Originally Posted by
Vacrix
You don't need to see a Tide in your opener to beat aggro by turn 4; you need to find one. Running 4 Cunning Wish and a High Tide in the board ensures that you will be able to grab it on turn 3 and go off on turn 4 if you can't find one naturally with your cantrips. I don't see whats so hard to understand about this. Further, this is not even 'my' playstyle, someone else in the thread came up with it and I was not the only one to play a 4 Wish/3 Tide build.
Sorry but you are not making the deck any stronger by holding onto dreams of turn 3 wins. This point will not make sense to you until you can accept that a 4 Wish/3 Tide build makes Solidarity FAR more consistent on turn 4. Why? You have 7 virtual copies of High Tide; of course, you only have 7 if you consider that you will have your High Tide on turn 3 to set up for a turn 4 kill.
It seems you've like the word only ... Remand is great as a virtual Time Walk, I'm well aware of all its interactions, and its use as a soft-counter to delay the game. I was referring to the fact that there are several phases to the combo itself:
Phase 0 - Set-up
This is where cantrips are played to find the golden ratio of [High Tide, Reset, Meditate]. You don't NEED this combination to go off but its the ideal hand you are trying to scuplt in addition to other cantrips.
Phase 1 - High Tide
If High Tide resolves then we are good to go. If not, a counterwar of sorts ensues.
Phase 2 - Meditates
The means by which we get enough card advantage to hit the 20 storm count. Now ultimately you also play cantrips and such in this phase but they are mostly to find Meditates so that you can gain card advantage and don't have to scramble with your mana and spells to get to a high enough storm count to get the kill.
Phase 3 - Kill
Either we play an arbitrary number of spells and then Remand our own Brainfreeze for the kill, or we play a natural Brainfreeze with storm 20. Then we Cunning Wish for a spell like Stroke/Words of Worship to make them draw a card.
My point was that Remand and Brainfreeze are cards that are relevant to Phase 3. The 4 Wish build makes it far easier to get to Phase 1 by turn 4 because you run MORE copies of High Tide; 7 is greater than 3. The Three Wishes functioned as a means by which to get the card advantage you need in order to have enough spells to get to phase 3. With a heavier business focus, and more Impulse effects, you can consistently dig into the deck for either Resets, High Tides, or Cunning Wishes. You aren't consistently getting to Phase 3 without some card advantage. I decided that I didn't want to be cantripping for 3 different combo pieces and limited that scope to 2 instead, at the expense of Remands strength in turn 0. The metagame didn't force me to play Remand so I didn't. I know how good it is and the current metagame isn't too good for Three Wishes. I would still play a 4 Wish/3 Tide list any day of the week.