Varinha do Adivinho Carta MTG


Varinha do Adivinho - Morningtide
Custo de mana
Custo convertido de mana3
RaridadeIncomum
TipoArtefato Tribal — Equipamento Mago
Habilidades Equip
Lançamento2008-02-01
Expansão símbolo
Expansão nomeMorningtide
Expansão códigoMOR
Número142
Frame2003
LayoutNormal
BorderPreta
Ilustrado porWayne England

Principais conclusões

  1. Enables card draw on wizard spellcasting, providing strategic hand expansion every turn.
  2. Transforms excess mana into creature power, enhancing battlefield presence significantly.
  3. Instant speed equipping offers game state adaptability and unexpected combat advantages.

Texto da carta

A criatura equipada tem "Toda vez que você compra um card, esta criatura recebe +1/+1 e ganha a habilidade de voar até o final do turno" e "{4}: Compre um card". Toda vez que uma criatura do tipo Mago entra em jogo, você pode anexar Varinha do Adivinho a ela. Equipar {3}


Card Pros

Card Advantage: This artifact shines by offering a card draw feature with each Wizard you control casting a spell, padding your hand and increasing your options each turn.

Resource Acceleration: Coupled with its ability to transform mana investment into power and toughness boosts, Diviner’s Wand can turn late-game surplus mana into a significant threat on the battlefield.

Instant Speed: This wand can be attached at instant speed, providing the flexibility to adapt to the state of the game and potentially creating surprise blockers or an unexpected uptick in creature damage.


Card Cons

Discard Requirement: One downside to Diviner’s Wand is the need to pitch a card to grant a creature flying until end of turn. This can be problematic when your hand is already depleted or you’re trying to maintain card advantage.

Specific Mana Cost: A significant limitation comes from its mana activation, which requires a blue mana. This ties up resources and restricts its utility to blue-centered or compatible decks.

Comparatively High Mana Cost: With an equip cost of three mana, the initial investment in Diviner’s Wand can be steep, especially when juggling it with other mana demands in a game.


Reasons to Include Diviner’s Wand in Your Collection

Versatility: Diviner’s Wand is a flexible card, capable of slotting into numerous types of decks. This equipment shines in decks emphasizing spellcasting or those built around wizards. The ability to grant both power/toughness boosts and card draw makes it an asset to almost any deck strategy.

Combo Potential: This card offers excellent synergy with decks that focus on wizards or particular draw-card mechanics. When paired with creatures that let you draw whenever you cast a spell, Diviner’s Wand not only boosts the creature but can also become a reliable source of card advantage.

Meta-Relevance: Given the ever-changing dynamics of the modern MTG gameplay environment, a card like Diviner’s Wand can adapt to various metagames. It holds particular relevance in formats where creatures with spellcasting abilities are prominent, thus becoming an essential tool against an array of competitive decks.


How to beat

Diviner’s Wand is a unique tool available to any Magic: The Gathering player who wishes to equip their creatures with a blend of power and card draw potential. Mainly seen in formats where creature abilities are crucial, this Wand can be a game-changer. It grants creatures not only flying—a formidable ability in its own right—but also turns the equipped creature’s spells into a draw mechanism, strengthening the controller’s hand.

Countering this artifact requires strategy. The most direct approach is using artifact removal spells, such as Naturalize or Shatter, to simply destroy the Wand. Disenchant effects serve a dual purpose by targeting either artifacts or enchantments, broadening your removal options. Another way to beat the Diviner’s Wand relies on preventing its equip ability from being activated. This can be achieved with cards like Linvala, Keeper of Silence, or Pithing Needle, which specifically target activated abilities.

Overall, while the Diviner’s Wand can be a potent addition to any deck, incorporating artifact removal or suppression of abilities into your deck can effectively neutralize the threat. Equip-based strategies hinge on successful attachment to creatures, so disrupting this connection is key to overcoming the challenge posed by Diviner’s Wand.


Cartas similares a Varinha do Adivinho

Diviner’s Wand is a unique fixture in the world of Magic: The Gathering, standing out for its ability to both enhance a creature and draw cards. It draws parallels with other equipment cards like Mage’s Guile, which also offers a form of protection and has a lower equip cost but doesn’t provide the same card draw potential.

When considering the card advantage category, we can look at Mask of Memory. This artifact equips for less and gives a draw option upon dealing combat damage, though it mandates a discard, which Diviner’s Wand circumvents. Then there’s the Rogue’s Gloves, requiring the equipped creature to deal combat damage to a player for its card draw trigger and has a similar equip cost to Diviner’s Wand.

Analyzing the synergy and utility, Diviner’s Wand presents itself as a valuable tool for decks leveraging the prowess of wizards or spellslinging themes. It offers an efficiency that can keep your hand replenished without sacrificing card quality, making it a laudable choice among MTG artifacts with creature-focused card advantages.

Mage's Guile - Carta Magic versões
Mask of Memory - Carta Magic versões
Rogue's Gloves - Carta Magic versões
Mage's Guile - Carta Magic versões
Mask of Memory - Carta Magic versões
Rogue's Gloves - Carta Magic versões

Onde comprar

Se você deseja comprar um cartão Varinha do Adivinho MTG de um conjunto específico como Morningtide, há diversas opções confiáveis a serem consideradas. Uma das principais fontes é a loja de jogos local, onde muitas vezes você pode encontrar boosters, cartas individuais e decks pré-construídos de conjuntos atuais e de alguns conjuntos anteriores. Eles geralmente oferecem o benefício adicional de uma comunidade onde você pode negociar com outros jogadores.

Para um inventário mais amplo, especialmente de conjuntos mais antigos, mercados on-line como TCGPlayer, Card Kingdom e Card Market oferecem seleções extensas e permitem que você pesquise cartas de conjuntos específicos. Grandes plataformas de comércio eletrônico, como eBay e Amazon, também têm listagens de vários vendedores, o que pode ser um bom lugar para procurar produtos lacrados e achados raros.

Além disso, o site oficial do Magic geralmente tem um localizador de lojas e listas de varejistas para encontrar a Wizards of the Produtos licenciados pela Costa. Lembre-se de verificar a autenticidade e a condição dos cartões ao comprar, especialmente de vendedores individuais em mercados maiores.

Abaixo está uma lista de alguns sites de lojas onde você pode comprar os Varinha do Adivinho e outras cartas MTG:

Continue explorando outros produtos selados na Amazon
Veja produtos de MTG

Legalidades

Magic the Gathering formats where Varinha do Adivinho has restrictions

FormatoLegalidade
CommanderVálida
LegacyVálida
ModernVálida
OathbreakerVálida
VintageVálida
DuelVálida
PredhVálida

Regras e informações

O guia de referência para regras de cartas de Magic: The Gathering Varinha do Adivinho fornece decisões oficiais, quaisquer erratas emitidas, bem como um registro de todas as modificações funcionais que ocorreram.

Data Texto
2008-04-01 Each of these Equipment has a triggered ability that says “Whenever a
-reature type] creature enters the battlefield, you may attach
-his Equipment] to it.” This triggers whenever any creature of the specified creature type enters the battlefield, 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.
2008-04-01 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 tribal. The second one is Equipment, which is a subtype of artifact.
2008-04-01 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.