Diviner Spirit

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Diviner Spirit

Creature — Spirit

Whenever Diviner Spirit deals combat damage to a player, you and that player each draw that many cards.

king-saproling on Target opponent is your teammate [BANG!]

3 years ago

Cool deck!!! I really dig the intent here. You might like these: Null Chamber, Vizier of Tumbling Sands (can untap your friend's lands or mana rocks), Aphetto Alchemist, Unbender Tine, Hyperion Blacksmith, Tidewater Minion, Fatestitcher, Ghostly Touch, Nin, the Pain Artist, Captivating Glance, Act of Treason (steal an opp's creature, then use Zedruu to permanently give that creature to your friend), Braingeyser, Arcane Artisan, Proteus Staff, Diviner Spirit

Tzefick on None

4 years ago

As Funky said; there's no reason for these to be something different from enchantments - except to make it impossible to interact with (like an emblem - but then you might as well use that). I feel like it's misguided to exclude red solely because red has damage and a lot of violent tendencies within their color pie ( as does white ), but red is also the color of passion and emotion, something that can be a motivator to give to a community. Black's identity is more of self-ambition and I get why they are not part of such a mechanic. Also Kynaios and Tiro of Meletis 's colors.

As Sun says, no one will activate these Communities in normal EDH situations, both due to cost and due to lack of pay-off. It takes way too much mana and benefit for opponents before you can start reaping benefits yourself. Look at a card like Pendant of Prosperity . It's owner pays the up-front cost of casting the artifact and the selected opponent pays for the benefit for both players. It's in a whopping 500 decks out of 230.000 decks on EDHREC (and I guess a lot of these are the Commander precon decklists it came in) and generally people don't activate the artifact when given. It costs the owner 3 mana and a card, and the recipient doesn't have or want to spend resources on it unless they're struggling for whatever it can give.


As for possible improvements to the viability of the activations you could try something like this;

": Put a Community counter on ~ and choose target opponent. That opponent may pay . If they do, you both draw a card. If they don't, you Scry 1. Any player may activate this ability.

: You draw a card. Can only be activated if ~ has 10 or more Community counters on it. Any player may activate this ability."

This invites a "I help you, you help me" kind of deal - something akin to Diviner Spirit . The payment is split so it's more reminiscent of Joined Forces , where you each have to pitch in to get higher rewards. The payment is heavier on the activator as that player is likely the one gaining the most out of the transaction and thus have to put in more effort. It also reminds me a bit of the Offering cards . As a softener, if the opponent doesn't accept the deal, you still get a small bonus in the same alley as the original effect.

When the community is well founded and you only want to help yourself, the payment is also solely yours - which makes both abilities have a place in the game after the community is founded. If the board needs an answer to a threat, you may split costs to dig for an answer.

I changed the self-activation to "you draw" to avoid it becoming a win-condition with infinite colorless mana. It could also just be "Target player may draw a card." if you really want the group hug possibility.

Payment, rewards and Community threshold can all be subjective to the individual community card. Another card could perhaps be:


": Choose target opponent. That opponent may tap an untapped creature they control. If they do, put a Community counter on ~ and that player gains 3 life. Any player may activate this ability

Tap a creature you control: Target player gains 2 life. Can only be activated if ~ has 8 or more Community counters on it. Any player may activate this ability."


In this scenario the activator pays nothing but they allow the targeted opponent to trade an untapped creature for life while the activator gains nothing for themselves - except the Community counter, which first comes if the deal is accepted, in contrast to the first example that had a payment for the activator.

Once the community is founded, any creature may tap to give any player a slightly smaller amount of life. So the agreement through the community is still more advantageous. Political agreements still have a benefit over selfish desires.

Community threshold could be different from 10, unless the desire is to specifically make it a uniform characteristic.


I think such a design has a better chance at being viable as a group hug mechanic, as both players have to pay or come to an agreement that can benefit both, instead of only one player toiling to establish the community.

Yesterday on Official missing/incorrect card/token thread

6 years ago

I was updating my inventory and there seem to be an awful lot of cards that are missing their Commander Anthology printings here.

Printings not found: Anger (CMT), Arcane Denial (CMT), Bathe in Light (CMT), Boros Guildmage (CMT), Borrowing 100,000 Arrows (CMT), Cleansing Beam (CMT), Congregate (CMT), Control Magic (CMT), Curse of Inertia (CMT), Curse of Predation (CMT), Curse of the Forsaken (CMT), Darksteel Mutation (CMT), Death by Dragons (CMT), Deceiver Exarch (CMT), Diabolic Tutor (CMT), Diviner Spirit (CMT), Dragon Whelp (CMT), Duergar Hedge-Mage (CMT), Evincar's Justice (CMT), Furnace Whelp (CMT), Gwyllion Hedge-Mage (CMT), Hada Spy Patrol (CMT), Krosan Grip (CMT), Leafdrake Roost (CMT), Leonin Bladetrap (CMT), Lightkeeper of Emeria (CMT), Mortify (CMT), Mother of Runes (CMT), Oni of Wild Places (CMT), Orim's Thunder (CMT), Orzhov Guildmage (CMT), Path to Exile (CMT), Pilgrim's Eye (CMT), Presence of Gond (CMT), Pyrohemia (CMT), Razorjaw Oni (CMT), Restore (CMT), Return to Dust (CMT), Selesnya Charm (CMT), Selesnya Guildmage (CMT), Serra Angel (CMT), Shattered Angel (CMT), Skyward Eye Prophets (CMT), Soul Snare (CMT), Stonecloaker (CMT), Sulfurous Blast (CMT), Swiftfoot Boots (CMT), Sylvan Reclamation (CMT), Syphon Flesh (CMT), Syphon Mind (CMT), Terminate (CMT), Thornwind Faeries (CMT), Thunderstaff (CMT), Vow of Duty (CMT), Vow of Lightning (CMT), Vow of Malice (CMT), Wash Out (CMT), Winged Coatl (CMT), Wonder (CMT), Wrecking Ball (CMT).

RicketyEng on Shifting Into High Gear (Arjun Primer)

7 years ago

I would appreciate any thoughts on 2-3 card combos which I could focus on instead of storm. I recently added a few stormy cards but I'm already not feeling all out storm is the way to go (I recently built Yidris which is all out storm). I would prefer my original vision of using Arjun as a card-drawing engine to dig for combo pieces and trigger lots of card-draw triggers.

The current chopping block:

Cards being considered:

RoboticPlayer on Deck Builder says cards illegal?

7 years ago

I have this deck that I made, but the site says that the cards Diviner Spirit, Forgotten Ancient, and Giant Tortoise are illegal. But according to WotC's list, none of them are banned. Anyone know why they are marked as illegal on this site?

Gamernatic on Sphinx Tribal Finished Product

8 years ago

Diviner Spirit

Hunted Lammasu

Crown of Doom

Mystic Barrier

Shieldmage Advocate

Gwafa Hazid, Profiteer

Spurnmage Advocate

Betrayal

Telepathy

Curse of the Cabal

Contested War Zone

Zur's Weirding

Shared Fate

Vow of Malice

Vow of Duty

Vow of Flight

I wouldn't recommend you run all of these simultaneously, but I would recommend that you acquire all of these as a "sideboard". Variety between games makes an interesting sert of games, especially when it comes to politics!

dreamistt on Oloro edh

8 years ago

(R: remove / A: add / ?: consider)
R: Azorius Herald
R: Diviner Spirit
R: Hooded Horror
R: Marrow Bats

(Extort triggers/lifegain cards)A: Blind Obedience
A: Underworld Coinsmith
A: Kingpin's Pet
A: Tithe Drinker
A: Tainted Sigil
A: Paradise Plume (I love this card <3)
A: Elixir of Immortality (anti-mill, some life gain)
? Souls of the Faultless
? Suture Priest
? Rhox Faithmender
? Voracious Hatchling
? Cliffhaven Vampire
? Noble Purpose (NOT lifelink, meaning it will trigger separately)
? Profane Memento

(tutor)
A: Sphinx Summoner
A: Treasure Mage
? Increasing Ambition
? Diabolic Tutor
? Enduring Ideal (risky, but if you manage to get Sanguine Bond+Exquisite Blood, your commander ends the game in your turn.)
? Lost Auramancers (slow enchantment tutor...)
? Plea for Guidance

(draw engine)
A: Alhammarret's Archive (incredible synergy with Oloro)
? Drogskol Reaver
? Well of Lost Dreams
? Phyrexian Arena

(other stuff)
? Reality Shift
? Psychosis Crawler
? Temporal Extortion
? Wash Out
? Norn's Annex
? Crowd Control
? Graveblade Marauder