Sensei's Divining Top

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Eternal Masters Rare
From the Vault: Exiled Mythic Rare
Champions of Kamigawa Uncommon

Combos Browse all

Sensei's Divining Top

Artifact

: 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.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.13 TIX $1.04 Foil

Ebay

Recent Decks

Load more

Sensei's Divining Top Discussion

pacolemere830530 on Keranos, God of "wait, what just happened?!"

9 hours ago

All good questions, I'll try to take them in order... I have found altar to be necessary in pod matches and control matchups. Where opponents attempt to control the top card of their library with cards like Sensei's Divining Top. That mild disruption is enough value but it also allows for an alternative wincon when swinging in isn't an option once I've gone infinite.

Into the roil is a strictly better disperse. We've discussed that one before but I'm not sure how I feel about snap. Vapor Snag is still better to me, but perhaps in a derevi stacks matchup I could see the value.

Take Possession having split second has been a game changer. It's very versatile and at that casting cost it comes into play about the same time when there's a juicy thing to steal.

And Spirebluff Canal has been good to me so far. I don't mind it coming in tapped late game, and early game mana fixing is super value.

I hope I answered everything or atleast explained my logic. Of course in different circles different cards are better than others. But this build fairly versatile.

NV_1980 on Trostani, Selesnya's Voice - Tokens Big and Small

1 day ago

Hi,

The average CMC of your deck seems very high. I just drew 20 hands to see what would happen. Out of those twenty, I drew one hand with which I could do something within the first two turns. I think your deck could work if you'd:

  • add some ramp creatures to replace some beaters/finishers;
  • add some more mana rocks (artifacts) to replace some of your current artifacts;
  • add some card draw (or at least some scrying tools) to cycle through your deck quicker.

Some ideas for ramp:- Elvish Mystic, Birds of Paradise, Sakura-Tribe Elder, Rampant Growth, Burgeoning and Exploration

Some ideas for mana rocks:- Selesnya Signet, Worn Powerstone and Thran Dynamo.

Some ideas for card draw/scrying:- Sensei's Divining Top, Scroll Rack, Temple Bell, Elemental Bond, Drumhunter and Sylvan Library.

bushido_man96 on Timmy's Parade!

1 day ago

Its good to see you back! Also for topdecking, Sensei's Divining Top is great, but pricey. Scroll Rack would also fit the bill. I don't know if there are a few more out there that would help you get to a 7-of for topdecking?

Profet93 on Razaketh, The Foulblooded EDH Primer

1 day ago

kellen.rice

This is actually a very interesting deck. I LOVE the Phage win con! +! from me!

As a mono black players, we both seek to win through combo. Since we are mono black, we have a lot of room for our mana base. Urborg, Tomb of Yawgmoth, Vesuva, Thespian's Stage, Expedition Map are all key for mono black ramp! Volrath's Stronghold for recursion.

Sensei's Divining Top for filter and to draw your whole deck when you have infinite mana!

Spazik008 on Is a "late game" deck ...

1 day ago

There's also the "Tron" deck (short for Voltron from the 80's cartoons because you have to assemble parts to make a big thing like the lion robots), it uses big mana to cast Karn Liberated and Wurmcoil Engine. That's called "tap out control".

It probably helps to focus less on the overall archetype and focus on cards and strategies that speak to you. You can add control elements to a midrange or aggro deck, like the version of Burn that uses Scrying Sheets for some late game card filtering. Storm decks often have Remand and a modicum of other counterspells to get them to turn 3 or 4 so they can combo off. There are Blue Black fairy decks out there, a sort of midrange control that uses cards like Bitterblossom, Vendilion Clique, and Spellstutter Sprite. That's probably the closest thing you'll find to a "big bad blue" deck in Modern, or "blue tron" which takes the Tron deck and adds blue for counterspells and Gifts Ungiven.

Certain archetypes can become unviable for long periods of time in Modern and Legacy. For awhile in Legacy, Blue-White turtle control was the best deck because of a unique confluence of powerful cards, specifically Sensei's Divining Top, Counterbalance, and Terminus. They had to ban Sensei's Divining Top because the deck was becoming too oppressive and stopping a number of other popular archetypes from being competitive. So now blue-white control is gone for awhile. But it will be back, as soon as something good enough to replace Sensei's Divining Top is printed or until people figure out how to make it work without the Top (believe me, they're already trying).

Think of it this way: Trying to force your own preferred archetype in a format where it's clearly not viable is like trying to swim against the current of the ocean. Better to "go with the flow" as it is. It's the same basic principle in Judo or Kung Fu. Don't fight against force, channel the force of your opponent, flow with it, and use it against them. That being said of course, if you think you have an idea that works, go for it. Somebody somewhere had to be the first guy to sleeve up Sensei's Divining Top and Counterbalance, and you never know unless you experiment and try. Better to experiment and fail than to have never tried at all.

Aethos on Infinite Swarm | Competitive Locust God

1 day ago

Btw Rings of Brighthearth goes infinite with Grim Monolith (and Basalt Monolith). Inf. mana + rings + Sensei's Divining Top draws you your deck. Some minor synergies would also be doubling Dack Fayden's and Jace, Telepath Unbound  Flip's abilities, searching for 2 cards with transmute, untapping lands twice with Candelabra of Tawnos or putting 2 lands into play with fetch lands.

Bumpinator on Hope is the strongest weapon

2 days ago

Treasure Keeper is in the deck for a couple reasons. Firstly, half my deck is cmc 3 or under, not including lands, so I should never be revealing more than 3-4 cards before I hit something. Also, Treasure Keeper can pilot Skysovereign, Consul Flagship by itself. While I see your point about the collar, it helps me in games against other voltron strategies because my general costs less to recast than theirs. Sure they can pump up a Kemba or a Bruna, but unless they have first strike and Hope doesnt, the Collar lets me trade. It is more about the deathtouch than the lifelink.

So far I have playtested the deck twice, and both times had enough mana to do what I wanted. The first game I hit my early ramp and cast a turn 4 Ulamog, and the second game I had land for turn for the first 4 turns, then when I went dry I drew into Sensei's Divining Top and also found a Metalworker so I had enough mana. The problem I have had with the deck is how vulnerable it is to artifact hate, however everytime I tutor I would search out Darksteel Forge first.

Load more