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Lorthos, the Tidemaker

Lorthos, the Tidemaker

Legendary Creature — Octopus

Lorthos wants a deck that slows the whole table down with rules everyone must follow. It also works in a deck built around Sea Monsters.

  • Mana cost5 genericblueblueblue
  • Blue ()
  • Power / toughness8 / 8
  • RarityMythic

Whenever Lorthos attacks, you may pay 8 generic. If you do, tap up to eight target permanents. Those permanents don't untap during their controllers' next untap steps.

Build a deck with Lorthos Find it in the app

Archetypes
Themes

Cards That Fit Lorthos, the Tidemaker

Picked for what they do in Lorthos's deck. When two cards do the same job, the one with the lower comes first. All of them fit Lorthos's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Lorthos, the Tidemaker does6

The 6 Cards

Rulings for Lorthos, the Tidemaker

explain how Lorthos works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 1 Oct 2009

If a targeted permanent is untapped at the time its controller's next untap step begins, this ability has no effect on it. It won't apply at some later time when the targeted permanent is tapped.

Wizards of the Coast 1 Oct 2009

If an affected permanent changes controllers before its old controller's next untap step, this ability will prevent it from being untapped during its new controller's next untap step.

Wizards of the Coast 1 Oct 2009

You may target any eight (or fewer) permanents. It's okay if any of them are already tapped, and it's okay if any of them are controlled by someone other than the defending player.

3 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Lorthos, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.StaxStax decks slow the whole game down with cards that make spells cost more, stop lands from untapping, or limit what players can do each turn. The deck is built so those limits hurt it least. Many groups dislike playing against it, so check with your table first.Open the Stax pageFreeze / Tap LockKeeps permanents tapped, or stops them untapping normally. It denies opponents their mana and attackers, and on your own cards it is the drawback you pay for a burst of power. Basalt Monolith, Intruder AlarmOpen the Freeze / Tap Lock pageStax/TaxMakes the game more expensive or more restrictive for everyone: taxing spells and attacks, or stopping permanents from untapping. Propaganda, Ghostly Prison. Many groups dislike playing against it, so check what your table expects first.Open the Stax/Tax page