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Crashing Tide

Sorcery2 generic manaBlue mana

Bounce-and-draw on a sorcery is a known quantity: tempo at a price, a card that buys you a turn while replacing itself. What this one bolts on is conditional flash, gated behind a Merfolk in play, and that gate is the entire pitch. The base effect at sorcery speed is a fine but unspectacular tool: clear a blocker before your alpha strike, return your own creature to hand in response to nothing (only during your own main phase), or reset an opponent's enters-the-battlefield creature. With a single Merfolk on board it becomes an instant, and the strategic axis shifts hard. Now it is a combat ambush that removes an attacker at declaration, a reactive answer you hold up while keeping mana for a turn that stays quiet, and a way to save your own creature from a removal spell mid-turn. The reward structure points exactly where you would expect: the card is best in a deck already committed to Merfolk, so its instant-speed ceiling is paid for by the same board presence that makes the rest of that deck work. It is a clean example of pricing a flexible utility spell at sorcery speed and then handing instant speed to the deck that earns it, rather than printing the instant outright and balancing the cost upward.

Crashing Tide (rix)
RIX · #34common
Pricing
Normal: $0.07
Foil: $0.15
Oracle Text

Rules text

This spell has flash as long as you control a Merfolk. Return target creature to its owner's hand. Draw a card.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

2 sets
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