Treachery

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Urza's Destiny (UDS) Rare

Combos Browse all

Treachery

Enchantment — Aura

Enchant creature

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

You control enchanted creature.

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Treachery Discussion

Chunkythor on Dragonlord Ojutai French

4 days ago

Treachery if we have one maybe that ones a little loose

Daedalus19876 on Yidris Storm

1 week ago

Hi! Sorry it took me a while to get back to you, my job has been super busy.

This deck is...odd (not in a bad way). I'm going to be as cutthroat as possible here, since it's listed as competitive :)

I definitely see the influence of my The Locust God deck - you chose the same counterspell suite as I did, have a similar Paradox Engine line of play, use the same rocks, etc. And yet, there are some strange choices for a competitive deck - relatively little interaction, several 4+ mana spells that do very little when they come down, and a lack of hard draw.

Nature's Lore and/or Three Visits over Kodama's Reach, Windfall over (or in addition to) Time Reversal. Cutting Mindbreak Trap for Arcane Denial, unless your meta is REALLY storm-heavy. Sylvan Library over (or in addition to) Mirri's Guile. Since you're in green, you have access to some strong mana dorks that work well with Paradox Engine (or just as early ramp), particularly Birds of Paradise and Bloom Tender. I'd personally argue for Bear Umbra over Nature's Will, since it also protects the creature in question, but it sorta depends on the amount of exiling removal in your meta. You're not running Necropotence, and you should fix that. I would almost certainly run Dramatic Reversal/Isochron Scepter in here - each half is really good alone, and it gives you an infinite storm count together. In terms of removal, Nature's Claim is the biggest thing I feel you're missing, since you have very little interaction to deal with hate pieces that you go up against. An argument could be made for adding Deadeye Navigator to pair with your Palinchron/Peregrine Drake, and cards like Tooth and Nail/Defense of the Heart to find them, but I don't feel that's a great use of slots in the current list. Jace's Archivist is far better than Arcanis the Omnipotent in this deck.

My first cuts would absolutely be any card at CMC 5 or greater, unless it essentially immediately wins you the game. I would remove Berserkers' Onslaught, Consuming Aberration, Peregrine Drake, Treachery, and Arcanis the Omnipotent immediately.

If I may ask, why use Yidris for this if you could use something like Kess in the command zone instead? It seems like you aren't doing too much with green in the deck, and relying on connecting with Yidris seems...unreliable. In a competitive deck, you'd want to be winning on T4 most games, which makes casting Yidris at that point a bad proposition (especially since most strong mana rocks can't help you cast him, given that his mana cost involves no colorless mana).

I hope this helps as a preliminary look! I can come back and offer more thoughts when I have a few more minutes to think about it :)

Wolfrage76 on I'll rip yer arm off and beat you with the wet end

2 months ago

Clyde_Bankston thanks for the suggestions. I'll need to see if I have the budget for Treachery as a lot of the high cost cards I already own. Need to see if I have that one.

And I agree about Jace, the Mind Sculptor - Shame I recently sold the Foil version I pulled. Guess I'll need to buy more packs and hope for the best lol

Iffy on Wheel of Fortune - yes, it's a great card but I need to decide if maybe working on card filtering through draws is better or not. I do really need Draw in this deck.

Clyde_Bankston on I'll rip yer arm off and beat you with the wet end

2 months ago

Treachery. It's amazing. I second the motion to include it. Act of Treason-type one night stand effects. Tend to annoy people more than Gilded Drake because nobody really ever has total control.

There should be more wrath cards because imo most, if not all, spell decks should have a Cyclonic Rift, Shatterstorm or a Vandalblast.

Jace, the Mind Sculptor could really fuck some shit up and be cruel. Another good card is Wheel of Fortune because of the obvious greatness of it.

Clyde_Bankston on I'll rip yer arm off and beat you with the wet end

2 months ago

Treachery. It's amazing. Act of Treason-type one night stand effects. Tend to annoy people more than Gilded Drake because nobody really ever has total control.

There should be more wrath cards because imo most, if not all, spell decks should have a Cyclonic Rift or a Vandalblast.

Jace, the Mind Sculptor could really fuck some shit up and be cruel.

LandG0 on Muldrotha, the Gravetide *Primer*

2 months ago

Traveler247 Tbh I dont need LED in the deck, but I have one and it synergises well so Im using it. As for cEDH lists, its used a lot in Doomsday lines and a little bit for infinite mana for Bomberman combos but Dramatic Scepter is really where its at with infinite mana these days.

I used to have the dark depths combo in a deck but found it a bit janky, although I can imagine it would fit well in this deck.

In my combo section I mention the use of Flash with Hulk, that combo however I would not say is janky. Thats one of the fastest combos available in the game, but Ive pretty much cut combos from this deck coz I have so many in other decks already.

Halt92

  • Dead Man's Chest looks like some great value
  • Equilibrium I like this, I love playing control
  • Hostage Taker testing at the moment but havent drawn it yet, should be good though
  • Kederekt Leviathan awesome with reanimate enchantments, I talked about this in my combo section
  • Infernal Darkness I prefer Contamination especially in a creature heavy deck
  • Mind Harness I like Treachery over this as its basically free to cast with no upkeep costs
  • Finally, I want to avoid infinite turns with this deck because I have so many combos in other decks. Also I think Second Chance is more on flavour for infinite turns in this deck, or just playing a normal extra turn card like Time Warp and sacing then recasting E wit each turn / bouncing it with Deadeye would be better coz Time Sieve is a dead draw by itself

Fast_Action_Hamlet on Raff Capashen Paradox Engine

2 months ago

The way I built this deck I focused on a distinctly Flash plan. The power of this deck is to be able to make the choice when you play your spells and to keep your opponents guessing. They are unable to play around anything because when you pass the turn with all your mana up, you could have anything. Following this philosophy I minimized the inclusion of cards that could not be played at instant speed. As such, the only nonland permanent that cannot be played at instant speed is Glen Elendra Archmage. This card is included based on power level alone and other Wizard themed synergy but even so there are situations where her sorcery speed is very relevant.

Another sorcery speed card I have considered is Treachery since you are still able to hold up permission after casting it. It cannot be understated how important it is to hold up permission at all times if is available to you.

It is for the reason above that I chose not to include Ghostly Prison or Propaganda, however I'm willing to accept that this may be the wrong decision based on the fact that this deck runs six Planeswalkers and these enchantments are relatively cheap to cast. I will experiment with these cards in the future but I originally did not include them because they could not be played at instant speed, and I prioritized more impactful cards.

Rout is fine but expensive, and in its cost is not irrelevant as White is my secondary color. I chose Urza's Ruinous Blast for my sweeper because it's cheap, easy to cast and ignores my board.

Thanks for your input!

Fast Action Hamlet

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