Dive Down

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Common

Combos Browse all

Dive Down

Instant

Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

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Dive Down Discussion

PlagueRats on Tempest Djinn and Time of Ice — $15 — avg.cmc=2.0

1 day ago

@walnutsmb, you got to love a one mana counterspell and combat trick, but I don't think Dive Down works out so well here. My main consideration is that this deck only has a creature in play maybe a one third of the time, so a card like Dive Down is completely unplayable about two thirds of the game. That's part of the reason why Unsummon is so good in the mainboard. In the sideboard, as you suggest as protection from removal it could be good, it would make you more efficient at fighting overwhelming removal. However I prefer my strategy of transforming into a creature-less Mill deck against Control, rather then trying to beat them at their game.

walnutsmb on Tempest Djinn and Time of Ice — $15 — avg.cmc=2.0

1 day ago

Have you considered Dive Down as protection from removal.

Nillstan on Valduk is American

2 days ago

My deck is not meant to be an aggro deck, but I do see where you'd get that idea from.

I built around no specific card, meaning that Tetsuko would be too linear. The same is true for blackblade.

Make a stand is nice, but there's legit 1 boardwipe that's decent rn, so Dive Down does a bit more for mine than Make a Stand

My dual lands are coming in soon, but I'm leaving the basics on tappedout for them broke fellas.

Overall, your deck was built to a completely different playstyle than mine, but I appreciate the effort.

Ninjew42 on WUR Voltron

3 days ago

you need Curious Obsession and dive down . also think about Shalai, Voice of Plenty in lace of Tiana.

Ninjew42 on American Armaments

5 days ago

I have a few ideas for you on this.
Think about adding dive down in place of Chart a Course . There are other cards you can use for card draw and you need to protect vs. removal. I know it wrecks my day.
Dowsing Dagger is not a good card for this deck. Put in Curious Obsession in it's place for card draw.
Tiana, Ship's Caretaker is too expensive and if your stuff is going to the grave yard then your usually boned anyways.Jhoira, Weatherlight Captain is a better option because of card draw.
Cartouche of Zeal is another good enchantment to think about. I know it rotates out soon, but while it is still in use it.
Storm Fleet Sprinter is an under-rated card IMO. Unblockable w/ Haste is always a pain and does benefit from all the enchants and equipment you have.

At the store I play at regularly you need a faster deck to not get rolled. This should help fill any holes you might see, especially vs control with Dive Down. +1

KongMing on Deck Mill Engaged - 40 Card Mill - M19

2 weeks ago

Yeah, Swift Warden is good, too. There's also dive down for less mana, but that doesn't give you a body on the board for Tishana later.

Revedeka on The Unblockables

3 weeks ago

Hey Struyk, what an awesome deck! I didn't realise that there were so many unblockable creatures in standard at the moment, it really opens the way for all these fun decks.

I immediately thought of buffing those unblockable creatures to deal massive damage while spells like Dive Down, Curator's Ward or Shalai, Voice of Plenty together with Siren Stormtamer would most likely offer you a lot of protection and a way to close out the game quickly. Standard doesn't give great access to hexproof creatures at the moment which is the other way this might work, just like the modern bogles deck, the best one being Slippery Scoundrel which is very unreliable.

The one enchantment I really love in this deck, and doesn't even require any protection since it doesn't put that big a target on itself is Curious Obsession, in my opinion the strongest aura in standard at the moment. Put it on a one drop unblockable turn 2, and get a card out of it immediately. The on disadvantage of aura's is that they tend to be 2 for 1's if your opponent can just kill the creature, but with Curious Obsession drawing you cards, that downside is minimalized. Prodigious Growth is a rather funny one, but probably not good in this deck since you have to heavily splash for it since it costs double green.

Other than aura's that have their disadvantages, you can also look at equipements in order to increase the power of your unblockable creatures. Torch Gauntlet, Marauder's Axe and Forebear's Blade are very basic equipment that just increase the damage a lot. Rogue's Gloves just gives some some nice value, but is inferior to Curious Obsession in my opinion. Some equipment that do both are Prying Blade and Dowsing Dagger  Flip, especially the Dowsing Dagger  Flip is great since your opponent can't do anything with the creatures since yours are unblockable.

So in conclusion, I would cut the creature count down to around 20, and keep the ones that don't need other ones to be unblockable. This would probably mean that I would cut Combat Celebrant, Warkite Marauder and probably Tetsuko Umezawa, Fugitive. I would also cut Ovalchase Dragster. Then I would add around 8 Buff cards, 4 Curious Obsession and then some equipments, and fill all leftover spots with cheap anti-removal like Negate. This way your deck can definitely race other decks, while not giving your opponent a lot of room to interact. You can also consider Trumpet Blast or some other mass team buff spell. However, this changes the deck a lot, and doesn't have to be better. If you would like to stick to the current iteration of this deck, I would still advise Curious Obsession as well as perhaps some team buff spells and/or some more counter spells, probably not anti-creature counters, but anti-spell like Negate. The burn spells in the sideboard are a good idea, I would add some extra creature removal there.

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