Sensei's Divining Top
: Look at the top three cards of your library, then put them back in any order.
: Draw a card, then put Sensei's Divining Top on top of its owner's library.
|Want (9)||amitgd , nortrophe , metalmagic , setojim , mortifolkmurphcaster , darcy_white , AzraelChimera , deivimall , LOLuis|
Printings View all
|Eternal Masters (EMA)||Rare|
|From the Vault: Exiled (V09)||Mythic Rare|
|Champions of Kamigawa (CHK)||Uncommon|
Combos Browse all
- Future Sight + Helm of Awakening + Sensei's Divining Top
- Elsha of the Infinite + Jace, Wielder of Mysteries + Sensei's Divining Top
- Dramatic Reversal + Isochron Scepter + Sensei's Divining Top
- Bolas's Citadel + Etherium Sculptor + Sensei's Divining Top
- Etherium Sculptor + Future Sight + Sensei's Divining Top
- Bolas's Citadel + Leonin Elder + Sensei's Divining Top
- Future Sight + Jhoira's Familiar + Sensei's Divining Top
- Reforge the Soul + Sensei's Divining Top
|Commander / EDH||Legal|
Latest Decks as Commander
Sensei's Divining Top Discussion
1 day ago
If you want to drop a bit more money, Sensei's Divining Top
1 week ago
Imp's Mischief - Counter counterspells, redirected targetted removal/draw/extra turns.
Why dead of winter with only 2 snow swamps? Why not make all your lands snow covered? You're not playing field of the dead so I see no reason not to.
I also agree with above user's comment.
1 week ago
I used to run Xiahou dun, upgraded to Sidisi. Respect for sticking with the Dun.
Your land count is a little high, especially for your CMC. I run 37 lands with a 3.3ish CMC. Your cmc is much lower with slightly less ramp. You should cut 2-3 lands for more ramp IMO.
Infernal Darkness - Like contamination but it doesnt shut off coffersn or requires continuous sacrifice. Can be used as redundancy to contamination and counterbait against blue.
Replace Cabal stronghold with Volrath's Stronghold - Cabal takes too long to get online, stronghold helps you bypass commander tax or reuse a utility creature. Can even potentially save a creature from grave hate worst comes to worst.
Replace Memorial to the folly with Deserted Temple/Blast Zone - Untapping cabal coffers or having a wipe that can interact with artifacts and enchantments is key. I know you have 2 cards or so that can interact with enchantments, but a a land that doesnt take up a slot and is tutorable through expedition map is definitely worth considering.
Replace Liliana for ramp or Imp's Mischief - Lili doesn't do much on her own. Ramp will help ensure you being able to keep up with green and further your game plan. Imp's mischief counters counterspells, redirects targetted removal/draw/extra turns. Very powerful utility for 2 mana, and unexpected in black. If you like off color cards, do note Withering Boon.
Syphon Mind - Each opponent discard 1, draw 3. Pretty good and at with no lifeloss.
Deliver Unto Evil - Not an entirely serious suggestion, but is one of the few ways to get nonblack cards back from your grave.
Have you considered adding Basalt Monolith + Rings of Brighthearth + Sensei's Divining Top? Each piece is good on it's own. Monolith for ramp, rings for commander synergy (adding fetches would help, as well to be good with top) among a few others, top for general utility and digging deeper. Adding all three gives you infinite colorless mana and draws your deck.
What is your meta like - Competitive, commanders/colors played? I might recommend Boseju given all of your sorcerries and instants.
You might want to add a nev disk for good measure in case shit hits the fan. Be sure to lmk what you think of each suggestion. Mono black shenanigans are always fun. +1
1 week ago
So I'm not a Kykar pilot, but from what I've seen of them they're a big fan of infinite combos. A few that I know of involve achieving infinite cast triggers to feed Kykar's token generation, coupled with damaging etb effects like Impact Tremors and Purphoros, God of the Forge. Sac damage outlets such as Goblin Bombardment and Barrage of Expendables also do the trick. Dramatic Reversal + Isochron Scepter is a big go to not only for infinite cast triggers, but infinite mana as well when combined with nonland mana producers. Another option would be to combine your Jeskai Ascendancy with a Retraction Helix and any 0-1 mana artifact. Use Helix to return your own artifact to your hand and then cast it. You'll then untap your creatures, make a spirit, sac the spirit for mana, and use Helix again to repeat the cycle. If you can do this with a 0 mana artifact it's also limitless creatures and mana. Good artifacts to use with this would be Everflowing Chalice, Spellbook, Sensei's Divining Top (not budget, I know, but it's a good pick for Kykar if you ever want to add more to it), and Sol Ring. There's also Arcane Adaptation and Bishop of Wings.
For general EDH deck building I think can be of some more use lol. Starting with your lands, I would recommend subbing out a lot of your lands that come in tapped. There are a lot of nice (fairly) budget options for multicolored lands like pain, filter, and check lands. If you can't find multicolored lands within your price range I would suggest just going with basics. Personally, I think that the speed benefit of a basic coming in untapped trumps the versatility that tapped lands will eventually provide.
As for rocks I'd recommend running the aforementioned Sol Ring and Everflowing Chalice. Sol Ring is just one of those cards that slots into just about every commander deck. As a general rule I try to avoid mana rocks at 3 cmc or above, just because that's around the point where they stop generating enough value to be worth running or even casting. You want your ramp to be hard and fast so that you can transition into making plays sooner. You don't want to be ramping on turn 5 when you could be pulling off big combos. In this regard you've already done really well in your selection, but I would suggest cutting Commander's Sphere and Chromatic Lantern. Lantern has its place in certain more color intensive decks, but I don't necessarily think you'll be needing it in a 3 color deck. Other good 2 cost options are Fellwar Stone, Mind Stone, and Prismatic Lens. Wayfarer's Bauble in your maybeboard is a good choice for this deck too.
You could probably use more efficient counters for controlling the board, like Counterspell. Some good commander counters include Swan Song, Flusterstorm, Delay, Negate, Dovin's Veto. Muddle the Mixture is a fantastic pick for flexible control and fetching your combo pieces. It hits both pieces of the Isochron combo, Bishop of Wings, and it can hit other valuable targets like Cyclonic Rift (another big commander card. Almost an auto include in blue decks). You'll also probably want to run more removal like Path to Exile, Swords to Plowshares, and Chaos Warp.
Finally, just as misc recommendations, I'd suggest swapping out Fumigate for Wrath of God. I'd also suggest adding in some mana sinks to win the game off of once you go infinite, like Comet Storm and Kumano, Master Yamabushi.
Overall this is really solid for a first time draft! I like your deck a lot and if you do decide to expand into commander I really hope you enjoy it. Hope this helped. :^)
1 week ago
Command Beacon - For when your commander is too expensive
Ancient Tomb > Temple of False
Arch of Orazca > Darksteel citadel - Darksteel is nice with cleansing fire, but arch provides draw, albeit expensive, is nice when you are inevitably out of gas
Strip Mine - Destroy coffers, cradle, urborg, field, etc...
Valakut Stoneforge - "Utility"
Valakut, the Molten Pinnacle - Not necessary but good to have
Hedron Archive - Ramp when you need it, draw when you don't
Humble Defector - Nice to have but not necessary, politics and card draw. Nice with homeward path should you wish
Ignite the Future - "Draw" and flashback is very powerful
Light Up the Stage - Similar to above, easy to cast with all your burn. Although truth be told, you should really cut down on burn and focus on strengthening your weaknesses rather than incorporating burn with no particular strategy
Mind's Eye - Expensive, not necessary but nice with wheels
Outpost Siege - A little slow similar to above, but often gives you many cards as people don't want to waste removal on it.
Skullclamp - Draw
Solemn Simulacrum - Draw and ramp
Chandra, Torch of Defiance - Best chandra - Ramp, draw, removal and wincon all in 1
Sensei's Divining Top - Digging 3 cards deeper is always nice
Wayfarer's Bauble - Ramp
Gauntlet of Power - Helps you achieve kicker
Caged Sun - Read above
Deflecting Swat - Redirect removal, counterspells, targetted draw, etc... way too much utility to ignore
Urza's Incubator - Ramp
Be sure to let me know what you think of each suggestion. There are more tribal cards to consider but since I don't play tribal, they are not on the top of my head. Once we go through these, we can consider other tribal cards as well. Your biggest issues are lack of ramp and card draw. For a dragon deck, it's not bad.
2 weeks ago
Hey everyone, I’ll chime in as well. I first became interested in commander when I picked up the Kaalia of the Vast precon a few years ago. Ever since then I’ve been working on making my Kaalia deck as effective as possible. Recently I dove into cEDH and I changed my deck from a traditional aggro build to a hybrid aggro-stax build and I’m very happy with it. Kaalia can be slower than other super fast competitive decks, but with the stax elements I can slow down other players enough to beat them down. An interesting combo is Rule of Law or Eidolon of Rhetoric with Possibility Storm. If your opponents don’t stop you from pulling off the combo, they can no longer play any spells, and you can proceed to beat their faces in.
Here’s the deck if anyone is interested: KAALIA'S CATACLYSM (Mardu Aggro Stax)
Besides Kaalia, recently I discovered Tinybones, Trinket Thief (who I call the Tiny Punisher because he can kill every other player single-handedly and reminds me of a tiny Frank Castle lol) and I had to design a deck around it. I focus on discard and stax effects with the goal of dealing damage with Tinybones or assembling a lethal combo. If Leyline of the Void is in play, and you spend at least 1 on Helm of Obedience’s triggered ability, you exile a player’s entire library instantly! My playgroup has seen me pull this off and it strikes fear into their hearts lol. Another insta-kill combo is Bolas's Citadel plus Aetherflux Reservoir and Sensei's Divining Top. You use the Top to draw a card and place it on the top of your deck, then cast the Top from the top of your deck with the Citadel for 1 life, then use the Top again to draw a card and place it on the top of your deck, etc. Eventually you draw your entire deck and the Resevoir will allow you to gain more life than you lose with the Citadel. Then you can easily kill each opponent with the Resevoir.
Feel free to check out the deck: TINYBONES: TINY PUNISHER (Mono-Black Stax)
2 weeks ago
Sorry for the delay with this post, and the pending update. My wife and I just welcomed a new addition to our home, so needless to say things have been a bit busy. I will also be moving to a new house next week so It might be a week or two before I get to the update. For now I will at least give you my thought on the comments, as well as the deck changes that I have landed on!
I think I will start with the changes that you will see in the update because that is the core of the conversation right now.
Force of Vigor OUT FOR Ancient Greenwarden - Although removing Force is going to upset some people, I have been generally underwhelmed by the card. Sure, free removal sounds great but I generally play this deck in a turbo aggressive way. Sure, Force might be a better card, but doesn't really follow the way I have constructed the deck.
Return of the Wildspeaker OUT FOR Valakut Exploration - This appears to be a clean card-draw upgrade to me. Although this new inclusion might not be the great card draw in the deck, I do think I will feel right at home here.
Steely Resolve OUT FOR Nahiri's Lithoforming - With this update the deck will now have 17 total creatures, and 4 different cards to tutor them out. With that being said, Steely Resolve has turned into a dead card next to Sylvan Safekeeper, who can be tutored out very easily. Adding in Nahiri's Lithoforming was a no-brainer to me. Sure, it is a "bad" Scapeshift, that still makes is a really good card.
Ranger's Path OUT FOR Three Visits - I know, about time! The only complaint I expect to hear is why I didn't cut Migration Path instead. The simple answer is because I think the added cycle is better then being able to find my non-basics. Shoot me lol.
Myriad Landscape OUT FOR Field of the Dead - Another overdue change. The value behind a hoard of "free" expendable tokens is just nuts. Whoever at Wizards though it would be ok to put this kind of value on a land has my thanks!
Mountain OUT FOR Snow-Covered Mountain - Goes along with adding Field of the Dead. I don't see the need to split the count of basics in half, all that Field cares about is have different names, and this deck ramps out basics enough that finding the snows will never be a problem.
Perilous Forays OUT FOR Moraug, Fury of Akoum/Valakut Awakening Flip - Easily the biggest controversy right now. I think I can fairly say that no card in this deck has more of a conflicting argument on both sides of cutting and keeping a card in the deck then Perilous Forays. Some people wonder why it has lasted in my list so long, while others are baffled by the fact that I am removing it. That being said, I will give you my opinion this "iconic" Om_rath card. First, it is a sac outlet in a color combo that has few. Although this argument has merit, that is not why the card was in the deck. The reason the card stayed so long was the "feel good" of being able to sac Om_rath tokens over and over again while netting more and more tapped basic lands. The christmas land is when either Lotus Cobra or Amulet of Vigor were in play! Although I pulled this off a few times, it rarely won me a game. Second, the spell cost 5 cmc. This is the biggest draw back for me, it is a 5cmc spell that does nothing for me until I have 2-4 other cards in play. Third, paying 1 mana for the sac ability nerfs that card considerably. Yes, it would be broken if it was free, but there are plenty of free sac outlets that cost less mana. All of this being said, Perilous Forays is sitting the bench and is being slotted in as my playtesting spot. Essentially I like the look of both Moraug, Fury of Akoum and Valakut Awakening Flip, but I am not in love with either on the surface. And before anyone else say it, no I do not think I can take out a land for Valakut Awakening Flip, mainly because it cannot be fetched out. Moraug, Fury of Akoum seems amazing on the surface, but the deck has mainly stepped away from winning through combat. Ill let you know how testing turns out!
With all of this being said, Zendikar Rising has been an amazing set for us! The main problem is that the deck list is insanely tight now! Making cuts in the future is going to be a real headache! Also, the creature count is reaching a record number for us! If Wizards gives us a couple more creatures it might be worth considering different cards. Also, many of you likely noticed that I decided not to cut Genesis Wave, it has won me far to many games, and you guys talked me out of it haha.
Now for some of the comments that I didn't already address with my deck changes.
BenWin: I have to be honest, the Sekki, Seasons' Guide combo does not interest me at all. I don't like combos that include dead cards when you draw into them. I also am not a big fan of infinite combos, and my meta isn't either. Nevertheless, I definitely this the combo is powerful and you should add it to your list if it is your thing!
I think Skullclamp thrives more in decks that make small creatures that die on equipping. Having to rely on another card makes it much weaker.
Sylvan Scrying likely won't be coming back. Sure, is is nice to find Cradle, but I don't need it to win the game, or any other land for that matter. I have almost considered removing more non-basics to increase to total basic land in the deck. I haven't gotten to that point get though.
This might cause an uproar, but Sensei's Divining Top is overrated in my opinion. It is amazing in the right deck, but way to many people play it as the greatest draw card ever (maybe it is for Red and White decks). I have taken mine out of most of my decks and been trading them away at their overpriced $50 price tag little by little lol.
Daedalus19876: The Ashaya, Soul of the Wild combo falls under the same concept as the Sekki, Seasons' Guide combo for me. I think you could easily turn this deck into the Tooth and Nail and I win deck, but that is not what I am really aiming for here. If you build that type of deck fill free to post it here and share! I would definitely like to see how that looks!
_Arra_: I think Lithoform Engine is a good card an all, but not at all what this deck wants. This deck thrives off of the mass amount of triggers and activations we get, and doubling a single one will really not do much for us. All we need to do instead is pay an additional land.
TraceT: I actually do think Scute Swarm is right at home in this deck, but is unfortunately under the power threshold to even be considered for this build. I say play it if you think it would be fun and let us know how it goes! the same kind of goes for Impact Tremors, the right deck, but not quite powerful enough.
I think I got to everyone's comments! I will make sure to post the update ASAP. I start packing for the move tomorrow and should be all settled by next Sunday. Until then please let me know what you think about the upcoming changes, and I am grateful for all the support!
2 weeks ago
HorseTribalLord The point of playing all the possible fetches is that you thin out your deck to increase the chances of drawing something else than lands. Or when you use something like Sensei's Divining Top and don't like what you see, you just crack a fetch, shuffle up and check the top again.