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Moxonomy

High Tide

InstantBlue mana

The seed of one of the most enduring combo engines in the game's history, hiding in a common from an early supplemental set. The mechanic is deceptively narrow: it does not produce mana directly, it doubles the yield of every Island tapped for the rest of the turn. Resolved into a single untapped Island it is a wash, but the net gain scales with how many Islands you have to tap under it, so even on its own the floor and ceiling are set by your manabase rather than by the spell. The design only catches fire when that mana is reinvested into untapping the same Islands and re-tapping them while the effect still hangs over the turn, so the doubling compounds against itself rather than adding once. That recursion turns a small amount of floating blue into a critical mass through repeated Island taps, bounded only by how many Islands you control and how many ways you have to untap them and convert mana into cards. The card asks nothing of the rest of the turn except that you do all of it at once, in a single explosive instant-speed sequence, which is exactly why the archetype that grew up around it took its name from this one card. What looks like a marginal mana trick is really a multiplier waiting for a loop to attach to, and dedicated blue storm-style combo in older formats traces back to the moment someone realized the doubling stacks on itself.

High Tide (vma)
VMA · #73uncommon
Pricing
Normal: $3.06
Foil: $4.71
Oracle Text

Rules text

Until end of turn, whenever a player taps an Island for mana, that player adds an additional Blue mana.
Legalities

Format Status

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

Other printings

8 sets
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