Treasure Mage

Legality

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

Printings View all

Set Rarity
Mirrodin Besieged Uncommon
Mirrodin Besieged: Mirran Uncommon
Promo Set Uncommon

Combos Browse all

Treasure Mage

Creature — Human Wizard

When Treasure Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 6 or greater, reveal that card, and put it into your hand. If you do, shuffle your library.

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Treasure Mage Discussion

ElementalEd on Trampoline Sen

1 day ago

Cards I would cut/replacement:

For Win conditions:

Really up to you tbh. But i think the following options synergize well with your deck.

1) Artifact Win Cons:

Lattice + Forge + Nevi disk. (or really any destroy all artifact)

2) Bounce win con

This one is a bit tricky, but can be done.

This usually revolves on getting ahead with mana rocks or using trickery.

Sunder would be what wins you the game, but Armageddon would work equally as well. Get ahead on rocks a few turns early, the cast it. Or pair it with a card like Taniwha

3) Cloning / stealing wincons / game ending spells

4) Entering the infinte.

Any win con that works with Enter the Infinite.

Infinite mana or omniscience is a play your deck

or even just a Psychosis Crawler.

  • You might have to make more room for these win conditions. but it at least provides you with options assuming that your opponents don't have much to work with

herringtonr on Brezzeret, Agent of Etherium & Myrs

6 days ago

Fabricate Diabolic Tutor Treasure Mage Whir of Invention. All of those would be good tutors to put in to get the Myr Battlesphere.

DHWorlds on Superion Summoning

1 month ago

Hey! Thanks for the Feedback! Since you do want the Midrange/Aggro path, i would suggest taking a few Muddle the Mixtures out, it's not bad in any way, i just feel that it is very Slow for your ''Resolving big creatures on the board'' strat.

cards to consider

Chief Engineer- Helps casting Superion a bit more reliably than Sculptor.

Master of Etherium- Easily casted with Heartless Summoning or Grand Architect helps the Whole Board.

Lodestone Golem/Solemn Simulacrum/Filigree Familiar:great game stallers. Can give you advantage and/or Lock the opponent. Lodestone + Metamorph is Brutal in certain games.

The Tutor Mages:

Trinket Mage: Fenomenal toolbox card, could tutor some nice 1-of artifacts Brittle Effigy, Nihil Spellbomb or Aether Spellbomb,Engineered Explosives.

Treasure Mage: Tutors Wurmcoil Engine, Mindslaver, Sundering Titan

Trophy Mage: Vedalken Shackles, Ensnaring Bridge

DHWorlds on Superion Summoning

1 month ago

Why don't go Full Combo mode here? Grand Architect is a great engine, but also allows for some other synergies with Heartless Summoning, like the Myr Retriever Combo + Altar of the Brood. Could use Trinket Mage to find the Altar, and Muddle the Mixture to find the other pieces of your preference.

The other Upside is the Alternate Wincons and resiliency of the 4 Myr Superion Strategy. Very few decks can recover from a Wurmcoil Engine turn 3 followed by a Metamorph.. Glint-Nest Crane is Also Amazing here without a doubt. i would Suggest:

-1 or 2 Sphinx Summoner-2 Fatal Push-4 Etherium Sculptor-3 Aether Vial

+1 Grand Architect+3-4 Altar of the Brood+4 Myr Retriever+2-3 Trinket Mage+1 Treasure Mage or Lodestone Golems

Addrum on artifact bullshittery (marchesa edition)

2 months ago

Hey man! Sure, I'd love to help. Not sure how on budget are you, and since you have some pretty darn expensive cards I'll make sugestions based on that. If it just happens that you had the cards from before and don't have too much to spend, just tell me and I'll give another options.

Well, I'd start by adding more lands. Always play Between 35 and 40 lands in your deck, unless it's an mono G elf deck that can go lower, or a deck that want lots of lands like Tasigur, Gitrog Monster or Omnath RG. Steam Vents, Watery Grave, Blood Crypt, Badlands, Underground Sea, Volcanic Island. Fetchlands would be perfect Polluted Delta, Bloodstained Mire, Scalding Tarn, Misty Rainforest, Marsh Flats. Check lands, Filter lands and Painlands. Urborg, Tomb of Yawgmoth, High Market, Academy Ruins and Tolaria West as utility. Prioritice on lands that come into play untapped.

I usually don't consider cards like Phyrexian Altar or Cathodion as a ramp because it's not going to ramp you over the curve. I consider them as combo piece or sac outlet. That being said, add more ramp like the signets, Mana Vault, Mox Diamond and Chrome Mox for fast mana. Expedition Map would be awesome to grab that beautiful Mishra's Workshop.

As for the combos, the first thing is Nim Deathmantle and Ashnod's Altar. Those two can go infinite with TONS of cards, like your Wurmcoil Engine: Sac wurmcoil to add 2 mana, triggers on the mantle and the wurm dying. Put the tokens onto the battlefield, then sac one of them for 2 mana (now you have 4 mana in your mana pool). Use the mana to reanimate Wurmcoil with the mantle. Repeat again for infinite tokens (with deathtouch?), and since you have infinite tokens, you also have infinite colorless mana. This works with any creature that enters or leaves the battlefield with two or more tokens. It also works for infinite mana with your Cathodion. These combos with your Disciple of the Vault win immediately, although I prefer Blood Artist because he helps you to stop other players that wants to go infinite sacrificing creatures. Krark-Clan Ironworks is also a good sac outlet that gives you mana.

Triskelion goes always side by side with Mikaeus, the Unhallowed. Remove one counter to ping for 1 to your opp. Remove the other two to shoot Triskelion itself. It dies with no counters in it so Mikaeus brings it back now with 4 counters. Hit your opponent for 2, then hit Triskellion for 2, repeat for the win.

Palinchron + Deadeye Navigator is a good generic combo for infinite mana. Grand Architect + Pili-Pala is another good option, and the Architect also works as a ramp card.

This style of sacing artifact deck will find Junk Diver very useful. The full package includes also Myr Retriever, Scrap Trawler and Workshop Assistant.

A combo deck loves to have tutors to win fast. Keep in the Forgemaster and the Transmute, and add Tezzeret the Seeker , Demonic Tutor, Fabricate, Whir of Invention, Arcum Dagsson, and the mages pack Trinket Mage, Trophy Mage and Treasure Mage.

For the controling part, this deck needs more actual control and removal. Damnation, Toxic Deluge, Blasphemous Act, Vandalblast, Counterspell, Counterflux, Force of Will, Pact of Negation, Slaughter Pact.

Lastly, you can go deeper in the artifact theme including cards like Mycosynth Lattice, Unwinding Clock, Clock of Omens. Thats when things go crazy.

As for what to take out, there are a lot of cards I see there that don't do much for the strategy but this is up to you. My suggestions on what to take out would be: Golem Artisan, Hellkite Igniter, Hellkite Tyrant, March of the Machines (unless you put the Mycosynth Lattice to land lock your opponents xD), Breaker of Armies, Conqueror's Flail, Silent Arbiter, Library of Leng, Genesis Chamber, Gravepurge, Moltensteel Dragon, Clone Shell, Bearer of the Heavens, Burn from Within.

Man, that was a wall of text xD tell me if you have any questions.

hoardofnotions on I know I'm going slow, but please don't Rashmi!

2 months ago

is Treasure Mage worth it? you have two targets i see

ghgiunco on Heartless Artifacts

2 months ago

Serum Visions for adjust the top? Grand Architect to more ramp options/engine? Treasure Mage for a possible Wurmcoil Engine T3. some Spellskite for protection.

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