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Inexorable Tide

Inexorable Tide Price

8 printings · 5 sets · first printed 2010

Cheapest $0.97
Median $5.60
Highest $12.11
EDHREC Rank #1,002

Inexorable Tide has been printed 8 times across 5 sets, first in 2010 and most recently in 2025. Right now the cheapest printing is Final Fantasy Commander #265 at $0.97, while the most expensive is Fallout #988 at $12.11 — about 12× more. The median across 7 priced printings is $5.60. Reprint risk: HIGH RISK — Reprinted 8x, including dedicated reprint sets like Final Fantasy Commander, Fallout.

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Every Inexorable Tide Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Final Fantasy Commander #265 (R) Cheapest 2025 $0.97 $0.35
Fallout #177 (R) 2024 $4.33 $1.00
Scars of Mirrodin #35 (R) 2010 $4.39 $1.00
Fallout #705 (R) Foil 2024 $5.60 $3.50 foil
Modern Masters 2015 #49 (R) 2015 $5.76 $1.00
Fallout #460 (R) 2024 $6.21 $4.40 foil
Fallout #988 (R) Foil 2024 $12.11 $4.50 foil
Historic Anthology 2 #6 (R) 2020 — —

Prices are the latest nightly market price; a printing with no tracked price shows a dash. Dealer buylist is Card Kingdom's current offer via MTGJSON, shown where one exists.

Oracle Text
Enchantment
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legal In
Modern Legacy Vintage Commander Brawl Penny Dreadful PreDH

Legality is a property of the card, not the printing, so it is identical for all 8 versions.

Official Judge Precedents

7 Precedents

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.

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.

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.

An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.

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.

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.

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.