Diviner's Wand is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and ": Draw a card." Whenever a Wizard creature enters, you may attach this Equipment to it. Equip
How it works : Diviner's Wand
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
No other card is named in this ruling.
- #2· Wizards of the Coast
Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
No other card is named in this ruling.
- #3· Wizards of the Coast
While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
No other card is named in this ruling.
- #4· Wizards of the Coast
Each of these Equipment has two subtypes listed on its type line. The first one is a creature type, which in this case is also a subtype of kindred. The second one is Equipment, which is a subtype of artifact.
No other card is named in this ruling.
- #5· Wizards of the Coast
Each of these Equipment has a triggered ability that says "Whenever a [creature type] creature enters, you may attach [this Equipment] to it." This triggers whenever any creature of the specified creature type enters, no matter who controls it. You may attach your Equipment to another player's creature this way, even though you can't do so with the equip ability.
No other card is named in this ruling.
- #6· Wizards of the Coast
If you attach an Equipment you control to another player's creature, you retain control of the Equipment, but you don't control the creature. Only you can activate the Equipment's equip ability, and if the Equipment's ability triggers again, you choose whether to move the Equipment. Only the creature's controller can activate any activated abilities the Equipment grants to the creature, and "you" in any abilities granted to the creature refers to that player.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Cadaverous Bloom + Diviner's Wand + Biomancer's Familiar
- 1Activate the creature with Diviner's Wand attached by paying
, causing you to draw a card.
- 2Activate Cadaverous Bloom by exiling a card from your hand, adding
or
.
- 3Repeat.
Cryptic Trilobite + Diviner's Wand + Wizard Class + Doubling Season
- 1Activate Cryptic Trilobite by paying
, causing you to draw a card.
- 2Cryptic Trilobite and Wizard Class trigger.
- 3Resolve the Cryptic Trilobite trigger, giving it +1/+1 until end of turn.
- 4Resolve the Wizard Class trigger, putting two +1/+1 counters on Cryptic Trilobite.
- 5Activate Cryptic Trilobite twice by removing two +1/+1 counters from it, adding
that can only be spent to activate abilities.
- 6Repeat
Cadaverous Bloom + Diviner's Wand + Training Grounds
- 1Activate the creature with Diviner's Wand attached by paying
, causing you to draw a card.
- 2Activate Cadaverous Bloom by exiling a card from your hand, adding
or
.
- 3Repeat.
Koll, the Forgemaster + Phyrexian Altar + Diviner's Wand + Star Pupil
- 1Activate Phyrexian Altar by sacrificing Star Pupil, adding
.
- 2Star Pupil and Koll trigger.
- 3Resolve Star Pupil's trigger, putting a +1/+1 counter on target creature you contorl.
- 4Resolve Koll's trigger, returning Star Pupil from your graveyard to your hand.
- 5Cast Star Pupil by paying
.
- 6Star Pupil enters the battlefield, triggering Diviner's Wand, attaching the Equipment to Star Pupil.
- 7Repeat.
Cadaverous Bloom + Diviner's Wand + Zirda, the Dawnwaker
- 1Activate the creature with Diviner's Wand attached by paying
, causing you to draw a card.
- 2Activate Cadaverous Bloom by exiling a card from your hand, adding
or
.
- 3Repeat.
Koll, the Forgemaster + Phyrexian Altar + Diviner's Wand + Ardent Electromancer
- 1Cast Ardent Electromancer by paying
.
- 2Ardent Electromancer enters the battlefield, triggering itself and Diviner's Wand.
- 3Resolve Ardent Electromancer's trigger, adding at least
.
- 4Resolve Diviner's Wand's trigger, attaching it to Ardent Electromancer.
- 5Activate Phyrexian Altar by sacrificing Ardent Electromancer, adding one mana of any color.
- 6Koll triggers, returning Ardent Electromancer from your graveyard to your hand.
- 7Repeat.
Blossoming Tortoise + Dryad Arbor + Diviner's Wand + Biomancer's Familiar
- 1Activate Dryad Arbor by paying
, causing you to draw a card.
- 2Dryad Arbor triggers, giving itself +1/+1 until end of turn.
- 3Repeat.
Cryptic Trilobite + Diviner's Wand + Wizard Class + Primal Vigor
- 1Activate Cryptic Trilobite by paying
, causing you to draw a card.
- 2Cryptic Trilobite and Wizard Class trigger.
- 3Resolve the Cryptic Trilobite trigger, giving it +1/+1 until end of turn.
- 4Resolve the Wizard Class trigger, putting two +1/+1 counters on Cryptic Trilobite.
- 5Activate Cryptic Trilobite twice by removing two +1/+1 counters from it, adding
that can only be spent to activate abilities.
- 6Repeat
Legal formats
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Meta decks with Diviner's Wand
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