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Author Topic: Can High Tide make a comeback?  (Read 3102 times)
Yakuza
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« on: March 11, 2004, 06:43:32 pm »

Well as the title says, I was wondering can the High Tide Deck make a comeback in T1 tournament play.
Here is my list, so tell me what do you think.

lands(16):
4 Underground Sea
4 Island
4 Poluted Delta
4 Flooded Strand

spells(40):
1 Black Lotus
1 Ancestral Recall
1 Timetwister
1 Mox Sapphire
1 Mana Crypt
1 Sol Ring
1 Frantic Search
1 Windfall
1 Mystical Tutor
1 Lotus Petal
1 Minds Desire
1 Brain Freeze
1 Braingeyser
1 Yawgmoths Will
1 Demonic Tutor
2 Merchant Scroll
2 Tendrils of Agony
2 Helm of Awakening
3 Brainstorm
4 High Tide
4 Meditate
4 Impulse
4 Snap

Creatures(4):
4 Cloud of Fairies

SB
Not quite yet worked out, but I am sure about the following
4 Force of will
4 Chill
.
.
.
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Lord_Drazinus
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« Reply #1 on: March 11, 2004, 06:57:35 pm »

4 force of will sideboard? what are you gonna side it in against, o wait, lemme answer; everything...
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Sylvester
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« Reply #2 on: March 11, 2004, 07:06:08 pm »

More content please. Why would it return? What mod did you make and why? (etc).

This is getting moved.
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jpmeyer
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« Reply #3 on: March 11, 2004, 08:01:48 pm »

Correct!
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pox_reborn
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« Reply #4 on: March 11, 2004, 08:52:26 pm »

i have seen a high tide deck in my area in action. It uses spell cost reducers and free spells in order to build up a large storm count. Cost reducers and and urza saga untap spells make his deck able to generate mana. A key part to all of his deck is future sight. It allows continuous digging until a tendrils of agony was found. He used to use burning wish to fetch one before it was restricted.

 The deck he plays with is amazing! I remember one funny time when he was able to go infinite with the deck. You see he was up against life.dec. The deck went infinite and their was little he could do. It  was the 3rd round and he had to win to get in the finals. What he did was being able to generate enough mana through free spells to be able to continuously play cards with future sight and attempt to draw all lands out of his deck so that he couldnt fizzle. I forget which graveyard shuffler he used though.
In the end the life.dec player conceded after knowing he had no lands left in his deck.
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mrieff
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« Reply #5 on: March 12, 2004, 04:08:56 am »

I would not run Brain Freeze AND Tendrills. Pick one (and choose Tendrills).
You may also want to consider Time Spiral.

Unfortunately, I think that Rector, Dragon, and TPS are all superior combo choices.
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FORCE-OF-WILL
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« Reply #6 on: March 12, 2004, 12:47:51 pm »

I dont know crap, and i give you credit for making the deck work.

But Honestly im my experiance this is too clunky for work in combo type 1. The new long.dec and Gragon are both faster and much more consistant than this looks. Ill apprentice it up tonight to give it a shot.
Most of my other comments were already stated above; FOW should be maindeck, You need as many draw 7's as you can....
The high tide concept is flawed in vintage by default as you want to win int he first two turns to be competive....so how effective can the tide be?
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Dead-Pool
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« Reply #7 on: March 12, 2004, 01:00:07 pm »

Because you need to win within the first 3 turns to be competive in T1 that you definately need to splash green for Fastbond, not only that if you play future sight then your steady, and you can play all your land. They are very right, you dont need a brain freeze AND a tendrils, and brain freeze is not the way to go. Tendrils much better, and only requires 10 spells so if you start to fizzle out semi early you could easily win, 10 spells isnt that much.

I think you need more mana acceleration to play combo, but i haven't tested this deck list so i dunno about that. I would say maybe play more moxen, But i can see where your comming from because that hurts all your untap lands spells, and if your gonna splash green... Regrowth + timetwister some good. If you can get to 6 Mana fairly easy... I would say definately put the Time spiral in... and FoW need to be main deck to stop the hate, and disruption.
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« Reply #8 on: March 14, 2004, 07:25:05 pm »

This deck looks like it is a slower version of a TPS type combo with a different engine for mana, (which is very easy to disrupt any counter to either high tide or any of the when played untap lands spells).  This deck neither looks more explosive then TPS or more cosistant then dragon.dec and just as easy if not eaiser to stop then either.  (edit) Unless something is restricted or errataed in one of those decks to make it fade out i see no place for this deck in the meta

(edit) The deck can kind of be considered rogue but it doesn't have any suprise cards that change the game so the answers that apply in the TPS matchup apply here as well.
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« Reply #9 on: March 14, 2004, 11:40:31 pm »

i used to play high tide and i found Turnabout to be amazing. It let me continue when i was about to stall.
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Tha Gunslinga
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« Reply #10 on: March 14, 2004, 11:53:16 pm »

I have no experience with this deck, but nevertheless:

Why no Palinchron?  Easy infinite mana and infinite spell count.
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Zerephel
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« Reply #11 on: March 15, 2004, 01:26:49 am »

I would have to Agree with Gun, why no palinchron?
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Yakuza
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« Reply #12 on: March 15, 2004, 09:42:41 am »

Ok, The splash of green is a realy good idea, and I'm trying to work something out.
And, as palinchron goes Initialy I thought that 7 mana would be too much for turn 1 or 2, but now(as I'm trying to free some space for green) I'll try to drop cloud of fairies, and snap, and add palinchron instead.

Thanks, and keep the comments coming!
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