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

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Treasure Cruise Discussion

NV_1980 on Enough To Pay The Bills

22 hours ago

Thanks for commenting kirox317!

We did not want to overdo it with draw cards in this deck; it already has eleven cards towards this end to facilitate us in this. However, Treasure Cruise is in our collection and we will give it a go (we have exchanged it for Reverberate).

kirox317 on Enough To Pay The Bills

1 day ago

You are missing important card draw. You should consider Impulse, Frantic Search and Recurring Insight. Also Treasure Cruise and Dig Through Time work well.

Monti_Jones on Time Lord Mizzix

3 days ago

Hello there! Love to see any Mizzix deck as a Mizzix player myself. You say you want this deck to have a "tournament level" competitive approach, maybe I can help you out a little. With all due respect, I want to be frank and I don't think your deck can be called competitive at all right now. I don't know your budget situation, but I will try to break it down as much as I can and give a wide array of options.

- Mana situation: Let's start with the basics, namely your basic lands. As you can see on the nice pie chart, your cards are about 2/3 blue and 1/3 red. Still you have your lands almost at 50/50 islands and mountains. Only 4 lands can produce both and , consider City of Brass, Reflecting Pool and Forbidden Orchard. Moving on, your ramping mana rocks could be better too. Any cheap rock - cheaper than Mizzix herself - let's you cast Mizzix earlier and is a huge benefit to finishing faster. On top of that they can help you cast those big spells should your commander not be around for some reason. Consider any rock that costs 2 or less. Another way to solve the mana issue involves ritual effects. Cards like Seething Song or Turnabout, just to name a couple, give you a sudden burst of resources but demand a combo oriented setup and play style. Although if you want the fastest way to win, rituals are the way to go.

- Curve: Overall your spells are quite expensive. Now I know Mizzix makes casting big spells almost trivial, but if you really want to field this deck in a competitive environment, you should not count on having her out at all. People will target you, just because of your commander. Consider cards with lower cmc to stay relevant when you are under pressure, even if that means giving up on splashy spells. Many cards you are playing now, could be replaced by strictly better ones. Especially look out for cards with as few and in their casting costs as possible.

- Bulk goods: Some of your cards weigh down on your deck like a boulder. I myself like to call them "do-nothing-cards". Cards like Eye of the Storm or Thrummingbird do nothing on the turn you play them and after that only do something your deck already does on it's own. It's almost like you are playing an extra turn for your opponents. Cutting those kind of cards will streamline your deck and minimize awkward turns where nothing happens to progress your position.

- Win conditions: If you want to go for a competitive deck, having your deck trimmed towards as few win conditions as possible is of utmost importance. The most common ways to win with Mizzix are storm, burn, infinite mana & draw and taking turns (all of them). Pick 1 or 2 ways to win but build the whole deck around them. If one way to win supplements the other, even better. But spreading yourself thin over too many ways to win only slows you down.

- Key cards: I see you aren't playing some of the most played and best cards in any Mizzix deck. I'll list some, in no particular order of importance. Merchant Scroll, Gamble, Expropriate, Treasure Cruise, Dig Through Time, Fact or Fiction, Frantic Search, Faithless Looting, Reiterate, Mizzix's Mastery, Past in Flames, Mystic Retrieval, Increasing Vengeance, Chaos Warp, Bonus Round, Goblin Electromancer, Epic Experiment, Aetherflux Reservoir.

- Budget: Just as a heads-up, if you really want to make your deck competitive, you have to consider investing a good amount of money. Most of the time the best cards are the most expensive ones. While you can get by with some budget replacements here and there, at some point only the best cards are good enough. This isn't something you need to force right from the start, but can work towards over time.

Finally, I really hope I gave you some helpful advice and that you are not intimidated by my wall of text. Mizzix is a great commander and if you want, you can transform the deck into a fearsome weapon. Cheers!

SynergyBuild on BMH: The Inverted Brainchild

2 weeks ago

Well, Mizzix storm's usual payoff is Aetherflux Reservoir, with the commander used as a cost-reduction effect with spells like Treasure Cruise, Dig Through Time, and many other giant spells that keep digging cards, as well as High Tide, Rite of Flame, Desperate Ritual, Pyretic Ritual, and Seething Song as rituals to keep making mana.

Mizzix can reduce the cost of mana-neutral cards like Snap or Frantic Search to net mana, and with effects like Reality Spasm that make a ton of mana on a large Mizzix, you can get a ton of mana and all of the card draw like Firemind's Foresight to get a ton of card draw spells, as well as effects like Stroke of Genius, etc. afterwards the deck commonly drops an Aetherflux Reservoir, then goes infinite with Reiterate and Desperate Ritual/Seething Song/Pyretic Ritual/Reality Spasm to win the game.

The rest of the deck is based on using cantrips like Ponder, Brainstorm, Preordain, Impulse, etc. as well as cards like Mind Stone, Izzet Signet, and other fast mana rocks, to make enough mana to win all in one turn, generally turn 4 after you drop Mizzix turn 3 off of a Fellwar Stone, etc. It is blisteringly fun and fast.

CaptSillva on Fire In The Sky [[EDH]]

1 month ago

I feel like it is a missed opportunity not to use a Partner if you got the option. Having access to a larger card pool will give you an edge and as long as it is only a splash you won't even need to mix up your mana base much. Heck you could even just run the second commander without splashing any other cards because you have lands and artifacts in your deck that can make mana of any color. You only need to make one off color mana to play the secondary commander.

Here is my build Vial Smasher & Kraum EDH if you want to check it out. Kraum, Ludevic's Opus is great because he is just generally a strong card without needing synergy and having access to blue is huge. You get cards like Deep-Sea Kraken, Dig Through Time, and Treasure Cruise.

Another option would be Ikra Shidiqi, the Usurper because a big body with life gain is nice and green gives you more ramp options and big beefy creatures. Akiri, Line-Slinger is also nice if you want to be more aggressive. Though white doesn't add much to the game plan and you don't run a lot of artifacts right now.

HelixSnapHelix on Errozone2

1 month ago

Hey, so here is the deck I copy and pasted and modified a bit:

http://tappedout.net/mtg-decks/errozone2-copy/?cb=1538865901

I took out Pyroblast and Notion Thief because I don't play against enough blue decks to justify it, and replaced them with Treasure Cruise and Dig Through Time. At that point, I figured with those two and Time Spiral, Ad Nauseam would have the potential to do just way too much damage to me to be worth it. I took it out, and thought for a bit on what could possibly ever replace a card like that in a deck like this. I ended up adding Whir of Invention to EoT Aetherflux Reservoir, but now I'm left wondering if it's even a lab man deck or not now. Is Mind's Desire and Demonic Consultation really what fuel the lab man win, and are they enough on their own? Or at this point, without Nauseam, is it even worth having lab man in the deck?

I also revised the lands a bit as well. I have the duals, and I wanted to use the cool new battlebond dual lands, since this is for competitive pod commander, not 1v1 or anything.

What are your thoughts on my version?

Gadianten on Rule #2: The Double Tap v2.0

1 month ago

Don't fight the self mill and discard, embrace it and use things like Balthor the Defiled, Zombie Apocalypse and Living Death. In short consider things that mass reanimate and cards with madness such as From Under the Floorboards or Frantic Purification, flashback like Unburial Rites or Army of the Damned also delve with things like Dig Through Time, Temporal Trespass and Treasure Cruise.

Other creatures that transform your graveyard into an extended hand are things like Phyrexian Delver, Chainer, Dementia Master, Havengul Lich, Coffin Queen and Dralnu, Lich Lord, although care must be taken when utilizing him. I CANNOT state enough how useful Havengul Lich is, he IS obscene with Rooftop Storm... and Sidisi, Undead Vizier. While it does not play things from your graveyard Wonder can be nasty, so many flying zombies.

If you meta has any similarities to mine then you may have issues keeping Rooftop Storm, besides counter magic the best way I have found to get around enchantment hate and it getting milled is Crystal Chimes and Academy Ruins. On that note this commander is also a prime candidate for Crucible of Worlds.

I don't know if you knew this trick or not but Zombie Trailblazer does not ADD swamp to the land type but rather makes the land a swamp and ONLY a swamp so if you have enough tokens and your opponent is not black you can easily lock them out of their colors.

Looks like fun +1

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