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Card of the Day

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Tidebinder Mage
Image from Wizards.com

Tidebinder Mage
- M14

Reviewed September 18, 2013

Constructed: 2.88
Casual: 3.12
Limited: 2.50
Multiplayer: 3.25

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 


David Fanany

Player since 1995

Tidebinder Mage

I used to dislike cards that I thought were "sideboard cards." At that point in my life, I tended to put things like Tidebinder Mage in the same category as cards that targeted "uncommon" permanent types (Disenchant et al). Then I played more Magic and more kinds of Magic, and I realized that "uncommon" permanent types are a lot less common than you think, and there's always one joker in your group (FNM, PTQ, whatever) who has to make a deck based around something obscure. And whatever lingering concerns about such cards disappears when you come across one that came out only a year after Master of the Pearl Trident.

Constructed: 4/5
Casual: 4/5
Limited: 3/5
Multiplayer: 4/5

Michael "Maikeruu" Pierno

Today's card of the day is Tidebinder Mage which is a two Blue mana 2/2 that taps a target Red or Green creature an opponent controls for as long as you control Tidebinder Mage. As a merfolk this will most often see play in tribal decks or in sideboards of other primarily Blue builds for added creature control while maintaining an aggressive creature tempo. Overall this is a decent card with somewhat limited applications that should still see play in several formats, particularly where merfolk is a viable strategy.

In Limited the double Blue with a specific and vulnerable control effect is not the strongest of rares and makes for a fairly weak option in most packs. It can lock down a major threat if kept in hand until needed, though attacking or blocking requires careful consideration of any possible plays an opponent can make. In Sealed the deck needs enough Blue to cast this reliably where it can be fit in, or sidedecked, as slivers help make Red and Green particularly tempting in the format.
For Booster this can be a first pick for certain styles of play or a weaker pack, though even in Blue there are more aggressive or controlling options.

Constructed: 3.5
Casual: 3.5
Limited: 3.0
Multiplayer: 3.5


Franky
Green

Against anything but Red and Green its just a 2/2 Merfolk Wizard for UU, which isn't anything to right home about.

If you play it and there's a red or green creature on the field you can keep it tapped until TM leaves the field. Now in a way this is like a weaker and more conditional Banisher Priest. The creature is tapped so it can't attack or block, however it can still use mana abilities that don't require tapping or it can be sacrificed for other abilities, or it can still have a field presence and pump up other creatures etc.

Now against red, Tidebinder Mage won't last long because a 2/2 that annoyed a red player is knocking for a shocking.

Green doesn't have as much targeted creature removal as red, but it excels at mana generation so odds are a green opponent will have more than one creature out to take the place of the tapped creature.

Constructed: 2
Casual: 2
Limited: 2
Multiplayer: 2.5


Skid Rambo

Tidebinder Mage offers a new look for the Merfolk family. For two blue mana it also offers a way to delay some of the deadly G/R creatures that we fear the most. Tidebinder Mage can also pull removal cards from your opponents. I look at this card in Standard and see much potential, but for now it remains in the side-board. Casual players will find more ways to use Tidebinder Mage. Old school Opposition decks are a perfect home for Tidebinder Mage. She fits right in and can pull double duty! (LoL dootie) PROS: A 2/2 Merfolk for UU and Completely HOSES mono-green. CONS: Useless against B,W, U and Artifact creatures.

Constructed: 2/5
Casual: 3/5
Limited: 2/5
Multiplayer: 3/5


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