![]() ![]() ![]() These cards are used together to create a huge amount of mana which is then used to cast Blue Sun’s Zenith on the opponent. Since we want to combo when we have 4 or more Islands, a single High Tide means that we are generating the most mana we can get before we cast Time Spiral. Opponents will often concede if this card resolves. Your common turn will be High Tide, followed by Turnabout, finally followed by Time Spiral. However, when paired with High Tide, we end up generating mana and shuffle back High Tides into the deck. Time Spiral - When reading this card, both players drawing 7 cards and refunding the mana cost seems underwhelming. You don’t need to inform opponents about floating mana but you can’t lie about the symmetric effect of High Tide. Be warned, opponents’ Islands also add the additional blue if they tap an Island. High Tide - The namesake of the archetype, causes Islands to tap to produce an additional blue. ![]() It is worthy to note that Solidarity cannot easily win on your own turn but can usually win in response to an opponent declaring and attack or casting cards. due to its higher level of consistency versus Solidarity. After the banning of Dig Through Time, Spiral Tide became the more popular and powerful choice. Spiral Tide is more control-oriented while Solidarity more combo oriented. High Tide can be split into 2 main archetypes: Spiral Tide and Solidarity. It does this by attempting to monopolize the reactive style of play, as opposed to playing threats each turn. High Tide is a deck that attempts to dominate one side of card game theory. ![]() High Tide is a deck that has been prevalent in Legacy’s history, predating even the Type 1 and Type 1.5 split (the split of Legacy and Vintage) back in 2005. ![]()
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