Piceli89
11-17-2014, 08:45 PM
Note to the mods:
I know there are already 2 active threads open for High Tide variants but this differs significantly in card choices and gameplan so I would like it to stay open as soon as no one shits it out with spam. Thanks.
Playing High Tide in Legacy these days has become even more difficult than it was 3-4 months ago due to the advent of the delve cards in KtK, which have prompted the metagame to adjust by maindecking Pyroblast in various URx flavours. For a deck centered pretty heavily around one (blue) card this is very bad news.
On another hand, though, this change may be interesting as Dig Through Time is a very powerful spell netting both CA and a huge range of selection, all at the cost of two mana (even scalable if needed). It screams potential with the cheap suite of cantrips already being the core of Tide decks and may provide further resilience in the face of disruption, as well as increased chances of finding proper answers post-board- think about Wipe Away against Counterbalance for an example.
The price to pay, however, is steep: Time Spiral can't work along with a spell that exiles resources thus it's either one or the other. You wouldn't want to delve away High Tides or untappers.
The other shell where DTT may find a home, in the process of being tested these days, is Solidarity.
However, the deck is known to have major restrictions in being forced to play instants only, resulting in a very limited capability of setting up its combo at a reasonable pace for the format mainly because of the lack of Ponder and Preordain. This is not to detract anything from the beauty of it, but it's difficult to defend Opt and Impulse as legit cards in 2014.
What I am going to propose, therefore, is a different build aimed to maximize the inclusion of DTT, based neither on Reset nor on Spiral.
We have to look back at the (very) old days of Spring Tide (original thread here (http://www.mtgthesource.com/forums/showthread.php?2594-Deck-Spring-Tide&highlight=spring+tide)), which was the former sorcery-speed variant of choice.
The deck was centered around the Cloud of Faeries+Snap sinergy and it could kill on turn three if undisrupted- which is on average a turn before most Spiral Tide variants- by packing Ideas Unbound alongside 3-4 Meditates with the usual suspects to generate fast sequences of untapping, tapping and drawing a bunch of cards to access the lethal Brain Freeze. It was a good deck but slightly gamble-ish and eventually it was obsoleted by the upside(s) of having a card that both fulfilled the role of untapper and draw-7, which skyrocketed its consistency.
Where should we head towards then and why should we undo the progresses done so far?
I'll start things off with a rough list to show what I mean.
Dig Through Tide 2k14
4 Brainstorm
4 Preordain
4 Ponder
1 Meditate
4 High Tide
4 Cloud of Faeries
3 Snap
2 Turnabout
4 Force of Will
2 Flusterstorm
1 Pact of Negation (or 3 Pacts, still figuring out)
4 Merchant Scroll
4 Dig Through Time
3 Cunning Wish
4 Flooded Strand
4 Scalding Tarn
8 Island
SB: 3 Grafdigger's Cage
SB: 2 Wipe Away
SB: 1 Pact of Negation
SB: 1 Echoing Truth
SB: 1 Hydroblast
SB: 1 Snap
SB: 1 Meditate
SB: 1 Turnabout
SB: 1 Rebuild
SB: 1 Brain Freeze
SB: 1 Blue Sun's Zenith
SB: 1 Twincast
These are the reasons I'm advocating this list to be a substantial improvement over what's avaiable now.
1.
Maindeck Snap. This metagame is defined by, amongst the others:
- Delver
- Stoneforge
- Swiftspear
- Germ token
- (Hatebears)
These all get hit bad by Snap, in terms of tempo.
One may argue that it is card disadvantage and it is a bad move, but the point is that the deck's already fit to abuse Snap as a combo engine; it being a (free) bounce spell against some of the most popular creature threats is a huge side bonus which comes handy.
What I always found out when playing the other variants is that they struggle to the known formula of fast clock+ cheap disruption; Snap may put a hamper on this plan without the need to warp the structure of the deck.
Also, Dig helps in making up for the loss of cards and it strenghtens Force of Will the same way Treasure Cruise does- one feeds each other in a loop.
Snap is already being played in Solidarity with Snapcaster Mage but I believe it is better in conjunction with Cloud and, as I specified, the problem of that deck lies somewhere else.
2.
Time Spiral has become too slow. There are people still putting up (few) results with it but a deck that is based on resolving a six mana spell has a difficult life in Legacy, especially considering that the rest features a non-negligible number of 3cc (Wish, at least 1 Meditate, 1 Intuition) and 4cc. Putting all baskets on such high-costed untappers may be a risky proposition in a format laden with ultra-cheap disruption and threats. UR Delver is so fast that it defines the pace of the format and makes non-winning 3cc+ spells often too heavy. I think this is the reason why ritual-based decks and Show and Tell-based ones are overall preferred choices.
3.
Dig Through Time is a better Ideas Unbound while comboing and/or a double Impulse while setting up. This allows to grab High Tide+untapper, High Tide+ draw spell, double cantrip, double protection, a mix of these. When going off the deck is able to fill its graveyard again at blistering speed with the cc1 cantrips and Dig doesn't give the opponent another shot of stopping you like Spiral does.
I'll go deeper and say that it a better card to have in hand than Time Spiral because Spiral sucks before going off.
-----
Some tips/synergies:
You can pretend to combo off and Snap a creature of your opponent, so if they Bolt/Plow it in response to stop your chain they get cut off their clock. Useful in desperate scenarios.
Cloud of Faeries is a very flexible card as the cycle can be relevant (even after a Snap) to fuel mana, bin a card for Dig and work in conjunction with cantrips. It can also be used with Brainstorm to sandbag a Force of Will from ANT's discard spells.
-----
In a nutshell, Dig allows to lower the curve, which in turn enables going off on turn 3 in non-interactive matchups while still keeping the structure consistent and being able to recover well in grindy matchups. Scroll, Dig and Wish give the deck an unparalled capability of filtering cards at the right times.
I'm far from claiming that this is the next big thing and that it is crystal-clear better than the other variants, but my feeling about the format nowadays is that you have to push things a bit further in terms of speed to keep up with it.
Having 2-mana untappers helps mitigating Daze, Flusterstorm and indirectly Pyroblast because you are saving mana to fire another untapper or to pay for it/get around it. Turnabouts are still there for midrange/control decks (Miracle) and to not rely on a creature to get the combo going when creature removal can't be beaten.
Earlier tests seem to confirm that Dig is really, really good. The best thing is that the deck isn't that much reliant on it and doesn't get hurt deadly if "hard" graveyard hate like RIP is brought post-board; conversely soft hate like Relic and Deathrite is doable by powering small bursts of cheap cards in a single turn.
-----
I'll keep on refining this and I hope this may prompt constructive discussion; please test the deck a bit before dismissing it- I think there is still room for improvement.
I know there are already 2 active threads open for High Tide variants but this differs significantly in card choices and gameplan so I would like it to stay open as soon as no one shits it out with spam. Thanks.
Playing High Tide in Legacy these days has become even more difficult than it was 3-4 months ago due to the advent of the delve cards in KtK, which have prompted the metagame to adjust by maindecking Pyroblast in various URx flavours. For a deck centered pretty heavily around one (blue) card this is very bad news.
On another hand, though, this change may be interesting as Dig Through Time is a very powerful spell netting both CA and a huge range of selection, all at the cost of two mana (even scalable if needed). It screams potential with the cheap suite of cantrips already being the core of Tide decks and may provide further resilience in the face of disruption, as well as increased chances of finding proper answers post-board- think about Wipe Away against Counterbalance for an example.
The price to pay, however, is steep: Time Spiral can't work along with a spell that exiles resources thus it's either one or the other. You wouldn't want to delve away High Tides or untappers.
The other shell where DTT may find a home, in the process of being tested these days, is Solidarity.
However, the deck is known to have major restrictions in being forced to play instants only, resulting in a very limited capability of setting up its combo at a reasonable pace for the format mainly because of the lack of Ponder and Preordain. This is not to detract anything from the beauty of it, but it's difficult to defend Opt and Impulse as legit cards in 2014.
What I am going to propose, therefore, is a different build aimed to maximize the inclusion of DTT, based neither on Reset nor on Spiral.
We have to look back at the (very) old days of Spring Tide (original thread here (http://www.mtgthesource.com/forums/showthread.php?2594-Deck-Spring-Tide&highlight=spring+tide)), which was the former sorcery-speed variant of choice.
The deck was centered around the Cloud of Faeries+Snap sinergy and it could kill on turn three if undisrupted- which is on average a turn before most Spiral Tide variants- by packing Ideas Unbound alongside 3-4 Meditates with the usual suspects to generate fast sequences of untapping, tapping and drawing a bunch of cards to access the lethal Brain Freeze. It was a good deck but slightly gamble-ish and eventually it was obsoleted by the upside(s) of having a card that both fulfilled the role of untapper and draw-7, which skyrocketed its consistency.
Where should we head towards then and why should we undo the progresses done so far?
I'll start things off with a rough list to show what I mean.
Dig Through Tide 2k14
4 Brainstorm
4 Preordain
4 Ponder
1 Meditate
4 High Tide
4 Cloud of Faeries
3 Snap
2 Turnabout
4 Force of Will
2 Flusterstorm
1 Pact of Negation (or 3 Pacts, still figuring out)
4 Merchant Scroll
4 Dig Through Time
3 Cunning Wish
4 Flooded Strand
4 Scalding Tarn
8 Island
SB: 3 Grafdigger's Cage
SB: 2 Wipe Away
SB: 1 Pact of Negation
SB: 1 Echoing Truth
SB: 1 Hydroblast
SB: 1 Snap
SB: 1 Meditate
SB: 1 Turnabout
SB: 1 Rebuild
SB: 1 Brain Freeze
SB: 1 Blue Sun's Zenith
SB: 1 Twincast
These are the reasons I'm advocating this list to be a substantial improvement over what's avaiable now.
1.
Maindeck Snap. This metagame is defined by, amongst the others:
- Delver
- Stoneforge
- Swiftspear
- Germ token
- (Hatebears)
These all get hit bad by Snap, in terms of tempo.
One may argue that it is card disadvantage and it is a bad move, but the point is that the deck's already fit to abuse Snap as a combo engine; it being a (free) bounce spell against some of the most popular creature threats is a huge side bonus which comes handy.
What I always found out when playing the other variants is that they struggle to the known formula of fast clock+ cheap disruption; Snap may put a hamper on this plan without the need to warp the structure of the deck.
Also, Dig helps in making up for the loss of cards and it strenghtens Force of Will the same way Treasure Cruise does- one feeds each other in a loop.
Snap is already being played in Solidarity with Snapcaster Mage but I believe it is better in conjunction with Cloud and, as I specified, the problem of that deck lies somewhere else.
2.
Time Spiral has become too slow. There are people still putting up (few) results with it but a deck that is based on resolving a six mana spell has a difficult life in Legacy, especially considering that the rest features a non-negligible number of 3cc (Wish, at least 1 Meditate, 1 Intuition) and 4cc. Putting all baskets on such high-costed untappers may be a risky proposition in a format laden with ultra-cheap disruption and threats. UR Delver is so fast that it defines the pace of the format and makes non-winning 3cc+ spells often too heavy. I think this is the reason why ritual-based decks and Show and Tell-based ones are overall preferred choices.
3.
Dig Through Time is a better Ideas Unbound while comboing and/or a double Impulse while setting up. This allows to grab High Tide+untapper, High Tide+ draw spell, double cantrip, double protection, a mix of these. When going off the deck is able to fill its graveyard again at blistering speed with the cc1 cantrips and Dig doesn't give the opponent another shot of stopping you like Spiral does.
I'll go deeper and say that it a better card to have in hand than Time Spiral because Spiral sucks before going off.
-----
Some tips/synergies:
You can pretend to combo off and Snap a creature of your opponent, so if they Bolt/Plow it in response to stop your chain they get cut off their clock. Useful in desperate scenarios.
Cloud of Faeries is a very flexible card as the cycle can be relevant (even after a Snap) to fuel mana, bin a card for Dig and work in conjunction with cantrips. It can also be used with Brainstorm to sandbag a Force of Will from ANT's discard spells.
-----
In a nutshell, Dig allows to lower the curve, which in turn enables going off on turn 3 in non-interactive matchups while still keeping the structure consistent and being able to recover well in grindy matchups. Scroll, Dig and Wish give the deck an unparalled capability of filtering cards at the right times.
I'm far from claiming that this is the next big thing and that it is crystal-clear better than the other variants, but my feeling about the format nowadays is that you have to push things a bit further in terms of speed to keep up with it.
Having 2-mana untappers helps mitigating Daze, Flusterstorm and indirectly Pyroblast because you are saving mana to fire another untapper or to pay for it/get around it. Turnabouts are still there for midrange/control decks (Miracle) and to not rely on a creature to get the combo going when creature removal can't be beaten.
Earlier tests seem to confirm that Dig is really, really good. The best thing is that the deck isn't that much reliant on it and doesn't get hurt deadly if "hard" graveyard hate like RIP is brought post-board; conversely soft hate like Relic and Deathrite is doable by powering small bursts of cheap cards in a single turn.
-----
I'll keep on refining this and I hope this may prompt constructive discussion; please test the deck a bit before dismissing it- I think there is still room for improvement.