Sensei's Divining Top

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.

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Printings View all

Set Rarity
Eternal Masters (EMA) Rare
From the Vault: Exiled (V09) Mythic Rare
Champions of Kamigawa (CHK) Uncommon

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Tiny Leaders Legal
Leviathan Legal

Sensei's Divining Top occurrence in decks from the last year

Commander / EDH:

All decks: 0.19%

Blue: 0.7%

Red: 0.36%

Black: 0.21%

White: 0.36%

Green: 0.15%

WU (Azorius): 1.19%

UB (Dimir): 1.1%

UR (Izzet): 0.81%

Golgari: 0.1%

WUB (Esper): 1.08%

UBR (Grixis): 0.73%

BUG (Sultai): 0.63%

Sensei's Divining Top Discussion

Hi_diddly_ho_neighbor on Mayael’s Overwhelming Stampede

23 hours ago

Hi there,

Mayael the Anima was my first commander deck. I no longer run her, but there are a few things that I learned while playing her:

1) Protection is key: Because of her ability, Mayael is a lightning rod for removal. I'd think about including cards like Swiftfoot Boots, Lightning Greaves, Dense Foliage (you aren't running much targeted removal anyways), Aspect of Mongoose, or some Umbras.

2) You need a back-up plan: You've already have a few ways besides Mayael to cheat creatures in, but I would highly recommend Hunting Grounds, as well as more ramp/mana doublers like Mirari's Wake

3) Top deck manipulation is the most important thing: In addition to Mirri's Guile, consider adding Sensei's Divining Top, Crystal Ball, Congregation at Dawn, and Scroll Rack (if you have the budget)

Also, some haste enablers like Rhythm of the Wild would be good. And I see that the pair of Avacyn, Angel of Hope/Sigarda, Host of Herons have already been suggested. I would consider the third member of the holy trinity, Archetype of Endurance, for complete protection.

SideBae on That's a big nope

1 week ago

One card that I always thought was pretty good with Aminatou, the Fateshifter is Counterbalance. Since you can shift the top card of your deck without revealing it, you can stack a 1 or 2 on top and nail an opponent for no cards. It also makes Sensei's Divining Top really good.

Gilded Drake is absurd with your general. Because of her wording, you can flicker permanents you own even if you don't control them -- so the minus becomes "steal target creature." It is $170. So either be rich or play with proxies... I love proxies, and I think they're unduly rejected in EDH.

Preordain is good in addition to your Ponder and Brainstorm. Brainstorm is best with more free shuffle effects than you currently have... They usually come from fetches like Polluted Delta, but those lands can be expensive. Slow fetches like Bad River also work, and things like Evolving Wilds and Terramorphic Expanse are also good.

You have two Arcane Signets. Unless the rules have changed, that's not allowed...

Control decks -- which I think this is -- tend to like wipes. I think Toxic Deluge is really good, since it gets around cards like Gaddock Teeg. Damnation and/or Wrath of God are also good.

You could also do with more two-mana mana-rocks; three-mana rocks, like Commander's Sphere, are significantly slower and come down turn three, competing with your commander. I suggest cards like Talisman of Dominance, Talisman of Hierarchy, Talisman of Progress, Fellwar Stone, Mind Stone, Everflowing Chalice, Azorius Signet, Dimir Signet, Orzhov Signet, Thought Vessel...

I also think you have better options than Defense Grid, since Defense Grid is symmetric and hoses your counters, too. Teferi, Time Raveler comes to mind.

Narset, Parter of Veils is also really good, especially if you can pair her with something like Windfall.

Finally, Omen of the Sea seems like it could be good to flicker, though playtesting would be needed.

Right. I hope this helps!

dingusdingo on Lands choice

1 week ago

Check out https://mtg.gamepedia.com/Nonbasic_land as it lists all the non-basic lands for each color specifically. Some analysis of my own though:

Fetch lands

Polluted Delta and friends. Extremely useful for guaranteeing color access. The shuffle effect can generate extra value when you know what the top card is (especially Sensei's Divining Top and Brainstorm, but really any scry/reveal effect) by shuffling away cards you don't want. Generates huge color access when paired with Shocklands. The "pay 1 life" clause does add up, especially against decks like burn. Reusable from plenty of cards, and it also slightly thins the deck. Hosed by a few random effects like Aven Mindcensor or Leonin Arbiter that stop searches. Also hosed by Thalia, Heretic Cathar (and Root Maze if legacy/vintage) due to having two lands enter tapped instead of just one. A staple of any 2+ color deck, the positives far outweigh any negatives.

Shock lands

Overgrown Tomb and friends. Used in conjunction with fetchlands to guarantee color access. The 2 life to shock hurts, especially when fetched to make it 3. You can always crack fetches to grab shocks at the end of turn before yours, to have the shock enter tapped to save the 2 life. This allows you to keep mana open for instant speed response if you need it, while getting the reduced enter tapped cost if you don't need to respond to something. You generally want 1x of each shock for color access, and I personally think a 2:1 ratio is good for fetches:shocks. I will often start with 8:4 fetches:shocks for 2 or 3 color decks, and adjust as necessary from there.

Fast lands

Spirebluff Canal and friends. A nice dual land without land types that can guarantee color access fast and early. You generally should run 2-3 of these in a deck. Take note that you can play them untapped as the first, second, or third land. You like to see 1 or maybe 2 of these in a game, but don't like to draw them later. If drawn later in the game, entering tapped usually isn't nearly as big of a deal if the land entered tapped on turn 1/2/3. Extremely useful against decks like Burn or most aggro decks that seek to pressure your life total fast and early.

Check lands

Dragonskull Summit My favorite lands to use in conjunction with a fetch/shock package. They work extremely well with fetches and shocks, but do note that they will always enter tapped if it is your first land. A nice card to run, relatively efficient $$$-wise, but it doesn't play well with other non-basics such as the fastlands. These lands will also raise the percent of hands you need to mulligan with, as some otherwise playable 2 land hands will always make the checkland enter tapped (like if the other land is a fastland or other land without a basic type). Very efficient in 2 color decks, extremely efficient in 1 color dominant decks with a splash of another color for one card or sideboard reasons.

Filter lands

Cascade Bluffs and friends. Useful when you have extremely color heavy cards such as Kiki-Jiki, Mirror Breaker or other 3+ colored mana requirements. Hosed out by Damping Sphere. Worth noting that this will never make colored mana on turn 1, which slightly raises the amount of hands you will have to mulligan. A fine option for most decks, especially if you pulled one from a pack and have it available. You will see the most benefit from these in 3+ color decks.

Reveal lands

Port Town and friends. Similar to check lands, but they perform slightly differently. They can enter untapped on turn 1, which is a massive gain, but enter tapped if drawn later on after you've played your lands out from your hand. Doesn't work well with other non-basic lands outside of fetch/shocks. I personally skip these in favor of check lands, but if you notice too many turn 1 plays being broken by check lands, this may be the solution.

Battle lands

Prairie Stream and friends. Also known as tango lands. Useful in 2 color decks where you will see more basics. Can't recommend them too highly there either, but that is where can possibly see play. These have basic land types, so they can be grabbed with fetchlands, useful as an EOT play so you can untap with them normally. Really not very useful, hard to have them enter untapped. Still significantly better than almost every land that 100% enters tapped though, as it sometimes enters untapped and is fetchable.

Pain Lands

Always enters untapped, always guarantees color access. You can navigate around the 1 life on later turns by using it for instead of a color. Useful in decks that must have color access. A good budget replacement if you can't afford a fetch/shock mana base. This land will suffer against burn.

Horizon Lands

There are only 6 of these, all enemy colored except for Horizon Canopy, but spicy tech for sure. Useful in a deck like Burn that depletes its hand, or decks that use Life from the Loam to get repeat draws from the horizon lands.

Profet93 on Chaos Theory

1 week ago

Mana Geyser can go infinite with reiterate: If you can cast Reiterate with buyback in response to a Mana Geyser that will produce 7 or more mana, you can cast infinite Reiterates to get infinite storm and infinite mana.

Another infinite could be Kiki-Jiki, Mirror Breaker and Zealous Conscripts.

Dualcaster Mage and Twinflame/Heat Shimmer go infinite

Lastly, Experimental Frenzy, Sensei's Divining Top and Ugin, the Ineffable let you draw your whole deck

Where is your card draw? All I see are 3 wheels and outpost siege. Anvil, burning inquiry don't count IMO because they don't net you cards. I really like this chaos build. I had something similar (although not as compact/good) about a year or so back, but my playgroup hates chaos so they targeted me. So I made mine a semi-competitive build. If you added more card draw in the form of....(there are other ideas, just lmk if ur interested in them)

Endless Atlas - Card draw

Tome of Legends - I have a "good" feeling about this ;)

Ignite the Future - Better in more serious builds, but is still nice

Light Up the Stage - Similar to above, this card is probably better suited to your deck, although I run both since I'm card draw hungry in mono red


No Strip Mine instead of field? Valakut, the Molten Pinnacle instead of a mountain?

Would love to hear your thoughts on my semi-competitive build

Redshift_cEDH on Consultation Kess: a Primer

2 weeks ago

MrBodi88 I think Imperial Recruiter is a poor choice. Are you already running Grim Tutor and Praetor's Grasp? Even if you are you should probably still cut recruiter! I don't think we evaluate tutors the same way in game based on the way you've described liking the more narrow tutor to 'save' the other ones. Tutors are placeholders for other cards, don't get sucked into the mentality of feeling like you have half your combo because you've got a tutor. Use it, get value, get interaction, get a combo piece. It's not worth anything otherwise. I'm not suggesting you ignore the information exchange surrounding things like using a reveal vs non-reveal tutor, I hope you take my meaning.

gillkohl it definitely caught my attention. As you have been so kind as to point out to Berzerker777 I have already stated I am wary of cards that get good assuming Kess sticks around. I think your use of in in a list still impacted by some budgetary restrictions is totally appropriate, and I may end up taking it for a spin, but I am initially pessimistic.

Barbola only 2 slots? You brute! In all seriousness card quality is one of the best things we have going for us and our combo lines are already so tight scepter and aetherflux are not really good enough. I can appreciate finding a spot for Isochron Scepter if you just can't have a Dramatic Reversal without it but I wouldn't waste a slot on a hard outlet for it, just go get Sensei's Divining Top or something, there are a few options for an outlet with cards already in the list.

Is Jace necessary? I think it's odd your asking me that in the same comment where you're asking about taking up 2 more slots with dead combo pieces for a backup. If you've got the gumption to roll without a backup then you're braver than me, but then why are you looking at dramatic scepter + aetherflux? Jace is definitely better than the two of those. If I needed more I'd run Praetor's Grasp because someone else definitely has a Thassa's Oracle I could put to better use.

Underworld Breach is hot. Even without leaning harder into it the card is a joke on its own. Definitely makes you feel a bit more like you're piloting storm again, which is a positive if you're nostalgic.

bradtheimpaler13 on K'rrik s'on 'of Y'awg'mot'h

2 weeks ago

no Sensei's Divining Top?? You have the citadel and the reservoir already.

Vash13 on Mtg is starting to feel ...

2 weeks ago

SteelSentry dude I hear that, I was sitting there going, do I buy mystery? Do you I buy a commander box? Ikoria? Theros? What do I do? So I said forget it to the new cards and finally bought my self a Scroll Rack, and Sensei's Divining Top is next, other than that I'm gunna grab a couple singles from these sets and call it good lol.

GingerHobbit2 on The Crown-Scourge's Treasure Hoard

3 weeks ago

Looks like your deck is getting some well deserved traction! In addition to some of the other cards I've already mentioned, you could run Mystic Forge. In addition to being good card selection in general, it gives you the opportunity to draw your entire deck, since you're already playing Sensei's Divining Top and either Jhoira's Familiar or Foundry Inspector, which you also have in your list. Quite fun interaction!

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