High Tide 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
Until end of turn, whenever a player taps an Island for mana, that player adds an additional.
Complete guide
High Tide is a staple of blue combo decks, turning every Island on the battlefield into a powerful mana generator. By providing an additional blue mana every time an Island is tapped, this one-mana instant can fuel massive turns and game-ending spells. Whether you are playing a dedicated combo list or just need a temporary mana boost, understanding how this effect stacks is key to victory.
What It Does
High Tide creates a delayed triggered ability that lasts until the end of the current turn. Whenever any player taps a land with the 'Island' subtype for mana, that player adds one extra blue mana to their mana pool. This effect is not restricted to basic Islands; it applies to any land that has the Island land type in its type line, such as dual lands or triomes.
How It Resolves Step by Step
First, you cast High Tide for one blue mana. Once it resolves, the game state is modified for the remainder of the turn. Every time you tap an Island for mana, the original mana ability of the land goes on the stack (or resolves immediately if it is a mana ability), and the High Tide triggered ability adds an additional {U}. If you cast multiple copies of High Tide in a single turn, each one triggers independently, meaning two copies will result in two additional blue mana per Island tapped.
Common Mistakes
A frequent error is assuming High Tide only affects basic Islands. As long as the land has 'Island' printed on its type line, it will trigger the effect. Another common mistake is forgetting that the effect applies to all players; if you cast High Tide and your opponent taps an Island on your turn, they also receive the extra mana. Finally, remember that High Tide does not double all mana the land produces; it specifically adds one {U}, regardless of how much or what color mana the land originally produced.
When to Play It
High Tide is most effective when you have several Islands in play and a hand full of spells. Because it is an instant, you can cast it in response to an opponent's action to ensure you have enough mana for counter-magic. However, it is usually reserved for a 'combo turn' where you intend to generate a large surplus of mana to finish the game.
Interaction examples
You have two basic Islands untapped. You cast High Tide using one Island, leaving one Island open. Because High Tide has resolved, if you now tap that second Island for mana, it produces {U}{U} instead of just {U}. This allows you to cast Counterspell using only a single land, effectively saving your resources for further plays.
After resolving High Tide, you tap two Islands to generate four blue mana. You use one mana to cast a spell and hold three in reserve. When your opponent tries to stop you, you cast An Offer You Can't Refuse. Even though you give your opponent two Treasures, the massive mana advantage generated by High Tide ensures you have plenty of mana left to continue your turn despite the interaction.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : High Tide
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The delayed triggered ability refers to any land with the land type Island, not just those named Island.
No other card is named in this ruling.
- #2· Wizards of the Coast
The effect applies even if the Island in question entered the battlefield after High Tide resolved.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
High Tide + Archaeomancer + Snap
- 1Cast High Tide by paying
, causing Islands to add an additional
this turn.
- 2Activate two Islands by tapping them, adding
.
- 3Cast Archaeomancer by paying
.
- 4Archaeomancer enters the battlefield, returning High Tide from your graveyard to your hand.
- 5Activate an Island by tapping it, adding
.
- 6Cast High Tide by paying
, causing Islands to add an additional
this turn.
- 7Activate an Island by tapping it, adding
.
- 8Cast Snap by paying
, returning Archaeomancer from the battlefield to your hand and untapping two Islands.
Panharmonicon + Archaeomancer + High Tide + Ghostly Flicker
- 1Cast High Tide.
- 2Tap the Island for
.
- 3Cast Ghostly Flicker targeting Archaeomancer and the Island.
- 4Archaeomancer triggers twice, returning Ghostly Flicker and High Tide from your graveyard to your hand.
- 5Cast High Tide.
- 6Tap the Island for
.
- 7Cast Ghostly Flicker targeting Archaeomancer and the Island.
- 8Archaeomancer triggers twice, returning Ghostly Flicker and High Tide from your graveyard to your hand.
Palinchron + High Tide
- 1Cast High Tide for
.
- 2Cast Palinchron for
.
- 3Palinchron enters the battlefield, untapping at least six Islands you control.
- 4Activate six Islands you control by tapping them, adding twelve
.
- 5Activate Palinchron by paying
, returning Palinchron to your hand.
- 6Repeat from step 2.
Ioreth of the Healing House + High Tide + Freed from the Real
- 1Cast High Tide by paying
.
- 2Activate an Island by tapping it, adding
.
- 3High Tide triggers, adding
.
- 4Activate Ioreth of the Healing House by tapping it, untapping the Island.
- 5Activate Freed from the Real by paying
, untapping Ioreth of the Healing House.
- 6Repeat from step 2
Vizier of Tumbling Sands + High Tide + Freed from the Real
- 1Cast High Tide by paying
.
- 2Activate an Island by tapping it, adding
.
- 3High Tide triggers, adding
.
- 4Activate Vizier of Tumbling Sands by tapping it, untapping the Island.
- 5Activate Freed from the Real by paying
, untapping Vizier of Tumbling Sands.
- 6Repeat from step 2
Kelpie Guide + Freed from the Real + High Tide
- 1Cast High Tide by paying
.
- 2Activate an Island by tapping it, adding
.
- 3High Tide triggers, adding
.
- 4Activate Kelpie Guide by tapping it, untapping the Island.
- 5Activate Freed from the Real by paying
, untapping Kelpie Guide.
- 6Repeat from step 2
- 7Activate any mana-producing permanent you control by tapping it, adding at least
.
- 8Activate Kelpie Guide's first ability by tapping it, untapping the mana-producing permanent.
Fatestitcher + High Tide + Freed from the Real
- 1Cast High Tide by paying
.
- 2Activate an Island by tapping it, adding
.
- 3High Tide triggers, adding
.
- 4Activate Fatestitcher by tapping it, untapping the Island.
- 5Activate Freed from the Real by paying
, untapping Fatestitcher.
- 6Repeat from step 2
Ioreth of the Healing House + High Tide + Pemmin's Aura
- 1Cast High Tide by paying
.
- 2Activate an Island by tapping it, adding
.
- 3High Tide triggers, adding
.
- 4Activate Ioreth of the Healing House by tapping it, untapping the Island.
- 5Activate Pemmin's Aura by paying
, untapping Ioreth of the Healing House.
- 6Repeat from step 2
Legal formats
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