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Moxonomy

Read the Tides

Sorcery5 generic manaBlue mana

The trade a modal spell makes is that neither half is priced to be efficient on its own; you pay a premium for the option to pick the right mode as you cast the spell. Here the price is steep on both ends: six mana for three cards is well behind the rate cheaper draw spells set, and six mana to bounce two creatures at sorcery speed is a tempo play that arrives a turn or three too late to matter in a fast game. The design logic is not efficiency but insurance. A control shell wants card advantage most of the time, but occasionally needs to unstick a board or reset a pair of resolved threats, and this folds both needs into a single card slot rather than asking the deck to run two dedicated answers. The bounce mode is worth reading closely: "up to two target creatures" lets you clear an opposing pair, or split the bounce across your board and theirs to reset a creature you want to recast for its enter-the-battlefield trigger. But note the sorcery speed: you are bouncing on your own turn, into your own main phase, so this is proactive board management, not a reactive answer held up on an opponent's turn. Whether the insurance justifies the rate is a format question, but the shape is a clean expression of what modal cards are for: paying extra so the deck carries fewer dead cards.

Read the Tides (m21)
M21 · #62common
Pricing
Normal: $0.09
Foil: $0.23
Oracle Text

Rules text

Choose one — • Draw three cards. • Return up to two target creatures to their owners' hands.
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
N/A
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