Sensei's Divining Top

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Leviathan Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Rare
From the Vault: Exiled (V09) Mythic Rare
Champions of Kamigawa (CHK) Uncommon

Combos Browse all

Sensei's Divining Top

Artifact

: Look at the top three cards of your library, then put them back in any order.

: Draw a card, then put Sensei's Divining Top on top of its owner's library.

Sensei's Divining Top Discussion

litchio on Breya, Combo God (includes WAR Spoilers)

22 hours ago

I appreciate your comment, however: Every one of the following combos will win you the game:

Myr Battlesphere + Nim Deathmantle + Time Sieve : infinite turns

Sword of the Meek + Thopter Foundry + Time Sieve + 5 manasources: infinite turns

Aetherflux Reservoir + Sensei's Divining Top + Bolas's Citadel : massive lifegain/damage/draw

and most of the other combos will win the game your next turn (no matter how many opponents are alive)

When building this deck i actually looked at quite a lot of other breya decks and playtested them a lot. So I understand your points and know that cards like Demonic Tutor and Enlightened Tutor are must haves in more competitive lists. I just prefer diversity over consistency and don't want to spent that much money on cards i don't enjoy playing.

I have actually never played against Null Rod and Stony Silence but i agree that I should play more removal and will definitly add a Swords to Plowshares and Wear . I also thought about adding Cyclonic Rift I'm not sure bcs of it's pricetag though.

Do you think those cantrips are worth it in an casual environment? I normally prefer having repeatable draw especially since I dont't have to win by turn 5 or smth.

I like the Talismans and might exchange 3 lands for them.

Thanks for your feedback.

stellarstormtrooper66 on Mina's Meticulous Manipulation

1 day ago

Looks a great ramp package, happy to see the talismans along with the signets. I wouldn't touch the ramp as it is, I think it's great.

I think you could use another board wipe or two. The best on theme that come to mind are: Terminus and Devastation Tide .

I do think this is a great deck for the new God-Eternal Kefnet thanks to having a Brainstorm effect in the command zone. Bolas's Citadel also looks like a good thing to try and I'd be running it in my Rashmi, Eternities Crafter 's deck if she supported black.

If you can find one, I really think Sensei's Divining Top would be awesome in this deck. Sensei's Divining Top ability to draw a card at instant speed for no mana is great with the new God-Eternal Kefnet . Sensei's Divining Top also works wonders with Bolas's Citadel , allowing you to effectively pay 1 life to draw a card.

I'm not entirely sure why Mindblade Render is in the deck, just for draw?

Overall, looks great. Great ramp, removal, and draw. The only concern I have is how you close out the game. I see your win-con section, but it doesn't look like much. Maybe I'm overlooking some, but just make sure you can seal the deal once you're set up. I'm looking forward to facing it.

Rahvin_dom on Draconic Overlord

2 days ago

War of the Spark spoilers are now complete...and oh wow, what a set. There are so many incredibly useful toys for so many decks...but for Nicol Bolas above all.

Obviously I also need to get my hands on that Mythic Edition Nicol Bolas, Dragon-God .

I'll be archiving the comments after WAR drops, but until then I'm going to have a lot of decisions to make. I've moved the WAR acquisitions I need to the Sideboard, and more might show up as I look through the set more.

Some cards are convenient alternatives to other cards that don't have Bolas flavor - Yawgmoth's Will for example can probably be replaced with Deliver Unto Evil without losing too much functionality. The Elderspell is going to be an obvious inclusion both as removal for enemy walkers (and my playgroup has several Superfriends decks), and as a way to turn my own walkers into an immediate ultimate. With Nicol Bolas, Dragon-God this could be a phenomenally flavorful alternative win condition - it just doesn't get much better than that. It only needs to kill 2 other walkers to pump Bolas up to his ultimate.

Bolas's Citadel is going to really force me to think about lifegain - Sangromancer is an obvious option given the discard I'm throwing around. This single card is just a treasure trove of potential. Self-discard effects with Library of Leng can mean you can use life instead of mana to cast anything in your hand. Any sort of topdeck manipulation like Scroll Rack or Sensei's Divining Top get crazy, and Top can basically draw cards at a cost of 1 life per card. It makes Doomsday a thousand times easier to resolve, since you don't need to have draw in your hand to crack the pile, you can just use the top card for that.

SynergyBuild on War of the Spark EDH ...

3 days ago

I wanted to take this time to go over every card I think that will play a role in the EDH format from War of the Spark.

I will grade cards based on how many colors they require, how useful they are in how many decks, and will note where and why each could see EDH play.

Because there are 36 different planeswalkers, I think the planeswalkers are the proper place to start with this list.

The first ones I want to go over are the rare and mythic planeswalkers that will see play like the normal planeswalkers; value engines:

Liliana, Dreadhorde General - 9/10 - This card is a really good engine at 6 CMC in black. It has serious tribal synergies, aristocrats synergies, hits each player on the -4 (which draws you cards), and feels like a better Elspeth, Sun's Champion for black. It is worth it in most 75% black lists and any casual deck that can afford it.

Nissa, Who Shakes the World - 7/10 - Mono-green card? two color decks can use it too, but seriously a powerhouse. Mana doublers are always nice, and while green is perhaps already the best at ramp and so may not need it, but it does also untap a land per turn giving you ~2 additional mana, and the ultimate is insane. The issue with it as a mana doubler is that, being a planeswalker it can just die. It does, however protect itself. Seems possibly great, but probably just another really strong green ramp 5 drop.

Jace. Wielder of Mysteries - 7/10 - This card appears to be a normal Jace Phyrexian Arena effect for most mono-blue decks, but can be really strong givne you are a blue-black deck. If you can afford triple , I think using it with Demonic Consultation , naming a card outside of your deck so you exile your deck, then draw a card with Jace's +1, winning the game. It is a cheeky combo, but I see this card perhaps using it to win some number of games.

Nicol Bolas, Dragon-God - 6/10 - I know I am not super high on this card, but that mana cost is really the issue. Otherwise, it is a great walker once it hits, giving you huge card advantage, 4 cards in your favor with each opponent exiling and you drawing, and the static gives you a lot of advantage in a planeswalker deck or against them. It has removal, it has a lot. The ultimate seems... weak? Not bad, however.

Ugin, the Ineffable - 6/10 - Great walker for colorless decks. So far all of the colorless walkers has been good before, but they have been good outside of just colorless decks, however, I don't think that makes this bad.

Tamiyo, Collector of Tales - 5/10 - 2 colors makes this worse, and being singleton the +1 isn't great, but the static ability makes up for that a lot, giving it serious value. The +1 is self-mill, so you need a deck that can abuse that to get true mileage out of it. Even without, the -3 is Regrowth and I think is very strong. It feels about right for the mana cost, but need to be in a self-mill deck, or needs to be in a metagame wiht a lot of discard/sacrifice effects running around.

Vivien, Champion of the Wilds - 5/10 Green walker that draws you a card a couple of times maybe and has some flash use. It doesn't seem bad, but not something particularly powerful outside of green lists that need more card advantage or selection.

Chandra, Fire Artisan - 4/10 Red Chandra with card advantage. Static and ultimate seem medium. Not much better in many ways than the enchantment varients on this.


The more specific walkers that need a specific strategy are listed here. I rated them out of ten, only for decks in which they fit, like lifegain for Sorin, Vengeful Bloodlord .

Saheeli, Sublime Artificer - 9/10 - Stellar card for artifact decks with the loyalty ability. It works with numerous other archetypes, however, token strategies like Brudiclad, spellslinger decks that storm off and now have a token army to back it up, etc. It works in walker decks and protects walkers whenever you cast more. It is just really strong for its cost, which is very versatile.

Tezzeret, Master of the Bridge - 7/10 - A

Huatli, the Sun's Heart - 6/10 - All of the Assault Formation effects for the walls deck are useful. Its lifegain isn't even irrelevant.

Ajani, the Greathearted - 5/10 - Good in some W/G walker decks or some +1/+1 counter lists? Bad +1 makes this medium, and you can only use the -2 twice... Still strong as effects go and low cost.

Gideon Blackblade - 5/10 - A white-weenie aggro card that gets around your own sweepers, protects other creatures, and is really good with the -6 as well. Lifegain and other combat tricks aren't bad on this either.

Ral, Storm Conduit - 5/10 - A storm combo card, that has some value effects. It doubles spells and could be strong in some spellslinger lists.

Ob Nixilis,the Hate-Twisted - 4/10 - Good walker for Nekusar, not gonna see play much outside of that.

Sorin, Vengeful Bloodlord - 4/10 - Mass lifegain anthem effect, some targetted damage, and reanimation makes this pretty strong.

Sarkhan the Masterless - 4/10 - Good for dragon decks? Not really great in them, but can see play there.

Domri, Anarch of Bolas - 4/10 - REamp, anti-counter, and anthem effect. Not bad.

Kiora, Behemoth Beckoner 3/10 - Good in Stasis decks or decks that have large numbers of big creatures? It is ramp, while not being great.


Here are the hate-planeswalkers, cards that aren't value engines, but reall like hate enchantments.

Narset, Parter of Veils - 10/10 - Not even bluffing, an effect like Notion Thief or Leovold that doesn't die to creature removal, this is mono-blue, gives you card advantage, and has a high loyalty for its mana cost. It could be really scary with Windfall effects.

Karn, the Great Creator - Becasue sideboards aren't allowed if a single player in the pod doesn't allow them I won't be going indepth with the Mycosynth Lattice combo. Liquimetal Coating is another combo that llows you to destroy lands with the +1, and can kill 0-mana artifacts. It is pretty powerful as a one-sided Null Rod too. Great anti-artifact card.

Ashiok, Dream Render - 7/10 - Anti-graveyards, self-mill or opponent mill, and anti-search? This card hates on a ton of really powerful effects, and is entirely one-sided.

Teferi, Time Raveler - 6/10 - Combo with Knowledge Pool , one sided, flash for your Sorcery, removal/card draw for a bit. Really strong effect.

Dovin, Hand of Control - 5/10 - Not a great stax-piece, but technically one. Feels anti-storm. Had benefits against voltron as well.

Teyo, the Shieldmage - 3/10 - You have hexproof, protects itself a bit, great in a deck that uses walls however.


Outside of walkers, there are a ton of other great cards, I will go over the following in sets of cards:


Lands:

Blast Zone - 10/10 - Perhaps the best card in the set, there are extremely few decks I wouldn't put this in. It is a land that can hit any non-token, nonland, non-0-CMC permanent given some time, enters untapped, and taps for mana too, unlike Maze of Ith or other effects I'd argue are almost worse.

Emergence Zone - 7/10 - Bad flash enabler, but colorless and to all effects, beating Winding Canyon by enabling non-creatures. Enters untapped, for mono-colored decks that want this effect, no reason (mostly) not to run it and not bad.

Karn's Bastion - 6/10 - Needs to be in an infect, +1/+1 counter, or planeswalker deck, but it can do work. Sadly in a deck like Atraxa, I don't think it'd be great since colorless mana is hard to run in the landbase. Still good in numerous decks.

Interplanar Beacon - 4/10 - Strong for some walker lists, that is about it.

Mobilized District - 3/10 - Basically just a wall for some walker decks. If it gets to be free or 1 mana and becomes pretty worth it.


Colored artifacts:

Bolas's Citadel - 10/10 - A huge engine, hard to cast, can fail with double land, but just wins games. Few black decks would miss this in the 75% or casual circles. Like a free-cast Ad Nauseam forever. Comboes with both of Sensei's Divining Top 's abilities.

Vivien's Arkbow - 7/10 - It lets you discard bad cards to hit creatures when you are losing steam and have tons of mana. Really powerful.

Parhelion II - 5/10 - I don't care that this isn't good... look at it...

Oh god I love this. Angellic Helicarrier of DOOOM!!!! <3

BTW the other 2 are bad in EDH


God Cycle:

Ilharg, the Raze-Boar - 7/10 - Combo with Medomai the Ageless . Not a ton else, but all of these gods are very hard to kill, and this one can cheat out eldrazi... seems good.

God-Eternal Bontu - 5/10 - Great in Aristocrats, can be really strong for draw, is really hard to kill.

God-Eternal Oketra - 5/10 - Great in some white decks like Karametra, would be a sweet commander with effects like Whitemane Lion , Kor Skyfisher , Stonecloaker , etc. to trigger her a ton of times. Sweet with Odric, Lunarch Marshal , with a token and her out all of your creatures gain doublestrike and vigilance!

God-Eternal Kefnet - 4/10 - Not sure where this fits? It is card advantage, and could work in some decks that draw on opponents' turns? I am not thinking this is a great card. Good Body and is pretty strong with the god invulnerability effect.

God-Eternal Rhonas - 4/10 - Green five-drops are often better than this. Not bad, just kind of not a strong ability. Good with other anthem effects as a finisher if you have some trample enabler.


Finale cycle:

Finale of Devastation - 9/10 - Reanimate and tutor a creature to the field? This seems incredible. Green Sun's Zenith that also reanimates a card is huge! Also, like instant win if you use it at x=10+

Finale of Revelation - 8/10 - Better Mind Spring is good. Also, High Tide storm make it a little scary if that ends up being a thing.

Finale of Eternity - 7/10 - Really strong, but mana intensive for a triple Murder . Great black removal spell for many decks however.

Finale of Promise - 7/10 - Also really strong, this card seems to be for spellslinging. Requires instants and sorceries to double up on freecasting, but is still good.

Finale of Glory - 6/10 - Big White Sun's Zenith at sorcery speed with huge benefit at x=10+. Seems strong? I can't say taht the vigilance on the tokens are bad, but being a sorcery it isn't hard to sweep.


The following cards are not part of a cycle:

Command the Dreadhorde - 9/10 - 6 mana for a Reanimate any number of creatures/walkers in any graveyard? Hugely underrated IMO.

Liliana's Triumph - 8/10 - A great removal spell that doesn't target creatures, players, and is instant speed. It is 2 mana, splashable, and gets around indestructible. If you run Lilianas, that is just gravy on top.

Fblthp, the Lost - 8/10 - Great commander with Proteus Staff , strong effect, and is just a good card for blue creature decks like Animar, Soul of Elements . Strong.

Time Wipe - 8/10 - Incredible powerful in some decks, think of it with an Archeaomancer. Yep. Infinite board wipes ;). Otherwise just a sort of better Day of Judgment .

The Elderspell - 7/10 - Anti-walker, really good at what it does, and can be used in conjunction with other walkers to hit a fast ultimate!

Narset's Reversal - 7/10 - Just a strong counterspell option, that acts like a Remand or Venser, Shaper Savant with different upsides. Really strong because it gets around "can't be countered" cards, and copies really game-ending x-spells while bouncing them back at the same time. I expect tons of 2-for-1s with this.

Dovin's Veto - 7/10 - Better Negate at the cost of an additional color in its cost. Really strong, and will see tons of play IMO. U/W control variants will take this card and run it over other control decks for some serious power.

Return to Nature - 7/10 - Naturalize with graveyard hate as another option. Surprisingly versatile, and always better classics are great!

Deliver Unto Evil - 7/10 - Strong political card, godly with a Nicol Bolas walker. Feels like it could be breakable, but I don't know how yet.

Neoform - 7/10 - Strong tutor like Eldritch Evolution , doesn't exile itself, adds a +1/+1 counter, etc. I see it with +1/+1 counter decks, or just Simic Creature lists in general I imagine fetching Eternal Witness then recurring this then sacrificing E-Wit will become a common playline to go from 2 drop to 4 drop.

Ignite the Beacon - 6/10 - Walker decks will use this to great effect, but it just seems powerful for some non-walker decks that have a few. Instant speed I really think makes it good for control decks holding up mana for countermagic.

Single Combat - 6/10 - Really good sweeper in white, a color with a ton of really good sweepers, but still, it is strong and will go into a lot of white lists. Don't underestimate this in decks with 0 or just a few walkers/creatures, it gives you turns on many opponents.

Dreadhorde Invasion - 6/10 - Good in zombie tribal, otherwise on its own it seems... weak? It isn't bad, and as a value engine has potential in token and +1/+1 counter strategies, as well as just lists that want chump blockers each turn. Worse Bitterblossom for many decks. Where it shines in in combos with sacrifice outlets and Contamination !

Krenko, Tin Street Kingpin - 6/10 - New Krenko that isn't broken, but is less maan and is a great addition to any goblin deck, while making tokens? Sign me up! The flavor is dripping on this card, and it is a really good tribute to the Mob Boss himself.

Solar Blaze - 5/10 - Not exactly much better than Day of Judgment , and even Deafenning Clarion may be better in some decks, but for decks, with specifically higher toughness than power it can be a one-sided sweeper!

Massacre Girl - 5/10 - Black sweeper, good with big demons? I can't see this being insane, or even a big commander, but could make for a fun control commander, and I wouldn't be surprised to see this in flicker lists.

Domri's Ambush - 4/10 - +1/+1 counter, one-sided fight, hits walkers, instant speed? Seems strong as a budget removal spell in Gruul, but has capabilities in many other lists as a real piece.

Kasmina's Transmutation - 4/10 - Anti-commander enchantment, but unlike Darksteel Mutation , which doesn't leave chump-blocking on the table to kill it off, or even most removal spells, this one doesn't have that bonus. Good in budget blue decks, and will probably see a lot of EDH play in casual circles.

Arboreal Grazer - 4/10 - Strong in decks like Tatyova, Benthic Druid , big land-ramp decks or land-matters for it's 1 cmc effect. Chump duty after. Doesn't seem bad.

Dreadhorde Arcanist - 3/10 - Requires pump effects, self-mill, or a spell-slinging deck, and a lot of setup, and can be blocked without too much difficulty, but does have some power. Not sure where it fits.


This will be updated with ~30 more really cool cards from War of the Spark!

wisegreenbean on KEFNOOT

1 week ago

Sensei's Divining Top seems like an auto-include in your top-deck hero style deck.

Learn from the Past is a lil sketchy...I thought you were a mill deck? ;) Grave hate is gud but you can just be running Relic of Progenitus effects. The synergy upsides are nais but not worth running a meh card.

Arcane Melee seems like an overcosted mana rock on average. You aren't storming off, on average.

Ashnod's Altar is an somewhat odd include in your super low creature count deck??? Putting Kefnoot into your library might be an ok if ballsy move sometimes but idk if it's worth such a dedicated sac outlet. You only have like 3 token generators...

Not to be a degenerate sicko mode boi but...no Laboratory Maniac or new jace maniac?

Doomdragon271 on Waste Not, Want not.

1 week ago

Removed:

Attrition Free sac outlets are better.

Buried Alive Significantly reduced need for creature tutors.

Chainer, Dementia Master Liliana is more focused towards the discard aspect I want.

Curse of Disturbance With fewer creatures comes less value out of this cycle of curses

Entomb Less need for creature tutors.

Fellwar Stone Lower curve means that I want to be using mana more efficiently, as opposed to tapping out on 2 to ramp.

Fleshbag Marauder Less powerful than Plaguecrafter

Gray Merchant of Asphodel less overall devotion with the reduced creature count

Lightning Greaves Fewer creatures to protect in this version

Scythe Specter Too slow for this type of effect, the idea is to get rid of all opponent's hands as fast as possible and to keep them empty.

Stitcher's Supplier Less graveyard focus now, I dont need the self mill as much.

Victimize There just aren't enough good targets for this spell to be useful.

Added:

1 x Swamp & Terrain Generator Upping the overall land count by 2

Liliana Vess More Discard, yay, also, more tutors.

Animate Dead the replacement for victimize, grabs one very important creature.

Altar of the Brood Part of an infinite combo with Gravecrawler

Razaketh, the Foulblooded More tutors!

Initiates of the Ebon Hand Part of another infinite combo with Gravecrawler + Reassembling Skeleton

Sensei's Divining Top Card selection is great.

Bad Moon , Still on the fence about this one, Bloodflow Connoisseur might be the pick here.

Phyrexian Altar More infinite combos with Gravecrawler

Phyrexian Arena More consistent card draw.

Vampiric Tutor And even more tutors.

RobTheHobGoblin on Yisan, the Inspiring Bard

1 week ago

This is a nice build of Yisan, it's refreshing to see a deck win with big stompy creatures (my meta is very spell heavy). That being said you lose a lot answers going that route. It looks like your early verses are purely mana ramp for the late game. But if you want a slightly more competitive deck I would recommend traded some of the weaker ramp for more of a toolbox build supplementing the deck with cards like Sylvan Library and Sensei's Divining Top to make sure you can draw into the early game ramp as opposed to tutoring for it with a Yisan activation.

But all in all I really like this build. Seems like a lot of fun to shuffle up.

mal099 on Milling Ninja

1 week ago

Cards that let you determine which card is on top of your deck, like Sensei's Divining Top or Dream Cache might be nice for you, so you can get the most value out of Yuriko's ability. There's some similar decks to this one that might give you some ideas on that strategy, like Ninjas and Eldrazis: What could go wrong???. Also, Dimir Machinations is both valuable for making sure an expensive card is on the top of your deck, and can be used instead to tutor any card with CMC=3, and you seem to have quite a lot of good cards like that.

Since you're using Conspiracy , you might also be interested in Arcane Adaptation and Xenograft .

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Sensei's Divining Top occurrence in decks from the last year

Commander / EDH:

All decks: 0.19%

Blue: 0.7%

Red: 0.36%

Black: 0.21%

White: 0.36%

Green: 0.15%

W/U (Azorius): 1.19%

U/B (Dimir): 1.1%

U/R (Izzet): 0.81%

Golgari: 0.1%

W/U/B (Esper): 1.08%

U/B/R (Grixis): 0.73%

BUG (Sultai): 0.63%