Treasure Hunt

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Worldwake Common
Promo set for Gatherer Rare
Promo Set Common

Combos Browse all

Treasure Hunt

Sorcery

Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.

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Treasure Hunt Discussion

escesare on Hit our Swans, Draw some Cards (41 land Swans)

5 days ago

Oh good points.

BTW, I completely agree that Serum Visions and Faithless Looting are mediocre at best. With so few nonlands, scrying a couple of cards can still whiff. Treasure Hunt, Trade Routes, and Mystic Speculation have more potential. Now I think of it, Speculation and Routes are almost identical. Both are and cost 3 mana to cycle 3 cards. Routes costs an extra upfront and can't be cast for in desperation, but makes up for it by letting you pay any increment. Also true cycling lets you replace worse lands with better ones, and can be a turn faster. However Routes can only cycle lands, synergizes with Life from the Loam, but worse for you. Routes is also susceptible to removal, Pithing Needle, and Harsh Mentor.

For lands, I just want to point out that a couple utility and even taplands won't disrupt your curve at all. Let's say you put 10 in; even with a 31 land deck, you'd still have 93% chance to hit 4 lands on turn 4. Putting this into perspective, competitive W/R Prison which absolutely must hit its 4-drops plays only 24 lands. (To be fair, my list probably does have too many utility lands haha.) Competitively speaking, it's almost certainly best to choose either utility lands or Blood Moon; otherwise you're not taking advantage of your excessive lands.

I can totally understand if it's more fun to ensure your combo. I'm just listing the competitive options since it seemed you were also interested in that.

C.LewisMTG on Hit our Swans, Draw some Cards (41 land Swans)

5 days ago

Hey thanks for going so in depth about the list (: The choice to not play utility lands in this version of the list in particular, is because of curve and nothing else. The deck to consistently get our pieces basically has to cast a Cantrip on turn one, would love to cast a Hunt turn two, have our assault turn 3 and the swans on four. Where as I believe I could get away with some number of them for an advantage in better matches and to be better prepared for the long haul of modern (so past turn 5 lol) I fear that many utility lands may hurt the chances of getting my strict curve, even if it only does cause me to mulligan 1 out of every 10 times, I value having a keep-able hand with such a linear game-plan. Now I'm not eliminating it as a possibility, as I very much enjoy the idea of getting to play a number of Ghost Quarter, Gemstone Caverns was a huge consideration in the beginning choice of making this Jeskai, and Halimar Depths and I've even considered Tolaria West to search out Cavern of Souls for counter heavy match-ups, which could also find some more utility lands. The utility lands are something that moving forward that I will be messing around with, and testing out in the upcoming week

As far as Mystic Speculation my thought process is I either want a combo piece, more lands, or ways to find a combo piece, and I feel Mystic Speculation sets up Treasure Hunt a tad better than Serum Visions can, as I see Serum Visions as getting 1 random card and fixing 2, rather than getting to just fix the top 3. I could absolutely be wrong, but this has just been my thought process about it, as with 41 lands being in the deck there are more odds for Serum Visions to draw me a land rather than something proactive in a time of need. Faithless Looting wouldn't be bad at all, and I love it's recursion factor, I'm actually very interested in trying it. Probably wont play Sindbad, and I'm not a personal fan of Day's Undoing because I don't like the idea of giving my control opponents a new 7.

And ahhh Blood Moon. I actually want Blood Moon in the 75 somewhere, but at the moment, there's just a natural concession to being partially budget.

Thanks for all of the suggestions, I'm going to make some private side lists to test some of the given suggestions. I'll definitely keep you updated! escesare

euananddalesaccount on Grixis Assault Routes

1 week ago

try adding in full playset of Treasure Hunt

Rzepkanut on Swashbucklers and Scallywags

3 weeks ago

Love the deck +1. Got some flavor based ideas... Skysovereign, Consul Flagship, Gild, Treasure Trove, Treasure Cruise, Treasure Hunt, Treasure Keeper, Ghost Ship...not sure about that last one even though its a sweet looking ship...its not very good, lol. Happy gathering!

abcart on Ice Thing

4 weeks ago

Yeah I just threw Brainstorm in to use in casual games. Treasure Hunt fits in pretty well I think, given all the spell/instant bonuses going on. That and my hand gets drained quickly, so any extra draw I can get is a good thing.

CheapDecks101 on Ice Thing

4 weeks ago

How does Treasure Hunt fit in to a spell deck??? Another thing Brainstorm isn't modern legal. Back to what I was saying about Treasure Hunt it is usually only played in a land combo deck such as zombie hunt or seismic swans.

Jerkoid on Seismic Swans

1 month ago

A version of this with 42 lands, Treasure Hunt, and a bunch of random fun-ofs won a regional modern tournament recently.

Link

Jumpnshootman on Over 100 Damage on Turn 2 using Snow?!

1 month ago

musicman3310, In Playtesting, I found that there are actually a few problems with the deck. For one, this is a $300 version of a $20 gimmick deck. Game Wise, you could wiff on the mulligans when trying to start the game with a Treasure Hunt, and I believe you'll only have a 88% chance of starting the game with one if I'm remembering correctly. What you mentioned is correct. Not having large Treasure Hunts hurt us significantly, but in actuality, this is less of an issue for us than the other versions of this deck.

Zombie Infestation needs about 20 lands in hand for you to spawn 10 zombies (you'll most likely still need this many zombies for dealing with blockers, but Contested War Zone gives us lethal damage with only needing 14 lands in hand).

Seismic Assault still has the same ratio of damage per discard (2 per land), and it doesn't need the Mouth of Ronom for Spellskite. The downside is that it is tripple red to cast. this means more lands on the battlefield and an extra turn of us trying to stay alive. It's easier for us to have the extra lands we would have needed to cast this just stay in our hands for lightning storm's redirect ability.

Conflagrate is another option, and gets around counter spell, but requires about double the lands as this due to it's damage per discard ratio being halved.

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