Treachery

Treachery

Enchantment — Aura

Enchant creature

When Treachery enters the battlefield, untap up to five lands.

You control enchanted creature.

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Trade

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Printings View all

Set Rarity
Urza's Destiny (UDS) Rare

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Legality

Format Legality
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Treachery Discussion

Epicurus on LMM: Yidris, Maelstrom Wielder

1 month ago

Hey there, missy!

Not a lot to critique here, but I do have a handful of card suggestions...

And finally, in my opinion, Migration Path is just a strictly better version of Explosive Vegetation, and should be swapped out in all of the decks.

All of these are wildly helpful in my deck, Ramos Cascade Ramp, which of course has a very different endgame, but which is very similar in operation. Feel free to give that a gander.

Cheers!

Pikobyte on Muldrotha, the „Fun“ in „Funeral“ *Primer*

2 months ago

Heya ArgonathDK! 36 lands is enough for me with that much ramp. Muldrotha out on turn 3-4 isn’t that uncommon. Often I could play her but wait a bit more until there’s enough cards in my grave.

I don’t need much draw here, I discard my hand every turn anyways and mill works perfectly fine.

Instead of control magic I run Treachery. It’s free and often even produces mana

Epicurus on Need input

3 months ago

Neat deck, like the idea. I think Treachery is an underrated card for the theme.

Also, you have a ton of boardwipe, so maybe go with counters rather than targeted removal? Mana Leak is a good one for multicolor, and Spell Pierce is also handy, but then there's always Force of Negation, Force of Will and Mana Drain, if you have the money for them.

Next, with all the planeswalkers in here, some proliferate might be helpful. Fuel for the Cause, to continue the counter trend, but also Grim Affliction, Volt Charge and Flux Channeler are good options.

And as a personal preference, I'd say to also look at Mindslaver. Not an incredibly popular card, but one I enjoy.

Finally, I will suggest increasing the lands by a couple, but only really because everyone else always tells me to do that. I've been running 35 lands in all of my EDH decks and find that to be a good ratio, but a lot of the competitive decks I see posted on here run around 36 or 37. I only say it because you have a high mana curve, even given all the rocks. A couple fetch lands like Polluted Delta and Bloodstained Mire would probably do the trick, especially if you could get ahold of Blood Crypt, Watery Grave and Steam Vents.

Woah, sorry this comment is so long, haha...

Cheers!

Epicurus on

5 months ago

Cheeky ;)

I'm not sure why I don't see Treachery in more decks, but I'm going to recommend it here.

Cheers!

Epicurus on Your Cards Lookin Nice

5 months ago

Cool deck! Lol'd at "I ain't got no green." You do have a generous amount of mana ramp, though, so it doesn't seem like as big of a problem as all that. I hear what you're saying, though, but I'd still suggest Treachery.

And the clones aren't a bad idea either. Cloning and stealing both fit the same thematic identity. No reason to choose one over the other, so long as you have more of whichever one is a) helping you more, and b) helping you early. Also, though, Faerie Artisans is my favorite such card. And Sakashima's Student is another fun one, as is Cryptoplasm. And on the other side of the equation, Domineering Will is hella fun in multiplayer, while still valid in 1v1.

As for the untappy stuff, it's always useful to have cards that potentially can tap as well as untap. So if you're stuck with them and no Merieke, they still serve the purpose of disruption. Tideforce Elemental, Freed from the Real and Ghostly Touch are all good for that. Also, Pemmin's Aura is really a must for the deck because it can grant protection in addition to its untap ability, and Aura of Dominion is another cheaper untap card.

Finally, you do have a minor mana curve issue. For any of my suggestions, if you thought about including any of them, I'd first start looking for cuts from among anything that has a similar effect but costs more. Also, simple, single use ramp spells like Dark Ritual, Culling the Weak, High Tide and so on are fairly prevalent in blue and black. Also, Land Tax, while not budget friendly, is worth every penny when you ain't got no green, and Knight of the White Orchid is also useful in the right situations. And Arcane Signet should be an automatic add to any EDH deck, especially if it's more than 2 colors.

I know I said finally in the last paragraph, but also Swiftfoot Boots is a slightly slower but slightly better version of Lightning Greaves, and honestly you're better off with the boots than the greaves because you can target the Boss Lady with your untappy stuff without having to scoot the equipment around. Hexproof > Shroud.

Sorry that this is so damn long of a comment, but please note that I have all of these ideas because I really would like to build a deck like this as well. There's a lot of them I've seen that are full of infinite loops, and I appreciate that yours isn't. That's how I'd like to build mine too. It's not easy with Merieke, because she doesn't have haste, and she doesn't have a built in way to either untap or protect herself. I really like what you have going here, and I'm going to folder it for inspiration.

Cheers!

elk88 on Yarok Lands EDH

5 months ago

Hey fmastrome2008!

Shriekmaw was originally in the deck. It does have some downside from time to time but it was benched for the sake of more land in the deck (38 lands to 43). My reasoning for the cut has been that I'm typically focusing on my own progression and looking to protect what I'm doing versus trying to interact/stop what they're doing (I found I was often choosing between my own ramp/setup vs. removal. Yeah there are cases to be made but on average it was a 2nd choice and I had to make cuts). There are still a couple safety valves (Cyclonic Rift/ Toxic Deluge) and steal effects (Treachery Agent of Treachery) along with some reasonable counter magic and a touch of targeted removal. It wasn't an easy cut though and may change again.

Birthing Pod/Prime Speaker Vannifar are more tutor effects and the deck has a few at the moment along with a reasonable amount of draw effects. As long as I've been playing the deck, it's been consistent at finding it's pieces so I hadn't been worrying about addressing/improving that part of the deck. At some point I might tinker with these types of options though.

Panharmonicon is one I've wanted to include (it's in my maybe pile) especially when I can't keep Yarok on the board but I don't own it so haven't had the chance to try it out. Sire of Stagnation could be another card worth investigating (although I haven't been unhappy with the draw in the deck) but alas it's another card I currently don't own.

Thassa, Deep-Dwelling along with a few other similar effects just seemed a little slow (if I've gotten my triggers, I want to be moving on to the 'next step' versus looking to abuse what I already have). The deck is very lands focused so there's enough triggering going on that way (also why I revamped my land count recently to improve consistency of those triggers/effects)

Dork's are fine and there in some of my other decks but they always feel hit or miss in commander (unless your cedh skewed with your curve). Sometimes you're dork, dork, 0 mana rock, 0 mana rock, and oh look I have 6200000 mana on turn 2! And then there's the Turn 13 top deck of Birds or the targeted/boardwipe removal and now you're mana screwed/way behind. I just tend to favor land ramp as long as I'm in green. Generally harder to interact with the land than it is with dorks/rocks. While the folks at my LGS do play competitively, I'm not often worried about T3-4 kills and as long as I'm playing ahead of the curve on mana (and snowballing) then I'm fine with it. If I have to look at speeding up even further, then these are definitely the places I'll look though!

Titania, Protector of Argoth is as I mentioned in the description. Folks figure out quickly what to disrupt and if they can then single cards like Titania definitely fit the bill for finishing the game. It synergies well with the deck (Elvish Reclaimer, Springbloom Druid, Life from the Loam, Scapeshift, Crop Rotation, Crucible of Worlds, Ramunap Excavator, Splendid Reclamation, Muldrotha, the Gravetide and all the fetches as well as Command Beacon, Nurturing Peatland, Waterlogged Grove and Strip Mine). This along with other cards like Avenger of Zendikar, Dread Presence and Field of the Dead are great synergistic cards that help back up this alternate win condition.

Thanks for the suggestions. I will try some of them out at some point (whenever we finally get back to the table).

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