Dig Through Time
Delve turns a printed cost of eight into a real cost of two, and few cards have exposed how dangerous that arithmetic gets. The selection is generous on its own (dig seven, keep the best two, all at instant speed), but the price tag is fiction in any deck that fills a graveyard: every cantrip, fetchland, and spent removal spell in the yard is a generic mana waiting to be cashed in. The tension the design tries to hold is that delve eats the same graveyard a deck wants for its other engines, so casting this for two mana means strip-mining the resource elsewhere. In practice, control and combo decks decided the dig was worth the cannibalization, because finding two specific cards at the end of an opponent's turn or in response to a threat is exactly the consistency those decks crave. That math broke fast enough that the card has been pulled from multiple competitive formats, alongside its blue sibling Treasure Cruise, which sells the same delve discount on raw card draw rather than selection. Where Cruise refills, this one digs with intent: a near-tutor that pays in cards you were finished with anyway. The line between a fair eight-mana spell and a broken two-mana one is drawn entirely by how full the graveyard is, and that line has been crossed often enough to keep this off several lists.

Rules text
Format Status
More formatsFewer formats
Other printings
- Marvel Universe#54
- Magic Online Promos#99973
- Secrets of Strixhaven Commander#195
- Final Fantasy Commander#263
- Duskmourn: House of Horror Commander#115
- Outlaws of Thunder Junction Commander#95
- Wilds of Eldraine Commander#88
- New Capenna Commander#219













