Dowsing Dagger

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Lost Vale

Legality

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

Printings View all

Set Rarity
Ixalan (XLN) Rare
Promo Set (000) None

Combos Browse all

Tokens

Dowsing Dagger

Artifact — Equipment

When Dowsing Dagger enters the battlefield, target opponent creates two 0/2 green Plant creature tokens with defender.

Equipped creature gets +2/+1.

Whenever equipped creature deals combat damage to a player, you may transform Dowsing Dagger.

Equip

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Dowsing Dagger Discussion

ClockworkSwordfish on Shadows (Legacy Budget)

1 week ago

I think you're a little light on creatures. You might want to run Dauthi Marauder over Scare Tactics, which requires you're attacking with at least three creatures for it to be worthwhile. Even then, it has the same effect as Bump in the Night , which doesn't need any creatures to work.

Some other ideas:

Dowsing Dagger  Flip gives your opponent two useless creatures that can't block any of your guys, meaning it will immediately flip.

Dauthi Trapper or Dauthi Embrace plus Dauthi Cutthroat is removal every turn.

Lashwrithe will be a little pricey at four mana, but it's a huge boost that should close out the game quickly.

TwelveOpossum on Odd Fate

2 weeks ago

Normally people between 36-40 lands, right? I'd say this one wants 38. Couple especially good ones: Myriad Landscape and Ash Barrens. If you're serious about the token theme, maybe also Westvale Abbey  Flip.

You might also consider these cheap spells: Preordain, Telling Time and Serum Visions. Truth or Tale also seems hilarious, especially with a little politicking.

I really like your choice of a bunch of modal cards (with odd mana costs, obviously) that can do a bunch of different things. I would add a couple more - Righteous Confluence is less popular than the blue and black ones but still pretty good (life sometimes matters a lot in Commander, this gains 15).

I STRONGLY suggest the Scry temples from Theros block. Temple of Silence, Temple of Deceit &Temple of Enlightenment all help you control the top of your deck and your colors. Isolated Watchtower is also pretty freakin good in your deck as green decks will often ramp, so it should often be live.

Some pretty good ones from EDHrec that contribute to your strategy: Prognostic Sphinx, Windreader Sphinx Angel of Serenity Luminate Primordial and especially Conundrum Sphinx Penance and Future Sight. Those last three, I really would try to find room for (holy damn, especially Penance).

Grave Betrayal, Entreat the Angels, Terminus, Overflowing Insight, are good bigbois that work (in different ways) with Yennett.

Then a couple general comments - you should probably try to include 2-3 sweeper effects and maybe 3-5 point removal (for a creature, I mean) effects, and a few effects that hit other permanent types (like Anguished Unmaking and Utter End). I think you'll probably want to include most of the cards I mention above that mention card draw, because it's REAL important to not get stuck on lands in EDH, and card draw's really a good way to avoid that.

A few cards that I think would be good cuts: Dowsing Dagger  Flip, maybe Anointed Procession depending (you probably would want 20-30 token effects to justify this), Aphetto Alchemist, Lich Lord of Unx also because it's expensive, Master Trinketeer which has an activated ability that's way too damn expensive, Retrofitter Foundry which again is way too expensive, Sram's Expertise is probably too low impact - Righteous Confluence would be a great replacement here, for example, Connive / Concoct and Discovery / Dispersal are both a lil underpowered too.

Those are some thoughts for now - looks real fun though, isn't this commander's complexity so nifty?

Darth_Savage on Chadnausem Control

2 weeks ago

First I'd suggest you edit your deck list and under Format where it says Standard, change this to Modern. EDIT - Ugh, I can't actually suggest the linked cards because your deck is in the wrong format. :-(

I can think of maybe three ways to help fix your mana, that don't involve splashing green (not you Scuttlemutt or Vesper Ghoul), the first is Lotus Bloom. The second is in a similar vein Pentad Prism, slightly less efficient though. The third is a 2 card combo Invisible Stalker + Dowsing Dagger  Flip, obviously this would dilute your deck more than the first two options, but maybe?

Fog effects will protect your Planeswalkers Darkness, Holy Day if you are worried about creature damage, Apostle's Blessing will work in most cases (sigh, Eldrazi), both would require you to keep 1 mana open though, then again your a control deck with counter-spells, so that shouldn't be an issue.

Your last issue is the toughest to provide a solution to, maybe Myth Realized, Cryptic Serpent? Left-field Laboratory Maniac, if you Ad Nauseam on your opponents turn or Conflagrate, if you Ad Nauseam on your turn? I'd also suggest a Boseiju, Who Shelters All in your sideboard, to protect the combo kill...

Thats all I've got, hope this at least gives you some ideas, good luck with your brew.

EricFitz on I'm handing out Boros Fliers

3 weeks ago

Did the Sky Terror change work well? I had some other thoughts moving along with the build you were starting with.

It seems a bit overdone on the red mana since none of your red costs more than 1 red mana+(other), and most of your deck is white. I'd drop the 2 guildgates at a minimum and put in plains, and I'd also add another plains to your deck, as it looks a little mana light.

If you'd like the mentor thing to work out a bit better, you need to beef up your Aurelia and "possibly" Boros Challenger in order to get their buffs going for you. Consider dropping another mountain or two and adding a couple Guildmages' Forum for a free buff for Aurelia. I would consider Candlelight Vigil, or some easy cast equipment to help out... Jousting Lancegets first strike with that too, good for mentors who often have more power than toughness. Dowsing Dagger  FlipForebear's Blade are other decent options.

I also think the History play is neat, but has it really been changing the game for you? If it is, keep it going, but if you want to tweek with the deck a bit, I think this is another good place to do it. Your saying it combos with your Legionnaire, but even if you had 2 out, that would only mean an extra 4 damage, nice, but I think you can make your deck more powerful with another combo using your mentors, or even just going straight red spell damage. Hopefully at that time you would have out one of your bigger fliers, or add another big one like Light of the Legion(also a mentor), or go for an earlier cheaper rout with some more buffering using Parhelion Patrol.

It really depends what to add depending how you are losing. If you are losing to a sweep of your smaller guys before they get bigger, you might need to go Tajic, Legion's Edge (another mentor as well as combo too getting buffs from the guildmage land) to prevent black and red spells killing your creatures. On the other hand, if you're getting behind early in games to a more aggro deck, the change in mana will likely help, but so will having your own quick damage to take out early trouble. Lightning Strike etc instead of the big spell casts like Intervention, but easy quick for early, and still a little helpful later on to finish off a blocking creature, planeswalker, player... They are getting out more creatures than you, and you have to leave your big fliers back to defend, Sigiled Sword of Valeron or Forebear's Blade, and put the Parhelion Patrol in for sure.

Once you have a good base, you can sideboard these different sets of cards depending what types of deck you're playing against. You will probably recognize some of the people, and if you don't, you will know which deck it is after the first game.

Keep playing around with it, and have fun. It looks like you have a fun deck that can really be tough to deal with. Please keep us posted if you get it running how you'd like, and what you did to make it happen. I had fun thinking through the possibilities. Best of luck

Darth_Savage on G/B Delirium

3 weeks ago

I'd run 4x Grim Flayer, which you have in your maybe board and if you want to stay reasonably budget 4x Skinshifter. Swap Eyeblight's Ending for Cast Down, Grasp of Darkness, Smother or as Zakkaery suggested Assassin's Trophy. You could also try Nyx Weaver or Pharika, God of Affliction which count as both an enchantment and a creature for delirium. Maybe Dowsing Dagger  Flip, if you can flip it it will provide more ramp, but it slows your play...

Some quick thoughts, hope they help.

aef823 on Confuson fuuu-

3 weeks ago

Darth_Savage a while back I had Rolling Temblor while having Young Pyromancer be replaced by Vault Skirge for an early game foothold/forcing a removal. While also having Increasing Confusion instead of Startled Awake  Flip so I can start fetching from the graveyard and gaining free removals via Golgari Thug and Vengeful Pharaoh

The problem is that the current meta involves Eidolon of the Great Revel or Phyrexian Obliterator, hence the 4CMC sorceries while having outright removal and not creature damage, I can use it whenever I want, and I don't need to sacrifice permanents.

However, just like you said I need early game removal, so I had a compromise via Sun Droplet and Ratchet Bomb.

My current problem right now is my other old form of removal- using dredge via Golgari Thug/Stinkweed Imp and Vengeful Pharaoh no longer works as well, since I can't mill myself, but again, like you said I need an evasive creature for Dowsing Dagger  Flip, therefore Persistent Nightmare comes close.

Pal00ka on Atlantis!

1 month ago

Quicksilver Fountain is another way to turn on islandwalk and slow down opponents' at the same time.

Being able to connect consistently with combat damage opens up some fun avenues to explore. Coastal Piracy and Bident of Thassa for card advantage; equipment like Sword of the Animist, Quietus Spike, Bloodforged Battle-Axe, Dowsing Dagger  Flip, Mask of Memory, Prying Blade, Rogue's Gloves, Specter's Shroud, and Spellbinder all give different options depending on what you feel you need more of; and for redundancy Thassa, God of the Sea is clutch.

I cannot imagine merfolk do not engage with sea monsters and they would definitely give you some late-game push. Ones that spring to mind are Scourge of Fleets, Stormsurge Kraken, Slinn Voda, the Rising Deep, and Stormtide Leviathan.

In addition to your pillowfort pieces I would also consider AEtherize to bounce an attack and Equilibrium to bounce threats as you play your merfolk.

Throne of the God-Pharaoh could be potent with all of your sideways turning. To complement this fact and reinforce merfolk's weaknesses (aka aerial anything) vehicles could work. Smuggler's Copter comes readily to mind.

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