I would rather stiftle, trickbind or voidslime the trigger when it leaves play if you want to use this card for land removal. That's not only cheaper than Eon Hub, the latter one might also get destroyed which will cause your opponents to get their lands back.
Additionally, this could also find use on yourself: Given that you control at least five lands, this will return all of them untapped. Cast High Tide for instance, then Parallax Tide, remove your islands, get them back, and tap all of them again to get 10 blue mana. With accordant Landfall abilities, this will be even more fun since you will trigger each of them five times. This will charge all of your Landfall Quests, Hedron Crab for example will mill 15 cards, Lotus Cobra provide 5 mana of any color, Emeria Angel five 1/1 white bird tokens and Rampaging Baloths five 4/4 beast tokens. If you equipped Adventuring Gear on that one, have fun attacking with a 16/16 fattie trampler.
Auratog in response to activating it. Much, much better than those other dumb shenanigans.
Atali
☆☆☆☆☆ (0.0/5.0)
UUU2: Exile five target lands.
I'd play that spell.
Wanderer25
☆☆☆☆☆ (0.0/5.0)
Makes a very fitting combo with Inexorable Tide, or anything with proliferate.
ForestFire0
★★★★★ (5.0/5.0)(2 votes)
This card works great with Vedalken Mastermind. Play it, use each activated ability in response to each other, then bounce it with the abilities still on the stack. Pay 2UUU to exile 5 lands forever, every turn? Seems like a pretty good deal if you can get it going. Though it's the "if you can get it going part" that might be hard. And the ability to use it over and over would really only be good for demoralizing your opponent.
GrimjawxRULES
★★★★★ (5.0/5.0)(1 vote)
Even without any tricks, this is pretty good. Wiping three lands for two turns on turn four is more or less equivalent to casting two Time Walks.
This card is completely broken. Every time I've had someone play it, they would bounce it in response to remove every land I had forever. It's an easy combo they can get off early in the game and makes it no fun at all.
I just realized you can use this to ramp if you tap five of your lands than exile them...
4/5 Stars
OneFishTwoFish
★★★★★ (5.0/5.0)(1 vote)
@Hunter06: You can't ramp with Parallax Tide unless you tap and exile your lands in response to the fading trigger during your next upkeep. You'd only have the mana during your upkeep, although you could easily go from five mana to ten mana. Or much more, if you're playing something like Tolarian Academy.
You might be confusing Fading with Vanishing. Fading makes you sacrifice the permanent when a counter can't be removed by the upkeep trigger. Vanishing makes you sacrifice the permanent whenever the last counter is removed.
@Ragamander, @xlinplips, and @blurrymadness: You could also wait a turn, tap for (or more), exile four of your own lands, and cast Armageddon. They have mana for an extra turn, but the subsequent setback is far stronger than Limited Resources, Cataclysm, or Sunder...or even Balance if you have five or more lands.
That said, even without combos this is nasty; you basically destroy 3 lands for the next 3 turns. That should easily be enough time to win; I'd hope..
boytanong21
☆☆☆☆☆ (0.0/5.0)
Questions about this card because I'm quite confused.
1. How many fade counter can I remove per turn? 2. Can I remove fade counter on it after casting? If not... When? 3. Am I allowed to sacrifice it even though it's not yet my upkeep?
Comments (23)
Additionally, this could also find use on yourself:
Given that you control at least five lands, this will return all of them untapped.
Cast High Tide for instance, then Parallax Tide, remove your islands, get them back, and tap all of them again to get 10 blue mana.
With accordant Landfall abilities, this will be even more fun since you will trigger each of them five times. This will charge all of your Landfall Quests, Hedron Crab for example will mill 15 cards, Lotus Cobra provide 5 mana of any color, Emeria Angel five 1/1 white bird tokens and Rampaging Baloths five 4/4 beast tokens. If you equipped Adventuring Gear on that one, have fun attacking with a 16/16 fattie trampler.
I'd play that spell.
4/5 Stars
You might be confusing Fading with Vanishing.
Fading makes you sacrifice the permanent when a counter can't be removed by the upkeep trigger.
Vanishing makes you sacrifice the permanent whenever the last counter is removed.
@Ragamander, @xlinplips, and @blurrymadness: You could also wait a turn, tap for
Ouch.
That said, even without combos this is nasty; you basically destroy 3 lands for the next 3 turns. That should easily be enough time to win; I'd hope..
1. How many fade counter can I remove per turn?
2. Can I remove fade counter on it after casting? If not... When?
3. Am I allowed to sacrifice it even though it's not yet my upkeep?