Diviner's Wand

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed 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
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Diviner's Wand

Kindred Artifact — Wizard Equipment

Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "(4): Draw a card."

Whenever a Wizard creature enters the battlefield, you may attach Diviner's Wand to it.

Equip (3)

Journeytodiscoverychannel on Omnath locus of mana (opinions needed)

1 year ago

Helnas

I really appreciate all the Feed back, I know the synergy needs work but at that point I might as well copy someone’s deck. The goal is to ramp the artifacts help always tutor for Nyxbloom Ancient and then Doubling Cube becomes 3x more effective. Lithoform Engine can copy that effect and compile it more so, often creating well into the hundreds of mama, so 4 cost to draw a card with Diviner's Wand something I can repeat as I want is negligible. At that point you get to a card where you get a card that allows you to place majority of your deck into your hand and do mostly as you please. Along with that Genesis Wave places all the land and permanents you need and usually by turn 5 there’s enough mana that it’s worth the drop setting the following turn up for huge mana and usually can end game sacing omnath to Altar of Dementia or just simply attacking. Or even Squall Line

Still plenty of play testing needed, but this also isn’t a full on competitive build just for my play group. I will definitely take a deeper look and playtest some of the changes.

Helnas on Omnath locus of mana (opinions needed)

1 year ago

Instead of the mana doublers, i would add something like Bear Umbra, untaps your land if you swing with your commander, plus totem armor. Get some protection aswell, Lightning Greaves Yeva, Nature's Herald (just cast commander straight back when he gets destroyed, keep it in your hand). maybe a few spells like Tamiyo's Safekeeping, Tyvar's Stand, Gaea's Gift, Momentous Fall, Shared Summons, Wrap in Vigor some other creatures i didnt think of before: Oracle of Mul Daya, Silverback Elder, Apex Devastator, Cultivator Colossus, Ghalta, Primal Hunger, Cankerbloom, Topiary Stomper, Regal Force

For cutting cards, i would just cut cards that arent creatures or synergize with creatures, or dont do alot most of the time. something like Exponential Growth is gonna be a dead card in your hand most of the times.

Also dont understand most artifacts in your deck. Diviner's Wand for example, 3 mana to cast, 3 to equip, 4 to draw 1 card, 10 mana to draw your first card, and 4 mana for each card after that doesnt seem worth it at all. Id also cut 1x Mirage Mirror, Staff of Compleation, Helm of the Host, Lithoform Engine, Book of Rass

Id also cut: Vigor, Ironscale Hydra, Seeker of Skybreak, Viridian Joiner, Nantuko Mentor

And i would add 4-5 lands. playing a land per turn is stronger then playing an arcane signet or sol ring and then miss a land drop. (id cut arcane signet and sol ring aswell, they are bad draws past t4)

SufferFromEDHD on Steel Reserve

1 year ago

No prob. I have a Boros equipment list with the commander as Akiri, Fearless Voyager and Wyleth in the 99.

I understand why you are running Diviner's Wand but I kind of hate it because 0% of you creatures fit the tribe.

I don't know what the card draw is like in this list but I saw the Thought Vessel so definitely Reliquary Tower. Possibly Venser's Journal?

Michigone on Trigger Warning

1 year ago

Change Log 12/04/2022

Cut:

Add:

Michigone on Trigger Warning

1 year ago

Feels like the deck does a lot of drawing of cards, but most games I don't have a ton of cards in hand. My commander is pretty efficient at playing cards, and Venser's Journal often doesn't gain me much life, and I usually am not running into max hand size issues. So I originally thought Wizard Class would be a good fit, because it keeps my max hand size mod, and benefits me when I draw cards, which is where this deck really seems to be leaning currently. But my big threats are often chump blockable, and so I thought some sort of evasion enabler would be a good idea. As of the moment of typing this, I realize Nylea, God of the Hunt and Kodama of the West Tree might actually be great in this deck. But I have decided for the time being to lean into the card draw mechanic and so I removed Venser's Journal and I'm adding Diviner's Wand. I think this makes sense as there is a mana sink for me to draw cards as well as giving a creature evasion. Plus, with it on a creature that gets a +1/+1 counter from card draw, this seems like it could get really big really fast.

philsonwilson on Witch's Brew

1 year ago

The website went down for a bit there and I appear to have lost part of my reply!

I wanted to mention Fate Unraveler and Ayara, First of Locthwain are great early on to add to the previously mentioned tick damage.

For extra punch with creature hits, Diviner's Wand can be great on cards like Fallen Shinobi or a flipped Kindly Stranger  Flip, but also Sedgemoor Witch (flying, menance and ward is always nice!). Speaking of Sedgemoor, her and Chittering Witch can add pesky little 1/1's that are great for sac fodder or adding to the poke damage we've accrued.

legendofa on Kithkin Township EDH ed.

2 years ago

As far as strict legality goes, the hybrid cards should be excluded. Since this is a more thematic deck, I personally would allow them, but check with the people you expect to be facing regularly.

The draw options from Lorwyn/Morningtide are Diviner's Wand and Surge of Thoughtweft, and you have one of those already, so you're going to need to step out to get anything better.

legendofa on How Good is Book of …

2 years ago

I'll give Book of Rass credit for being the second-most mana-efficient pure colorless card (not Devoid) that effects only you and doesn't sacrifice itself for the draw. That's a really narrow category, but almost every other option taps or sacrifices itself, or has a color identity. The other options are Diviner's Wand (less efficient for pure draw, but has other useful abilities), Well of Knowledge (anyone can use this), and Mindless Automaton (my choice for most mana efficient pure colorless etc. etc.)

Of course, I would expect artifact untapping and recursion to go into pretty much every artifact-centric deck, and even white, the weakest at pure draw, has been getting comparable options that are at least as good in color.

Is it a truly bad card? I don't think so. It's just outclassed by a lot of really good cards. It's an "if you have no other option" card.

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