Creature — Thrull
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Whenever Treasury Thrull attacks, you may return target artifact, creature, or enchantment card from your graveyard to your hand.
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Treasury Thrull Discussion
2 weeks ago
Might just be me, but Serra Ascendant I find makes you a target and isn't a fun card to play against.
And I don't think Aid is that great, with how many targets it has/the theme of the deck. I would argue, swords aren't so hot in EDH and don't need to be in every deck, and you've got a cool theme here that you could tune and work on without them, which would free up like 5-6 slots.
If you want to do the draining thing, Firemane Angel is a fun, flavourful card that gains a bit of life. Searing Meditation grinds it into damage which hopefully you can turn into more life. Cliffhaven Vampire is always fun, but I think you need more incidental life gain. Treasury Thrull seems an odd card to be lacking given all your other, much weaker extort. Pontiff of Blight is also a sure in.
Knights of the Black Rose is a bad card, but it does open up a lot more interesting political play. If your meta is durdly play it to encourage attacks a lot more.
3 weeks ago
Scoured Barrens is a must include, even if you just replace Salt Flats. Also, how about Radiant Fountain or Kabira Crossroads? Your land count is kind of low, I would add Kor Cartographer and/or Liliana's Shade. Recur them early and often with Athroes, Phyrexian Reclamation, Ravos, Soultender, etc. For further land triggers I started to run Ruin Ghost, bounce those life gain lands. Don't forget to tap them before you bounce them.
How about Karlov himself, or Treasury Thrull ? I have gotten huge value from both.
If you average game is 3+ opponents, Shattered Angel is great value.
2 months ago
If you are going for an enchanment-based deck, you might put Necropotence, Dark Prophecy, Epiphany Storm, Erebos, God of the Dead, Gravestorm, Greed, and Infernal Tribute into your deck for card draw when you have Solitary Confinement out. I think that you should definitely put Blood Moon, Skull of Orm, and Nevermore in your deck. Blood Moon shuts down any Multi color decks' dual lands, Skull brings your enchantments back, and Nevermore stops the opposing commander from being played. If you do put Blood Moon in, make sure to include more swamps and plains than dual lands. If you want more ways that bring your enchantments back, you might put Mine Excavation, Silent Sentinel, and Treasury Thrull. You might not want Starfield of Nyx, just in case of boardwipes that kill creatures. Hope I helped!
2 months ago
cool i like it yeah the only thing i see is adding Mox Opal, Mox Pearl, Chrome Mox,Mox Jet and Mana Crypt to speed things up in your early game but if you don't compete they are not necessary and quite expensive. Blade of Selves that could really help you hitting more then one player at a time or getting extra effects out of creatures with etb effects, if you equipped this on Elesh Norn, Grand Cenobite for example in 4 player game that is 4 Elesh Norns sure you don't keep them because of the legendary rule and u still keep the original and probably just board whipped everyone and you are untouched.Sculpting Steel would benefit this deck as well Beacon of Unrest could be a nice addition as well and since you are white, black Treasury Thrull is fantastic. other poss.Etched Champion, Armory Automaton and Whispersilk Cloak.
4 months ago
Alms beast can be replaced with Treasury Thrull.decks looking good!
4 months ago
Shadow, I'm going to be a little verbose, but bear with me. I've been playing commander weekly with a small local playgroup for well over a year. It's casual, not competitive. So take my advice with that said.
It's more like midrange is a little different in commander. Your curve ends out much higher, since the game goes longer. You can't just stall a few turns and win by pecking away with 2-drop and 3-drop creatures, because your opponents have a total of 120 life you have to whittle away (if they're not attacking each other). Each card needs to have maximum impact on all players, since it's multiplayer. Politics is huge. Each playgroup is different, but in mine, you try not to "poke any bears" until you absolutely have to. You don't want to make all your opponents mad at you at once, and you also don't want to target one person so much that they decide to come after you, while the others sit back, develop their boardstates, and kill whatever's left of whichever one of you survives. It can be done if you're prepared to be enemy #1, with plenty of control elements. Spot removal is a fine line to walk. Use it sparingly, because while you stopped one person, there are 2 others you did not stop.
You need to have an idea of how you will win the game. Even if you are playing heavy control/stax, you either need to have a lock on all of your opponents to get them to concede or you need to have a few value cards that will get the job done after you've stalled. Big ones. Avacyn, Dragonlord Ojutai, (you've got a few - your 5/5's). Find ways to make them bigger - Hedron Matrix. With double strike (Fireshrieker or True Conviction). Or cards that will eventually make you an army (Sigil of the Empty Throne, Luminarch Ascension, Moonsilver Spear, Angelic Accord, Chasm Skulker.) You also have a few creatures that will get large as you slowly gain life, and could add Ajani's Pridemate. Can you get them through unblocked? Whispersilk Cloak, Prowler's Helm, Rogue's Passage. Don't forget you'll need to protect them: Mother of Runes (also helps with not being blocked), Mask of Avacyn, Swiftfoot Boots, Soul of New Phyrexia. If you focus on those, you'll want more lifegain triggers, like Shattered Angel (which is nuts in commander), Soul Warden, Soul's Attendant, Suture Priest. Find out what your playgroup thinks of infinite combos. If they're not completely frowned upon, you probably want to include 1 or 2 for when the game just needs to be over. Also see what your playgroup thinks of tutors. Most playgroups don't like a lot of tutoring, but some are ok with a little.
Midrange can be good in commander. Yisan, the Wanderer Bard is a mid-range commander but also combos and is ranked Tier 1. But he has a tutor for whatever card you need built in. Same with General Tazri. Oloro is Tier 2, but usually as a Pillowfort/Stax commander. Basically, you need to plan that pretty much whatever you draw will synergize with whatever else you've drawn, and particularly with your commander, since he is always available to you.
Drop: Pacifism, Aerial Responder, Skinrender, Prahv, Spires of Order, Liliana's Reaver, Astral Cornucopia (not very good in decks that aren't running proliferate. Which is another option). Lingering Souls probably also does not have enough impact, without more token support or more buffs like Dictate of Heliod and Spear of Heliod, unless you just want them as chump blockers. Commander is go big or go home.
Consider adding: Cliffhaven Vampire. Agent of Masks. Cage of Hands or Arrest or Quarantine Field. Or Crawlspace or Norn's Annex. Crypt Ghast or Kingpin's Pet or Treasury Thrull or Pontiff of Blight if you are planning to use extort to drain life. Gravitational Shift and maybe Archetype of Imagination or Stormtide Leviathan if you are planning to win by combat damage through flying. Plea for Guidance can tutor up Sanguine Bond + Exquisite Blood for infinite combo. Esper Panorama & Arcane Sanctum would fit this deck well.
Elixir of Immortality is great to get your graveyard back in your library, in case of mill or whatever. Sword of the Animist is good ramp, and Darksteel Ingot can be very useful. Also, the signets - Orzhov Signet, Dimir Signet, & Azorius Signet.
6 months ago
Only abilities that use the stack can be countered; this would be activated abilities such as Prodigal Pyromancer or triggered abilities such as Emrakul, the Promised End's second ability. This includes some things perhaps not obviously abilities, like Flame Jet's Cycling (an activated ability), either ability on Treasury Thrull (both triggered abilities) and Ovalchase Dragster's Crew (another activated ability).
Static abilities such as Shivan Dragon's flying (which only modifies blocking decisions), Glistener Elf's infect (which modifies damage), Thought Vessel's hand size modifier do not use the stack, so they cannot be countered.
Mountain and other mana source abilities are a special case. They are activated abilities, but they do not use the stack. They resolve immediately upon being activated. You'll never have an opportunity to counter them, so they cannot be countered. Some other actions are similar, such as land plays (doesn't use the stack) or activating Morph (also doesn't use the stack, though the card may have a triggered ability that does relating to its Morph).
6 months ago
AHHHH TYPOS, IGNORE POST #1
- -Necromancer's Covenant for True Conviction
- -Dawn to Dusk for Swords to Plowshares
- -Death Grasp for Utter End
- -Righteous Confluence for Anguished Unmaking
- -Teysa, Envoy of Ghosts for Elspeth, Sun's Champion
- -Thief of Blood for Gilded Lotus
- -Oreskos Explorer for Sword of the Animist
- -Banishing Light for Ghostly Prison
- -Stasis Snare for Thoughtrender Lamia
- -Grasp of Fate for Agent of Erebos
- -Deadly Tempest for Extinguish All Hope
- -Treasury Thrull for Rout
- -Promise of Power for Authority of the Consuls
- -Evolving Wilds for Bojuka Bog
All Changes arent 1-1 changes so its just like this shit out, this shit in