Treasure Cruise

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Frontier Legal
Penny Dreadful Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) Common
Commander 2016 (C16) Common
Khans of Tarkir (KTK) Common

Combos Browse all

Treasure Cruise

Sorcery

Delve (Each card you exile from your graveyard while casting this spell pays for .)

Draw three cards.

Price & Acquistion Set Price Alerts

CM2

C16

KTK

Ebay

Recent Decks

Treasure Cruise Discussion

TheKing8426 on Daxos of Meletis

1 week ago

In terms of card draw spells in decks that aren't meant to play control, I run these usual suspects: Ponder, Preordain, Serum Visions, Opt, Sleight of Hand, Impulse, Anticipate, Treasure Cruise, Dig Through Time, & Deep Analysis. That's 10 cards, or 10% of your deck. The chances of having any in your hand at any one time is pretty good, especially when you accompany those with the Curiosity you already play, your deck really starts to flow. I can't stress to you how important cantrips are; they are basically free cards - especially the 1-mana ones. If you play 10 1-mana cantrips, your deck is effectively 90 cards, which helps you get to the things you want to do quicker.

I understand your want to be able to cast cards off of Daxos' ability, but running more lands doesn't inherently insure that, since you're only able to play one per turn (in most cases). I think what you want are more mana rocks, since you can play multiple per turn and they usually net you extra mana, any coloured mana, card draw, or any combination of the 3. Easy cheap options are Thran Dynamo, Commander's Sphere, and Fellwar Stone.

Lastly, a personal preference of mine is to make sure that the types of spells I'm playing (card draw, counters, ramp, game enders, etc) are being played in meaningful numbers. For card draw in a deck that isn't synergistic with card draw (think your deck vs The Locust God), it's 8-12. For counters in the same scenario (your deck vs Talrand, Sky Summoner), it's 7-10. These numbers, in my experience, ensure that you are getting card draw spells when you need them, and holding at least one counterspell in the first few turns. Obviously statistics isn't the same as chance, but having cards that are more-or-less the same reduces the effective chance that you draw something you don't need. I mention this because if you decide you want to keep any amount of counterspells in your deck, you don't need to cut any that you currently run, considering you're at (what I would consider) bare minimum for relevancy.

Of course, we all play magic differently, but I hope you at least keep these things in mind when you are playing next. Good luck, +1 because I think the deck still looks super sweet.

Xica on Strongest Color?

2 weeks ago

sergiodelrio

You have some major misunderstandings if you think that Liliana of the Veils -2 can even hit Gideon of the Trials (hint: its related to the question "when can you use pw abilities?")

So heres my evaluation of the colors:

  • - has the best card value, from Dark Confidant, Liliana of the Veil, Thoughtseize, Gurmag Angler, Death's Shadow to stuff like Ad Nauseam - but if you takd a step back and pretend that you forgot the decks that are built to abuse these cards, all of them habe some significant drawbacks. They are often the best core cards but need support to be viable. Black is also the second best color for hate cards.

  • - best hate cards. Rest in Peace, Stony Silence, Rule of Law... etc. Its also the king of "symmetrical" (and crippling) effects and exile - exiling creatures is VERY underutilized at the moment, just consider what Declaration in Stone does to hollow one...

  • - ramp, best fatties, insa card that support creature based strategies & ways to deal with anything but creatures. I think Primal Command & Tarmogoyf sum it up pretty well

  • - is the color of counters, stupid stuff with spells (Snapcaster Mage, Gifts Ungiven... etc.) and nearly great cards, like Vapor Snag, Reality Shift, As Foretold, Disrupting Shoal, Delver of Secrets  Flip and the list goes on. Its also USED TO BE the undisputed king of card filtering and card advantage but that got banned (Ponder, Brainstorm, Treasure Cruise) we have Search for Azcanta  Flip, Serum Visions - the draw package is much more intact than filtering (sadly it was weaker to begin with). Problem is that red is arguably better at filtering with its loot effects - scry is good for miracles if its preceeded by a draw, while looting supports any strategy that is willing to get its hands dirty with using the grave (lets hope surveil makes blue better). (And black has plenty of good draw engines.) So its basically counters + stupid support cards for instants & sorceries.

  • - is a pretty good color that is pretty nice all around, but gets little to no credit as burn is an easy cop out answer wjen asked "what does red do?". Yeah it has reach, but it also has Blood Moon, Koth of the Hammer, Faithless Looting, Through the Breach all great quality cards that need no introduction. And it has some of the best 4 & 5 drops (Hazoret the Fervent, Stormbreath Dragon) - which are great in the push + bolt meta (and not that bad when you got the help of path to be able to play them early), and the vest 1drops - yes Goblin Guide is not bad - but its no Grim Lavamancer. Oh and it has all the mana acceleration you may want - Vessel of Volatility & Infernal Plunge are absurdly underappreciated cards - the former is basically a fixed Seething Song that can't be abused by storm, the latter is frickin Dark Ritual if you have cheap creatures in your deck - which is an achievable goal (not for storm though, apparently Wotc hates storm).P.s.:if you have run the old squee, all the loot effects becom card advantage engines.

During my recent excursions into mono red hollow one land, i relized that there are stupidly powerful lands like Nephalia Academy or Scavenger Grounds that simply don't fit into 3 color decks. Am i the only person who sees these cards a very good reason to not get greedy with color splashing?

drukqs358 on Rashmi, Spells Caster

2 weeks ago

Cool deck. You should look into cards with delve like Temporal Trespass, Dig Through Time, and Treasure Cruise. You can cast them for cheap but their high cmc will let you cast almost anything else from the top of your deck with Rashmi's trigger. You could also look into cheap cards that allow top of the deck manipulation, like Brainstorm, Ponder, and Sensei's Divining Top. Momir Vig, Simic Visionary also has amazing synergy with Rashmi, allowing you to cast whatever you tutored for to the top of your deck. You should also consider adding some sort of card that let's you close out a game. Cards like Mind's Dilation, Craterhoof Behemoth, or Avenger of Zendikar come to mind. Hope this was of some help.

MagicZ on Pirate treasure hunt

2 weeks ago

some suggestions, that still help you stay within our league 50$ constraint

Command Tower Dismal Backwater Izzet Guildgate Jwar Isle Refuge Dimir Guildgate Brass's Bounty Treasure Cruise Sol Ring Storm the Vault Chaos Warp Negate Coastal Piracy Ponder

Some fun cards for when we get 20$ of upgrades Kindred Dominance Insurrection Toxic Deluge

Wintermoon on Talrand, Father of Drakes

3 weeks ago

Cariddis Interesting that nobody has ever told me about that combo, I will take a better look at that later when I get home. Regarding Dig Through Time and Treasure Cruise I only avoided those because I don't like the idea of exiling cards from the graveyard, considering I have some ways to get cards back. But now that you talked about them I will reconsider adding those. A card I haven't added yet but I have at home is Mystical Tutor, just don't know what to swap with it.

The reason why I haven't invested as much in this deck as expected, due to how much I like it, is because sadly I don't play it often. My playgroup doesn't like to play against it so I only use it sometimes or in the tournaments where winning matters. Gladly I built another deck I also love, with Toshiro Umezawa, which is the one I use the most and thus the one I have been investing more in, actually waiting for some new cards I bought to upgrade it. Also the playgroup doesn't bitch about that one ahahahah.

But thank you a lot for the suggestions.

Cariddis on Talrand, Father of Drakes

3 weeks ago

I really like your deck. I strongly suggest you start focusing on one commander instead of optimizing and building multiple ones at once. Since Talrand is your pet deck, you should save money to buy stronger (and alas more expensive) cards for it.

Hope my suggestions will help :)

TotalSundae on Finally a new Phyrexian!

1 month ago

Stroke of Genius over Mind Spring

I don't think there is too much of a need for Leyline of Anticipation seeing as this deck is already set to do a lot of creature-based stuff with haste. I think the orrery is enough.

Pirate's Pillage is pretty high costing for what you are trying to do, there are a plethora of cards you could put in over it.

You have both Treasure Cruise and Dig Through Time while you deck isn't instant\sorcery heavy, which is just bad value. Would probably cut one for a more progressive draw spell.

Spell Swindle for Arcane Denial, Rapacious One for literally any other token generator. On-hit effects are so bad in EDH.

Cards like Hordeling Outburst, Krenko's Command, and Dragon Fodder are pretty bad value with the number of board wipes in the format. To contrast this, cards like Karn, Scion of Urza are much better because they are repeatable effects that have a larger impact when it isn't your turn. Those token generators at sorcery or even instant speed are pretty bad value for EDH imo. You would be better suited by many of the effects that you already have.

Where the fuck is Helm of the Host. Biiiiiiig missed opportunity here. I love that card to death.

Overall I would say without going through more than two of your custom sections that this deck needs a change in development ideology. Try to make the deck centered around the idea that you can count on 2-3 tokens on the battlefield through the effects of your permanents. There are cards that do this, but I have yet to curate them. Right now you have a lot of bad value to pull off some combos, but they all rely on a lot of mana and combat steps, which means its creature based. You are looking for a bad time if you pull the trigger on a deck like that. Remember to also build the deck with the idea that Brudiclad won't always be an option to put onto the battlefield, especially at 6 or more mana. Your cards have to create value for themselves without big daddy Brudiclad there to support them. Brudiclad needs to be a powerful support mechanic, not an overwhelming piece to the deck.

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