Inexorable 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
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Complete guide
Inexorable Tide is a powerhouse enchantment that turns every single spell you cast into an engine for growth. By granting you the Proliferate mechanic on every cast, it ensures that your planeswalkers, +1/+1 counters, and poison counters multiply rapidly. It is a staple for any blue deck looking to overwhelm the opponent with value and inevitability.
What It Does
Inexorable Tide has a triggered ability that activates every time you cast a spell. When the ability resolves, you proliferate, which means you choose any number of players and/or permanents that already have counters and add another counter of each kind already present. This includes +1/+1 counters, loyalty counters, energy, and even poison counters on your opponents.
How It Resolves Step by Step
First, you cast a spell from your hand, graveyard, or exile by paying its costs. Second, Inexorable Tide triggers and its ability is placed on the stack on top of your spell. Third, players may respond to the trigger with their own spells or abilities. Fourth, if no one responds, the trigger resolves: you choose the targets (players/permanents) and add the counters. Finally, once the proliferate effect is finished, your original spell resolves.
Common Mistakes
A frequent error is trying to proliferate counters on cards that aren't on the battlefield, such as suspended cards or cards with flashover in the graveyard; you can only choose permanents and players. Another mistake is thinking you can pick and choose which counters to add if a target has multiple types; if you choose a permanent with both a +1/+1 counter and a shield counter, you must add one of each.
When to Play It
This card is most effective when your board already has a foundation of counters. Because it triggers on the 'cast' rather than the 'resolution', you get the value even if your opponent counters your spell. It is best used in combo decks or control shells where you can chain low-cost spells to rapidly ultimate a planeswalker or finish off an opponent with poison.
Interaction examples
With Inexorable Tide on the battlefield, you cast Kindred Discovery. The Tide triggers immediately. You choose a planeswalker you control that has 4 loyalty counters and add a 5th. Only after this proliferation does Kindred Discovery enter the battlefield and ask you to choose a creature type.
If you control Inexorable Tide and a creature with a +1/+1 counter, casting Bident of Thassa will trigger the Tide. You can choose your creature to receive an additional +1/+1 counter. This happens before the Bident ever hits the table, potentially making your creature large enough to survive a block or deal more damage for the Bident's draw trigger later.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Inexorable Tide
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
No other card is named in this ruling.
- #2· Wizards of the Coast
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
No other card is named in this ruling.
- #3· Wizards of the Coast
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
No other card is named in this ruling.
- #4· Wizards of the Coast
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
No other card is named in this ruling.
- #5· Wizards of the Coast
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
No other card is named in this ruling.
- #6· Wizards of the Coast
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
No other card is named in this ruling.
- #7· Wizards of the Coast
Whenever you cast a spell, Inexorable Tide's ability triggers and goes on the stack on top of it. It will resolve (and you'll proliferate) before the spell resolves.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Inexorable Tide + Evolution Witness
- 1Cast the creature with mana value 0 from your hand by paying
.
- 2Inexorable Tide triggers, putting a +1/+1 counter on Evolution Witness.
- 3Evolution Witness triggers, returning the other creature with mana value 0 from your graveyard to your hand.
- 4Resolve the creature spell cast in step 1.
- 5The creature enters the battlefield and dies as a state-based action due to having 0 toughness.
- 6Repeat.
Shrieking Drake + Inexorable Tide + Crystalline Crawler
- 1Cast Shrieking Drake by paying
.
- 2Inexorable Tide triggers, putting a +1/+1 counter on Crystalline Crawler.
- 3When Shrieking Drake enters the battlefield, it triggers, returning itself from the battlefield to your hand.
- 4Activate Crystalline Crawler's first ability by removing a +1/+1 counter from it, adding
.
- 5Repeat.
Shrieking Drake + Inexorable Tide + Pentad Prism
- 1Cast Shrieking Drake by paying
.
- 2Inexorable Tide triggers, putting a charge counter on Pentad Prism.
- 3When Shrieking Drake enters the battlefield, it triggers, returning itself from the battlefield to your hand.
- 4Activate Pentad Prism by removing a charge counter from it, adding
.
- 5Repeat.
Arcbound Reclaimer + Iron Spider, Stark Upgrade + Krark-Clan Ironworks + Sol Ring
- 1Cast Sol Ring by paying its mana cost.
- 2When you cast that spell, Inexorable Tide triggers, putting one +1/+1 counter on Arcbound Reclaimer and at least two additional artifacts you control.
- 3Activate Sol Ring by tapping it, adding mana.
- 4Activate Krark-Clan Ironworks by sacrificing Sol Ring, adding
.
- 5Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Sol Ring from your graveyard on top of your library.
- 6Activate Iron Spider's last ability by paying
and removing two +1/+1 counters from artifacts you control, drawing Sol Ring.
- 7Repeat.
Shrieking Drake + Inexorable Tide + Gemstone Array
- 1Cast Shrieking Drake by paying
.
- 2Inexorable Tide triggers, putting a charge counter on Gemstone Array.
- 3When Shrieking Drake enters the battlefield, it triggers, returning itself from the battlefield to your hand.
- 4Activate Gemstone Array's second ability by removing a charge counter from it, adding
.
- 5Repeat.
Arcbound Reclaimer + Iron Spider, Stark Upgrade + Mox Opal + Krark-Clan Ironworks
- 1Cast Mox Opal by paying its mana cost.
- 2When you cast that spell, Inexorable Tide triggers, putting one +1/+1 counter on Arcbound Reclaimer and at least two additional artifacts you control.
- 3Activate Mox Opal by tapping it, adding mana.
- 4Activate Krark-Clan Ironworks by sacrificing Mox Opal, adding
.
- 5Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Mox Opal from your graveyard on top of your library.
- 6Activate Iron Spider's last ability by paying
and removing two +1/+1 counters from artifacts you control, drawing Mox Opal.
- 7Repeat.
Karn, the Great Creator + Ugin's Nexus + Throne of Geth + Inexorable Tide
- 1Activate Throne of Geth by tapping it and sacrificing Ugin's Nexus.
- 2Ugin's Nexus is exiled instead of being put into your graveyard, causing you to take an extra turn after this one.
- 3Resolve the Throne of Geth ability, putting a loyalty counter on Karn.
- 4Activate Karn's second loyalty ability by removing two loyalty counters from it, returning Ugin's Nexus from exile to your hand.
- 5Move to your next turn.
- 6Cast Ugin's Nexus by paying
.
- 7Inexorable Tide triggers, putting a loyalty counter on Karn.
- 8Repeat.
Iceberg + Inexorable Tide + Equilibrium + Ornithopter
- 1Cast Memnite by paying
.
- 2Inexorable Tide and Equilibrium trigger.
- 3Resolve the Inexorable Tide trigger, putting an ice counter on Iceberg.
- 4Activate Iceberg's second ability by removing an ice counter, adding
.
- 5Resolve the Equilibrium trigger, causing you to pay
to return Ornithopter from the battlefield to your hand.
- 6Cast Ornithopter by paying
.
- 7Inexorable Tide and Equilibrium trigger.
- 8Resolve the Inexorable Tide trigger, putting an ice counter on Iceberg.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Inexorable Tide
No archived Top 8 deck with this card yet.



Kindred Discovery
Bident of Thassa














