Ladder Tournament: Winning High Tide list and suggestions

This is the High Tide deck I played in the Ladder Tournament.

Following the High Tide deck I have been playing lately, seven cards off the original.

First, some comments on cuts.

Cloud of Faeries: Acts as an untapper, and a free chump blocker before combo. What is not to like? The problem is, it does not do either good enough to warrant a slot. You don’t want to play two mana for just cycling, either.

Opt: You need sorcery cantrips to maintain Spellweaver Volute and dig land in early game. Being an instant with worse effect, Opt is a wasted slot.

Peer Through Depths: You’ll always hit something, but more often than not, the card you really want of the punch is neither Instant or Sorcery. Does not help you find land early game either.

Withdraw: Good, but have to compete with other anticreature cards. Right now I prefer Snapper and Ironfoot.

Delay and Miscalculation: Nothing wrong with these, just had to cut those to make room for other cards.

Repeal: Does not help against Gaddok Teeg. Using it to Treachery or Drake does not even generate mana.

Then, recent additions.

Wayfarers Bauble and Solemn Simulacrum: The deck’s worst matchups, apart from Fish, are the most aggressive ones. You need either six islands or multiple tides to go infinity with Palinchron, so you don’t want to play Tide until you absolutely have to. Fast decks can make you go off sooner than you’d feel comfortable to, and these two help you make that 6th land drop a turn earlier. Solemn even chumps to let you see that turn.

Rude Awakening: Self-explanatory.

Sea Gate Oracle: Wall of Blossoms nor Court Hussar this is not, but even at three mana, a blocker that Sleight of Hand‘s is too good to pass up.

Back to Basics: Does not fit the deck’s theme, but is such a bomb that one just cannot justify not playing it.

Calcite Snapper and Phyrexian Ironfoot: The best defensive creatures not already in deck. Other alternatives include Wall of Tears and Wall of Frost, but I choose ones able to get offensive if situation arises. Winning via damage is now more viable alternative plan. The jury is still on these cards if they really are better than more bounce or counters.

There are not many other cards I’d consider cutting. Telling Time and Concentrate are the two worst draw spells left. Telling Time sees three cards deep, which I think is the minimum and rules out cards like See Beyond. It is a great setup card and can be played End Step with counter mana up on opponent’s turn. The best sorcery alternative (to better support Volute) is Strategic Planning, a fine card but nothing spectacular. A protection spell could go into this slot too. Concentrate is at its best when the deck wants to impose a control deck, but is really clumsy in combo mode. The question is, does the deck pack enough pure CA without it, or will its best matchup (control) weakened too much for removing it?

Some excluded cards.

5+ cc draw spells: far too slow to make an impact. If you have abundant mana going off, just chain cheaper draw spells.

Library: not being an island is intolerable, and it only helps in already good matchups.

Candelabra of Tawnos: Have tested it and not liked it. It costs X+to untap X lands, so it’s less effective than alternatives, unless played beforehand. I thinks the biggest thing against it is, that unlike other untap spells, it does absolutely nothing before Tide. It might be that it still belongs, but I have done fine without.

Extraplanar Lens: Though asymmetrical and can be played early without fear of helping an opponent more, this actually slows you down as you’ll need one more land drop before you can go off.

Mind Over Matter: Just bad. [Ed: Can't imagine this being bad in the deck. It comboes very well with Candelabra of Tawnos btw.]

Thanks:

At least these fellow Finns have helped developing the deck: Sabo, Oze, Pyyhttu, deviant, Tiggupiru. The deck presented here is just my version, others have slightly different preferences on card choices and splash colours.

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11 Responses
  1. Tiggupiru Tiggupiru says:

    I don’t think I’ve done anything to develop this deck. In fact, I probably still haven’t played enough games to start bringing educated opinions on what I want to play in this deck. :)

    That being said, I don’t really like Spellweaver Volute, as it is vulnerable to both disenchants and GY hate. I need more testing to find out if it is necessary, which I think it is, as this deck is all about cantripping to a bomb (draw 7, mind’s desire). I really want to find a way not to play it.

  2. MMD MMD says:

    Would you please explain why you prefer this deck over UG Springtime which IMO has a faster mana development and more bombs which improves the aggro matchup without loosing ground on the control matchup.

  3. Nastaboi Nastaboi says:

    I shelved my UGw Heartbeat combo the day they unnecessarily banned Enlightened Tutor. Why play this? Come on, the deck is freaking Mono-U! You play a dreaded draw-go, but instead of Meloku/Morphling/Oona, you just explode in their face in one turn. UG ramp has no “control” feel on it, it is just a tapout deck for those who want to play big spells.

    I know that Sabo likes to play the deck more Volute-centered. For me, it’s just tetriary engine after Spiral and Desire. It has its weaknesses, but I still think it’s just too good not to run.

  4. MMD MMD says:

    Mmh, I think I need to play (against) it to properly understand the deck . On paper the deck looks like a huge spell chain without doing anything if one of the few important cards do not appear/resolve . I don´t see how this deck can win against UGx Aggrocontrol and Fastaggro especially when they have discard & geddon effects. However a deck which wins with a huge Mind´s Desire is always interesting for me and it has a rogue factor which can be an advantage.

  5. Tiggupiru Tiggupiru says:

    Fish (or aggrocontrol) are huge against this deck, obviously. This deck can combat fast aggro via chump blockers and/or counterspells until it can accumulate critical mass. Against control it’s usually quite easy to sculpt a perfect hand and then go off with it, unless they can muster a reasonable clock.

    You are correct on the “big spells not appearing = losing”, although it’s possible to end up chaining bounce spells, big creatures and have a grip full of counterspells to win without actually going off the traditional way.

  6. Elric Elric says:

    have you ever tested bösium strip in this deck? Seems to me, that it can be pretty good here (btw. also a Combo with MoM)

  7. Elric Elric says:

    and what about parallax tide? You can generate mana while comboing, otherwise it disrupts randomly or you can use it as a protection spell.

  8. Nastaboi Nastaboi says:

    Paralax Tide won’t go off until your next upkeep and thus don’t work. Bösium Strip is like Volute but infinitely worse. Generally, all the cards that don’t do anything before comboing have to be absolute bombs to warrant inclusion.

    OTOH, AEther Master and Preordain from M11 are insane and will be in the deck.

  9. Zoe Zoe says:

    I don’t think I’ve done anything to develop this deck. In fact, I probably still haven’t played enough games to start bringing educated opinions on what I want to play in this deck. :)

    That being said, I don’t really like Spellweaver Volute, as it is vulnerable to both disenchants and GY hate. I need more testing to find out if it is necessary, which I think it is, as this deck is all about cantripping to a bomb (draw 7, mind’s desire). I really want to find a way not to play it.

  10. Sabo Sabo says:

    I’ve been playing this deck for couple of years now and I truly believe that it’s one of the strongest decks out there if not _the_ strongest. It’s incredibly consistent for a combo deck and very hard to disrupt. My current mono-U version is the following:

    Land (29):
    29 island (snow-covered/normal depending on which one is played less to prevent opponent gaining mana from extraplanar lens

    Acceleration (5):
    Sapphire Medallion
    Talisman of Dominance (random talisman and outside chance of flashbacking teachings)
    Helm of Awakening
    Temporal Manipulation
    Time Warp

    Creature Control (10):
    Aether Adept
    Man’o'War
    Aether Spellbomb
    Capsize
    Repeal
    Repulse
    Venser
    Propaganda
    Plumeveil
    Withdraw

    Engine (11):
    High Tide
    Extraplanar Lens
    Turnabout
    Time Spiral
    Palinchron
    Frantic Search
    Spellweaver Volute
    Treachery
    Snap
    Reality Spasm
    Mind’s Desire

    Draw/Tutor (31)
    SDT
    Flash of Insight
    Deep Analysis
    Braingeysir
    FoF
    Preordain
    Foresee
    Stroke of Genius
    Tidings
    Mind Spring
    Ponder
    Relearn
    Merchant Scroll
    Concentrate
    Peer Through Depths
    Trinket Mage
    Opt
    Brainstorm
    Sleight of Hands
    Careful Consideration
    Compulsive Research
    Mystical Teachings
    Gifts Ungiven
    Dizzy Spell
    Thirst for Knowledge
    Serum Visions
    Impulse
    Recall
    Call to Mind
    Muddle the Mixture
    Personal Tutor

    Counters (14):
    FoW
    Cryptic Command
    Rewind
    Force Spike
    Condescend
    Spell Snare
    Counterspell
    Mana Leak
    Mana Drain
    Delay
    Arcane Denial
    Memory Lapse
    Remand
    Spell Pierce

    The key in playing this deck is aggressive mulliganing, leaving only islands and high tide/ tutor that can fetch high tide. About 75% of the games against aggro are won by high tide + time spiral after countering and bouncing their early threats. Pure control matchups are extremely easy as you have more counterspells and more card drawing than them. Key here is also to mulligan aggressively so that you do not miss early land drops. The engine cards play very well together and the deck has quite a few different ways to “go off”. Deck goldfish kills consistently on turn 5-6, and while this may seem a bit slow, it almost always draws 1-2 counters+bounce to buy enough time.

    Worst matchups are aggro decks with disruption in form of counters and/or winter orb + armageddon + ravages of war. I have 20 tournament matches played with different variations of this deck and my record is ridiculously 20-0. Certainly there is a lot of luck involved on a record like this, but it also tells about the consistency of the deck.

  11. MMD MMD says:

    I don´t think that there is a “strongest deck” in the format as you never know about the meta and there is no deck without bad matchups available. At least Bant Aggro(or even worser UGbw Aggro) are bad news.

    Decks packing
    - accleration for 2nd turn threat
    - cheap discard/counters
    (- geddon, ravages, orb, teeg)
    should be very difficult to beat

    I also think that this deck is weaker then UG Heatbeat because there are fewer must counter/defense spells in this list.

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