Tribal Artifact — Wizard Equipment
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "(4): Draw a card."
Whenever a Wizard creature enters the battlefield, you may attach Diviner's Wand to it.
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|Commander / EDH||Legal|
Diviner's Wand occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Diviner's Wand Discussion
2 weeks ago
Btw, in my previous challenge, I meant a card like one of these:
- Steelclaw Lance
- Blackblade Reforged
- Cloak and Dagger
- Diviner's Wand
- Obsidian Battle-Axe
- Thornbite Staff
- Veteran's Armaments
- Sharpened Pitchfork
- Avacyn's Collar
- Heavy Mattock
- Bladed Bracers
- Butcher's Cleaver
- Silver-Inlaid Dagger
So, if someone wants to do that instead of fateful hour, that's also very cool.
Evidently I need to be more clear on what I mean. I mean, this is twice my challenge was misinterpreted, so clearly it's on me, lol.
2 months ago
I've been doing a little bit of testing in my version of this deck with Fists of Flame and Dragon Mantle , and they've been pretty good in my play group. They replace themselves, and can put in that bit of extra damage needed for the knock out when I don't draw into my combo pieces. I was previously playing Diviner's Wand for the same reason with some evasion and a bit of draw when I'm desperate, but I felt like it was too much Mana.
5 months ago
Both special equip abilities are triggered abilities (begin with the word "When," "Whenever," or "At"). Triggered abilities use the stack just like activated abilities, so yes, you can respond to them.
The mechanic isn't new, either. Tribal equipment from the Lorwyn/Shadowmoor blocks, for instance, had tribal equip abilities (see Cloak and Dagger , Diviner's Wand , Thornbite Staff , etc.). There are other equipments that also attach via triggered ability, sometimes to a token you create, sometimes to a creature with a specific quality that enters the battlefield. All of these attaching abilities use the stack as normal and thus you can respond to them.
6 months ago
Stomping Ground , Beast Whisperer , Essence Warden , Marwyn, the Nurturer , Mina and Denn, Wildborn , Banefire , Finale of Devastation , Rolling Thunder , Animist's Awakening , Savage Twister ?, Volcanic Geyser , Crater's Claws , Molten Disaster , Blaze , Burn from Within , Collective Voyage , Devil's Play , Zhur-Taa Druid , Fire-Lit Thicket , Ring of Three Wishes , Diviner's Wand , Planar Portal , Freyalise, Llanowar's Fury , Garruk, Caller of Beasts , Insurrection
7 months ago
The way I see it this deck is mid-range control, does not have an explicit win-condition, and has 2 Plans.
Plan A: Kadena sticks, you get a flash enabler out like Vedalken Orrery , a bounce-to-hand effect like Temur Sabertooth , and keep most of your mana open for flipping, bouncing, and free-casting. In this way you control as you see fit, build your board state, but 2/2s will not be intimidating anyone.
Plan B: Kadena does not stick, you still have your flash enabler and bounce-to-hand effect, but now mana is tight and you need to keep controlling the board.
In both Plans you will have extra mana, either for flipping morphs or casting and flipping morphs. But what if you do not need to do those things? Now you have potentially a lot of mana "going to waste." I would suggest adding in a few outlets where you can turn extra mana in card advantage, tokens, or something else you deem needed/relevant.
Helpfull cards: Treasure Trove , Tower of Fortunes , Erebos, God of the Dead , Book of Rass , Well of Knowledge , Customs Depot , Freyalise's Charm , Greed , Mind's Eye , Ant Queen , Spawnsire of Ulamog , and Deadeye Plunderers .
In all of these instances there has been an emphasis on drawing cards because without finding more morphs the game-plan gets derailed quickly either because opponent's know which you have or wipe the board before you can bounce them back to hand. As an alternate win-condition that complements drawing cards I would say to either try to mill yourself or opponent's out.
Helpful cards: Jace's Erasure , Psychic Corrosion , Sphinx's Tutelage , Jace's Erasure , Mesmeric Orb , Altar of the Brood , Jace, Wielder of Mysteries , Laboratory Maniac , Minds Aglow , Prosperity , Blue Sun's Zenith and Fascination .
Adding in a mini voltron package is not a bad idea too, where even just one of these could be fine.
8 months ago
10 months ago
eerie343 for sure ill try to share a couple combos in detail for everyone. This will be a huge message so hold on!
The deck functions off the Fblthp and Proteus Staff combo. Fblthp being the only creature in the deck means that when you cast proteus staff on Fblthp he will be put on the bottom of your library and you'll reveal every card from your library until you reveal and then cast Fblthp from your library with Proteus Staff's ability. Before Fblthp is cast you are able to rearrange all the cards revealed this way however you want. So you can rearrange your entire library how you want and then draw two cards, just by targeting Fblthp with Proteus Staff for 3 mana.
Once you have rearranged your library and drawn the cards of your choice this is where it can get fun. Depending on your mana or board presence you may want to do other things but here are some combos I like.
To simply win the game you want to search and grab Jace, Wielder of Mysteries , High Tide if needed, and Tunnel Vision . You also want to make sure when you rearrange your deck to put a card on the bottom that you will remember. When you have the resources needed simply cast Jace and then Tunnel Vision. Target yourself with Tunnel Vision and name the card at the bottom of your library. You will then mill yourself to the last card of your library. Then activate Jace's +1 ability and win the game on the spot!
Another combo is grabbing Goblin Charbelcher and making sure you rearrange your library so that when you activate Goblin Charbelcher you will dig through 40 or so cards before revealing a land card so you then deal 40 damage to an opponent.
Saucier combo includes grabbing Animatou's Augury and High Tide when you have the mana cast High Tide and then Animatou's Augury to then cast for free Flow of Ideas (based off your proteus staff rearranging this needs to have you draw Blustersquall or a card like it, Frantic Search will untap some mana, and Part the Waterveil ) then cast Commence the Endgame for free with Animatou drawing some more cards and creating lets say a 8/8 amass token based on your hand size, hopefully even bigger! Continuing with Animatou's Augury you can then cast Octopus Umbra for free making the amass token a 16/16 because amass is +1/1 counters not base power. Then with your remaining mana you want to cast frantic search giving you extra mana if needed to cast Part the Waterveil . On your bonus next turn you can cast Blustersquall and swing in with your 18/18 amass octopus token to then start putting the pressure on hilariously.
Finally there's a Fblthp commander damage combo! Haven't done it yet but I'm pretty sure it works. You have to get Diviner's Wand out and attached to Fblthp as the combo includes drawing enough cards to make Fblthp able to swing in for lethal commander damage. Once this has happened and you have at least 7 mana, 5 or more cards in hand and you have arranged your library this certain way you can pull off the combo. Start by casting High Tide from your hand then Frantic Search . Draw Brainstorm and Blustersquall or a card like it. Discard two poop/not needed cards in hand. Cast Blustersquall for its overload. Cast Brainstorm , draw Flow of Ideas and put others back. Cast Flow of ideas. Draw 7 cards. 1 being an Island (lay this). 1 being a random artifact of your choice. 1 being Thirst for Knowledge and another being Windfall . Cast Thirst for Knowledge drawing more cards and discarding the random artifact. Cast Windfall drawing more cards. At this point opponent's creatures are tapped and your Fblthp should be at least a 21/21 with the help of Diviner's Wand . Swing in with FBLTHP for the commander lethal damage!!
10 months ago
Now for some effects that trigger when you draw cards, to abuse Zedruu's draw trigger.
Diviner's Wand could help you get more damage through, a surprise flying blocker, and gives you a mana sink.
Hoofprints of the Stag is a Luminarch Ascension that doesn't draw as much aggro.
Jace's Projection could get swull, but would be most useful if you have some more Jaces to use it with.
Speaking of planeswalkers, Teferi, Hero of Dominaria 's ult will allow you to seal the game with Zedruu on the board.
Nezahal, Primal Tide is good for all sorts of reasons. Big attacker/blocker, give you no max hand size, and extra draw power to boot.
Niv-Mizzet, Parun is another choice to increase draw power and spread damage around the board.
Psychic Corrosion is the balls-deep version of Jace's Erasure. It hits everyone, which can be a bad thing with mill in Commander.
The Locust God could go in the deck too. Not for the crazy infinite combos, but just to poop out flying bodies.
Well of Lost Dreams can be used in tandem with Zedruu for even more draw power.