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High Tide Control (EDH / Commander)

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The reason I decided to build this deck was very simple in my opinion. I wanted to play a mono blue deck in EDH for a long time and had never found a way to make it really work that felt right to me. Low and behold Baral, Chief of Compliance was printed and my prayers had been answered. from the first moment I saw Baral I could only think to myself, "this guy is exactly what blue is. He is the perfect face of mono blue!". At that point I knew what I had to do. The counter spells fell into play almost naturally given what Baral does and the draw spells for me needed to be there since, at least in my mind, blue wants to do two things: Counter your spells and draw cards. I played around with the list for a couple of weeks just trying to find a good finisher before I looked into my collection and found a promo Rise from the Tides a friend gave me that I thought would have no place in any of my decks and decided to use it since it could potentially be very powerful. Something still felt off though. I m=wanted a way for the deck to finish off a pod without using the combat phase. After some research I found the High Tide legacy deck. I had read into the deck a couple of years ago but never thought much of it. I had a copy of High Tide from back then and decided to try making the combo work in EDH. I finally got it to work and below is a breakdown of how I usually win games with, what feels to me, the best representation of Mono Blue in all of EDH history.

High Tide Combo (EDH Edition):
Startup- Future Sight and Sensei's Divining Top
(Explanation: Draw cards and cast the Top again until you find you pieces. It helps to have Stone Calendar to make Top free.)

Follow Through- High Tide, Candelabra of Tawnos, Mind Over Matter
(Explanation: The turn you start to combo off is when you want to use High Tide, this will help generate the massive amount of mana you will need to finish out the game after this step of the combo. As you use the Startup combo you will draw a large amount of extra cards that you will use to untap your key artifact using Mind Over Matter, Candelabra of Tawnos, this step is the key to this combo actually working in EDH. The Candelabra will let you untap your Islands and produce large amounts of mana. The Extra Planar Lens in the deck will help out with cutting down the time needed to hit a good enough mana count by making your Islands tap for 3 blue mana instead of 2 blue mana.

Finisher- Blue Sun's Zenith [in a pinch Talrand, Sky Summoner/Docent of Perfection, Rise from the Tides, Psychic Spiral, Relearn/Call to Mind]
(Explanation: With the massive amount of mana the Follow Through combo generates your Finisher card, Blue Sun's Zenith, is enabled. This card will allow you to force your opponents to draw every single card left in their decks plus any number you feel is necessary to ensure they wont be able to escape loosing due to no cards left in the deck when they continue to draw off of Blue Sun's Zenith. Blue Sun's Zenith also has the added bonus of shuffling into your deck after it resolves so you can easily use it on yourself before your combo turn as a way of finding more spells for you to use without the fear of loosing your main win condition)
[In A Pinch Explanation: I feel Rise from the Tides needs no in depth explanation since it is so powerful in a deck so heavily dependent on Instant and Sorcery use, not to mention if you get it back with Relearn or Call to Mind for extra Zombie action. Using Psychic Spiral, retrieved by Relearn or Call to Mind, lets you shuffle your graveyard into your deck to continue making creatures off of Talrand and Docent for much longer just in case your opponent has Hexproof or Shroud. {Leyline of Sanctity, Imperial Mask, Orbs of Warding, Witchbane Orb, Aegis of the Gods or Spirit of the Hearth}]

Sideboard/Wishboard:
The first few cards from the Sideboard are just for me to have in case I end up playing with some different people and I feel like it would be good to have uncounterable spells or extra mana/combat power. The Cast Through Time and Time Warp are part of my favorite combo that I utilized in my old commander deck, UR Keranos, or as it was also known, Rocky Horror. The last three cards are the Wishboard and are for those moments you need them most and cover anything that could happen {Iona, Shield of Emeria being a big issue especially when uncounterable due to Cavern of Souls, Quicksilver Amulet or Elvish Piper, enter Scour from Existence to save the day}.

Rocky Horror Combo:
Startup- Cast Through Time and Time Warp
(Explanation: Cast Through Time gives spells cast from your Rebound so you use Time Warp to gain extra turns with Rebound)

Follow Through- Relearn and Call to Mind
(Explanation: Using these spells you can create a loop of grabbing Time Warp back from your graveyard and casting it again to gain unlimited turns. i.e. cast Time Warp -> after the rebound on the 1st extra turn cast Relearn to get back Time Warp -> cast Time Warp again {get the reference?} -> cast Call to Mind to get back Relearn -> repeat the process for unlimited turns

Finisher- You will repeat the process until victory is achieved by means of another combo or combat damage. The main thing to remember with this combo is: It's just a jump to the left and then a step to the right. Put your hands on your hips and pull your knees in tight. But it's the pelvic thrust that drives you insane. Let's do the Time Warp again!

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This deck appears to be legal in EDH / Commander.

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