Ixalli's Diviner

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ixalli's Diviner

Creature — Human Druid

When Ixalli's Diviner enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

Twist35 on Happy Hanukkah!

4 years ago

I really like this idea for a deck, I have always wanted to play some sort of grindy lands deck like this, but I didn't know realms uncharted existed! I have a few suggestions though, I think you could really benefit from some acceleration, like Explore or maybe some cards with literally the mechanic explore like Ixalli's Diviner You could probably add some removal in there, as like you said, you have a very weak aggro matchup, I would suggest Fatal Push or maybe something more versatile like Abrupt Decay I could see an argument for mainboard smallpox as well. As far as the lands go I would cut Howltooth Hollow It doesn't seem that consistent when it comes to getting its ability to go off. I think Khalni Garden word work pretty well in its place. I think you would do well cutting some of the cycling lands and putting in at least one Bojuka Bog and maybe a Hissing Quagmire anyways I hope you enjoy playing your deck, it looks super sweet!

MangoPunch on Standard Yarok Deck

4 years ago

I would also shave the number of Yarkov's... it is a fun effect but not crazy good on it's own, and is legendary, so is very bad in multiples. With Voracious Hydra , Ixalli's Diviner and Hydroid Krasis it could still be decent to have a couple of them in.

dusterGGG on Abzan Tomb

5 years ago

I'd be happy to help EPICSpider23, grave based decks are my jam. To get off the ground you need creatures in your graveyard; the best budget option for this being a set of Glowspore Shaman pulling double duty by milling 3 and letting you ensure a land drop next turn if needed, followed by a mix of Ixalli's Diviner and Seekers' Squire, Stitcher's Supplier being a bit more expensive option. Path of Discovery may also be a sleeper for this deck that is worth testing with the amount of creature recursion and token production you'll have going on. Black gives you fantastice reanimation options, I'd personally take out some or all of of Bishop of Rebirth and 1 Teshar, Ancestor's Apostle to add in 1-2 Isareth the Awakener depending on how heavy you want to go on black, and a mix of Whisper, Blood Liturgist and Journey to Eternity  Flip. Bone Dragon has fantastic synergy with Desecrated Tomb because you get one trigger when you pay the cost of its ability, and another when it resolves so it would make a nice one of. I'd put in one or two higher CMC reanimation targets that will win the game as well such as: Lotleth Giant, Vigorspore Wurm, Izoni, Thousand-Eyed, Vampire Sovereign, or Pelakka Wurm; you can use discard tech like Macabre Waltz to help get them out of your hand if you find them difficult to cast. You also are seriously lacking removal: Cast Down, Vicious Offering, Price of Fame, and Seal Away are all fantastic options. You'll have to figure out how to balance the mana base yourself based on the weight of each of your colors. The last peice of advice I can give is to remember that this is your deck and only you have to like

Bennett_Stokes on None

5 years ago

I am aware of this, and will, after tuning the deck, splash either Blue or Black. However I don't believe that Steel Leaf Champion is the only reason to play Green, or that it is a good against Goblin Chainwhirler, I will agree (because no one would disagree) that Steel Leaf is the most effective beater, but I don't agree with stompy as a strategy until rotation. My deck is able to beat Red and Red Black pretty easily. It also has a chance against control removal heavy decks. The reason for the janky explore cards such as diviners is because of Vizier of the Menagerie and Rhonas's Monument a combo which allows you to gain massive amounts of creatures. Instead of trying to win quickly I have shifted the focus to a loose combo and value engine. This is something only Green has the luxury of doing because of big butts like Greenbelt Rampager, in this deck Ixalli's Diviner and Wildgrowth Walker also work as powerful defence against agro creatures.

Falcons135 on Steel Leaf Stompy

5 years ago

Jadelight Ranger instead of Ixalli's Diviner if you want that explore? You’re either getting 2 lands (burn through 2 turns you would have drawn them), a land and a 3/2, or a 4/3 Seems better in my eyes but not sure if you were going for a budget-ish build

Scarvis on Lands for the win

5 years ago

update removed 4x Blood Sun 3x Thaumatic Compass

added 2x The Mending of Dominaria 1x Sylvan Awakening 4x Ixalli's Diviner

Scarvis on Lands for the win

5 years ago

Thank you for your suggestions EDedan

Blood Sun was included mainly for the card draw and can hose Field of Ruin and other man lands.

I thought about cards like Grow from the Ashes and Ranging Raptors but those cards rely on basic lands, and we only run 5 basic lands so that Awakened Amalgam can grow each turn.

Wayward Swordtooth and Broken Bond help us ramp from our hand and not library so i dislike that idea...although Wayward Swordtooth would help with retrieving Multani, Yavimaya's Avatar from the graveyard and is a big beater...that might be a good idea ill try that out.

Sylvan Awakening is a good idea, I saw it but wasn't sure how good it'd be...it would be nice to push through for the kill.

Jadelight Ranger, Merfolk Branchwalker, and Ixalli's Diviner utilize the explore mechanic and since it does help with card draw filtering, I have been using treasure map and Thaumatic Compass for filters and card draw...ill play around with the numbers and see how it flows...

thanks again for your input

EDedan on Lands for the win

5 years ago

What do you think about Thunderherd Migration Wayward Swordtooth, Ranging Raptors, Spring, Ixalli's DivinerWildgrowth Walker, Jadelight Ranger, Merfolk Branchwalker, The Mending of Dominaria, Sylvan Awakening, Grow from the Ashes, Broken Bond

Wildgrowth Walker can help with against fast deck such as Red decks

Jadelight Ranger, Merfolk Branchwalker creatures with explore so you can filter you're draws

Ixalli's Diviner is a 0/3 which becomes a pretty neat blocker and an awesome blocker if it's a 1/4

Wayward Swordtooth and Ranging Raptors helps with lands, play 1 more land each turn with Wayward Swordtooth and with Ranging Raptors can block creatures and get a free land out of the deck.

Sylvan Awakening turn all lands into 2/2 creatures with indestructible, Reach and haste

Broken Bond a sorcery speed Naturalize but you may put an extra land from your hand onto the battlefield

Grow from the Ashes a Rampart Growth with a kicker cost which makes it a Hour of Promise but with no zombies thou :(

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