Dream Tides is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and payfor each creature chosen this way. If the player does, untap those creatures.
Complete guide
Dream Tides is a powerful blue enchantment that significantly alters the pace of the game by locking down the battlefield. It forces players to choose between spending their precious mana or leaving their creatures exhausted and unable to act. This card is a staple for control players who want to grind the game to a halt and tax their opponents' resources.
Stalling the Untap Step
The primary effect of Dream Tides is a static ability that prevents all creatures from untapping during their controller's untap step. This affects every player equally, including you. While this creates a symmetrical lock, green creatures are naturally immune to the payment requirement later in the turn, though they still do not untap automatically during the untap step.
Paying the Upkeep Tax
At the beginning of each player's upkeep, a triggered ability goes on the stack. That player may choose any number of their tapped nongreen creatures and pay {2} for each one. If they pay the total cost, those specific creatures are untapped immediately. This is a one-time opportunity per upkeep; you cannot decide to pay for more creatures later in the turn once the trigger has resolved.
Strategy and Timing
Dream Tides is most effective when paired with other 'taxing' effects that strain an opponent's mana pool. Because it targets the upkeep phase, it forces opponents to spend mana before they draw a card for the turn or enter their main phase, often leaving them unable to cast spells if they want to attack or block with their creatures.
Interaction examples
With both enchantments on the battlefield, an opponent faces a heavy mana burden. First, at the beginning of their upkeep, Dream Tides triggers, requiring {2} per creature they wish to untap. Later, if they want to attack you, Propaganda requires an additional {2} per attacking creature. This combination makes attacking nearly impossible without a massive surplus of mana.
If your opponent spends their mana during the upkeep to untap their army via Dream Tides, they will likely be tapped out for their main phase. When they attempt to cast a spell with their remaining mana, Rhystic Study triggers. Since they spent their resources untapping creatures, they are less likely to be able to pay the {1} for Rhystic Study, allowing you to draw cards freely.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Dream Tides
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You can only untap nongreen creatures once, since this has a beginning of upkeep triggered ability.
No other card is named in this ruling.
Legal formats
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Meta decks with Dream Tides
No archived Top 8 deck with this card yet.



Propaganda
Rhystic Study