
muddle the mixture,
memory lapse,
dispel,
disrupt,
spell pierce,
remand,
pact of negation,
flusterstorm,
force of will,
and others.
As win condition:
blue sun's zenith,
properity,
skyscribing (for multiplayer),
brainfreeze,
and others according to the build.
Once you get what you need, you start the combo. After started, the deck goes almost autopilot, is really fun.
Ok, after all that you might want to see a list, so I think you could try something like this:
1 Merchant Scroll
1 Mystical Tutor
4 Preordain
2 Peer Through Depths
1 Ponder
1 Brainstorm
4 Snap
4 Cloud of Faeries
4 Frantic Search
4 Time Reversal
1 Brain Freeze
1 Blue Sun's Zenith
1 Mind's Desire
1 Echoing Truth
2 Disrupt
18 Island
Change this deck whenever you feel like it, because I guess that in the end the list will be a combination of the meta you're playing, your experience, your play style and your budget.
I hope it help you.
Obviously that's what the deck needs, but there isn't enough things in the deck to untap lands and get enough mana to make either lethal.
Edit: Sorry, didn't realize this thread had been necroed
Modern Junk Primer
Legacy ANT Primer
L1 Judge
It's vintage discussion on MTGS, everything is old and necroed.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
With Time Spiral you can rinse and repeat for a lethal BSZ.
Decks I play and stuff.
Legacy Burn
Modern Mono U Tron