Dowsing Dagger

Artifact — Equipment

When Dowsing Dagger enters the battlefield, target opponent creates two 0/2 green Plant creature tokens with defender.

Equipped creature gets +2/+1.

Whenever equipped creature deals combat damage to a player, you may transform Dowsing Dagger.

Equip

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Have (2) metalmagic , gildan_bladeborn
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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Dowsing Dagger occurrence in decks from the last year

Latest Decks as Commander

Dowsing Dagger Discussion

jakeyuki12 on Commander Knights

6 days ago

Hiya! Long time Boros player here, got a few tips for the list.

1) In your creature line-up there are several creatures that aren't knights. There are also creatures that not only aren't knights, but don't synergize with knights. I would examine each of these creatures with a critical eye. The strength (and fun) of a tribal deck is its synergy. If there are creatures in a tribal deck that don't contribute to that synergy, they have to majorly make up for it (both for power's sake and for fun's sake). So I would look at each non-knight in your list and see if they're worth it (both power wise and fun wise).

2) There are also knights in your build that synergize with other things, namely equipment. If the deck were led by Syr Gwyn, Hero of Ashvale then this would make more sense. Since it's not, I would recommend trying to replace the equipment subtheme you have going on with better tribal synergies.

3) Your deck is kinda short on both card draw and ramp (You're doing great in the removal package though!). Boros is fortunate to have been getting tons of love in both the card draw and ramp departments in recent years, so we actually kinda have options. From what I can see in this (like many) tribal deck is that you want to play lots of creatures that synergize with each other, so you're going to be emptying out your hand very quickly. Wheel effects ( Reforge the Soul , Wheel of Misfortune ) are great sources of card draw when you're emptying your hand. Impulsive draw ( Showdown of the Skalds , Light Up the Stage , Ignite the Future ) is also pretty good for this. As for ramp, that's probably more down to preference. In aggressive decks I like Sword of the Animist and Dowsing Dagger  Flip since they reward you with ramp for attacking.

azja on Yuriko and the ninjas

3 weeks ago

Hey! I just read through your decklist and thought of a few things you could add/remove. I'll start with the potential cuts:

  1. God-Eternal Kefnet : Most of your instants and sorceries are reactive, like counterspells or removal. I think the only spells worth copying with Kefnet would be extra turn spells, and you only have a handful.

  2. Phantasmal Image : The only creature worth copying is Yuriko herself, which won't work due to the legend rule. Either Sakashima the Impostor or Sakashima of a Thousand Faces might work better here.

  3. Wonder : This card is awesome to draw in your opening hand, because a t2 Yuriko means you'll have to discard to hand size at end of turn. But with no other reliable ways to get it into the graveyard, it's a bad draw otherwise.

  4. Quietus Spike : 3 mana to cast and 3 mana to equip makes this card very clunky. Better to focus on playing more enablers and ninjas.

  5. Dowsing Dagger  Flip: Giving an opponent extra blockers hinders Yuriko's ability to deal combat damage.

  6. Arcane Signet : Tapping out t2 for a ramp spell isn't really where Yuriko wants to be. I would swap it for Sol Ring instead. It also has the same problem, but has a much greater payoff.

This comment is getting long, so I'll put the potential additions in a second comment!

jakeyuki12 on Boros Soldier Tribal: Tajic

1 month ago

Hiya! Long time Boros player here, got some thoughts on your deck.

The biggest thing I can see with your deck- you aren't running many tribal payoffs. PLaying a deck full of soldiers just because you like soldiers is fine, but you might as well reward yourself for sticking to only soldiers. There are soldier tribal payoffs and generic tribal payoffs, I recommend running more of them as I only see two cards in your deck that actually reward you for running a ton of soldiers.

The next thing- there are some choices among your different categories that I think should be adjusted. For example, I think you're running just a bit too much removal. Running too much removal can actually be a bad thing- you don't want to spend too much time on removing your opponent's threats, you want to make sure you're developing your board. Running too much removal leads to games where you draw a ton of removal and don't draw your key pieces. I recommend cutting one or two pieces of removal, probably Lapse of Certainty imo. For your ramp I recommend replacing one of the mana rocks (probably Worn Powerstone ) with Dowsing Dagger  Flip as it synergizes better with your deck that wants to attack with creatures. For your card draw, you're running some rather suboptimal choices. I would cut Staff of Nin and Mind's Eye in a heartbeat, the cards are way too clunky, way too slow, Boros has much better options nowadays. Look at some of the impulsive draw options we've gotten recently. Stuff like Showdown of the Skalds or Light Up the Stage is much better. Finally, you're running too many non-soldiers in the deck. A lot of them make soldiers, but it might be better to not run them and run actual soldiers.

NensouHiebara on Halvar, Divine Voltron

1 month ago

@Omniscience_is_life

Wayfarer's Bauble was in this deck for a brief time until Smothering Tithe needed the spot. I'm not really interested in more Mana Rocks. I'm looking into adding Dowsing Dagger  Flip and I don't have a desire for more ramp after that.

The Plainscyclers do more than grab lands. They still creatures, and are used as emergency bodies in the late game. The spare shuffle effect from the cycle can also refresh the top of my library for Sensei's Divining Top. A Plains can't do that.

I'd rather focus on the new card draw that's coming than find space for Sram.

ClockworkSwordfish on Dauthi Dankness

1 month ago

I love me some Dauthi, but it seems a little limited running nothing but creatures and lands. The Dauthi Trapper + Dauthi Cutthroat combo is solid once it gets going, but you might appreciate having more on-demand ways to deal with your opponent's cards.

Since chances are your opponent will never be able to block any of your creatures, you could take advantage of that fact with equipment like Mask of Memory , Dowsing Dagger  Flip, Specter's Shroud , Bloodforged Battle-Axe or Whispersteel Dagger . Something like Nightmare Lash will also help ensure your creatures can deal that 20 crucial damage in a hurry.

That said, chances are you'll never be able to block, either, so a card like Darkness can tip the balance by preventing your opponent from counterattacking every time. Revenge of Ravens can also serve as a disincentive, helping ensure your opponent runs out of life before you do.

codesnowman13 on Here, hold this.

2 months ago

Here are some cards I would cut and cards I would put in:

Cuts

Vivid Crag , Vivid Creek , Vivid Meadow , Mystic Monastery , Khalni Gem , Dispatch , Kazuul's Toll Collector , Kirtar's Wrath

Adds

Thriving Bluff , Thriving Isle , Thriving Heath , Raugrin Triome , Dowsing Dagger  Flip, Swords to Plowshares , Balan, Wandering Knight , Dalakos, Crafter of Wonders

I would also cut Sunforger for an Equipment such as Hammer of Nazahn or some other Equipment because with Sunforger , you want a package of Red and White Instants to have it go search for. Currently you only have Dispatch in the deck. If you plan on keeping Sunforger , I'd recommend adding more Red and/or White Instants.

jakeyuki12 on From 0 to HERO

2 months ago

Hiya! A few cards I highly recommend: 1) Dowsing Dagger  Flip- this thing is amazing. Probably best ramp in the deck. 2) Deflecting Swat - you've got the free white spell, the red one might be better. 3) Mox Amber - in this deck, you get to play Mox Ruby ! 4) Jeska's Will - Best red card I've seen released in a long time. Crazy powerful with a 0-mana commander.

I think the deck is really solid. +1 from me.

jakeyuki12 on Heavenly Assault

2 months ago

Hiya! First off, the amount of lands you run is going to lead to a lot of mulligans (because you don't have enough lands in hand) and a lot of missed land drops. I recommend upping your land count to 36.

Next, I think you need more ramp. Your deck has a big curve, so you'll need some ramp to not fall behind the other players that are ramping.

Next, I think your deck needs more proper card draw, otherwise you're gonna run out of steam or get blown out by a boardwipe or both.

I think your deck needs more removal to deal with opposing threats.

Finally, I think you should cut down on equipment. Equipment can give keywords, but you won't need the equipment to give your creatures keywords if your creatures already have a ton of keywords, which most of them look like they do. Equipment encourage a go-tall strategy, your commander encourages go-wide, so they don't synergize well. Leave in the really good ones like Sword of Feast and Famine and maybe Dowsing Dagger  Flip, otherwise cut the rest.

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