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.
Printings View all
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Dowsing Dagger Discussion
2 weeks ago
I'm personally not a fan of any of those lands though Lotus Vale, Meteor Crater, and Unclaimed Territory are okay. I'd say by far the most useful is Unclaimed Territory. The main issue with the others is that Lotus Vale only taps for one colour each time, and Meteor Crater requires you already have permanents out (which doesn't include other lands). Dowsing Dagger Flip is pretty decent, if you have room for it I'd try it out at least!
2 weeks ago
Feiryn Would I be able to get your opinion about some cards I'm considering purchasing for this deck? I've bought all of the land cards I mentioned earlier... However what are your thoughts about the following considering I'll have all of those fetch lands/shock lands too? Lotus Field, Lotus Vale, Ancient Ziggurat, Dowsing Dagger Flip, Meteor Crater, Unclaimed Territory.
4 weeks ago
Wow okay, after reading your comment I understand that you completely misunderstood most of what I said.
Never once did I say that Boros can't ramp. I said that ramp in Winota is weird. Because you want to be playing creatures turns 1-3 before you play Winota the typical mana rocks and/or equipment Boros typically relies on to ramp early on don't exactly work as they interrupt your game plan. Most good Boros decks use mana rocks and/or stuff like Sword of the Animist, Dowsing Dagger Flip, etc. to ramp. Those don't work super well. Winota wants your ramp to cost 0-1 mana or they'll get in the way of playing creatures on your early turns.
Winota occupies an interesting place in Boros. When she's in play she is hands down the most powerful Boros commander in the format. When she's not in play though your deck is a subpar Boros deck. She's very, very all-in. That's why it is very important to make sure she is protected and that the turn she comes down you can swing and trigger her ability.
That being said, another card that's not super expensive came to mind that can help Winota decks ramp efficiently- Curse of Opulence. At the oh-so-efficient 1 mana you can play this early and still have time to get down creatures to trigger Winota.
And yes, I'm very familiar with PJ- I'm one of his subscribers :) I hope I was a bit less confusing about my thoughts. I guess a TL;DR is that two-mana ramp doesn't work with Winota, but those are only my thoughts. This is more so theory-o since I haven't built a Winota deck (I have this problem where I have a ton of cool deck ideas....but then end up wanting to build another Boros deck) so let me know if the two-mana ramp actually gets in the way of casting creatures early or not, I could be wrong. My baby is the Aurelia balance build, so that's the one I'm typically always thinking about haha.
1 month ago
Hiya! A few notable exclusions I see. Fervent Champion and Kazuul's Toll Collector are both excellent holders of equipment.\ Dowsing Dagger Flip and Mask of Memory are both equipment that provide a lot of value when held. Sunforger is arguably the best Boros card in EDH. It is a must as it provides a tutor-able piece of equipment that can get you to answers. Speaking of tutors, Open the Armory is still cheap. Steelshaper's Gift has unfortunately gotten more expensive but is the best equipment tutor. Next is removal. Akiri synergizes with white's wrath effects really well since she can make those board wipes one-sided. I suggest running those Wrath of God and Day of Judgment effects. Additionally, Winds of Abandon is a recent piece of white removal printed that I find to be as much of an auto-include in white decks as Swords to Plowshares and Path to Exile. Finally, if you've been liking Flawless Maneuver then I highly suggest Deflecting Swat. This card is amazing and is excellent when your general only costs 3 mana.
1 month ago
HowlingFoxGPH, to answer your question, the Locket and the Cluestone are there because of their draw abilities, which make them more useful late-game when I don't need mana as much. Dimir Signet is more about mana fixing than ramp (although it does a little of both), and I left it out because I don't need any more fixing than what my lands already provide. Arcane Signet was left out mostly because of space, though I had considered replacing the Locket with it for the same reason you're suggesting it. I just hadn't yet in playtesting ran into the need for that much faster ramp.
Dowsing Dagger Flip and Sword of the Animist are both cards I had considered, and now that you mentioned them I've added them to the maybe board. Especially the sword, because it would help to thin out the land as I go, and not much annoys me more than drawing a land on turn 15, when I would rather be drawing absolutely anything else. Do you have any suggestions for what to cut in order to include one or both of them?
1 month ago
i am wondering why would you pass on the 2 drop mana ramps and decided to go with the 3 drop ones?
Below are the mana ramps that i would suggest for this deck: Dimir Signet, Arcane Signet, Talisman of Dominance, Sword of the Animist, Dowsing Dagger Flip... maybe Explorer's Scope too might be considered?
1 month ago
Echoing Decay can remove all of the tokens at once. Dowsing Dagger Flip would fit the theme and potentially provide good ramp. Grave Pact may be pricy for the build, but would stomp, though I'm not sure if maybe Savra, Queen of the Golgari fits the janky theme better. And finally, I feel like Priest of Forgotten Gods is incredibly underutilized, and absolutely wrecks.
That's all I got.
2 months ago
Kiran_M Sry, that's on me. I havn't updated the description so far, I'm working on it. Basically this is a classical control deck. This means many board whipes (e.g. Wrath of God) and some Counterspells to keep the battlefield clean from creatures and other game changing stuff.
There are just a few creatures included, because of cards like Proteus Staff to get them out way cheaper. Lands, that can switch into creatures are very helpful therefor (also Dowsing Dagger Flip can be transformed with them easier).
Win condition beside the creatures: Exiling each opponent's graveyard and activate the last activated ability of Kaya, Orzhov Usurper.