Treachery

Treachery

Enchantment — Aura

Enchant creature

When Treachery enters the battlefield, untap up to five lands.

You control enchanted creature.

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Treachery Discussion

Ector on Galea, the Equipmonger

1 week ago

The Ramp, the Lands and Topdeck Manipulation

The major goal of every good Galea deck is the right method of ramp and topdeck manipulation. Every time you see a card that Galea cannot play, you should have a way to change the situation somehow. And there are two primary ways to achieve that:

  1. Direct manipulation. Scroll Rack , Sylvan Library , Soldevi Excavations , Vantress Gargoyle and Jace, the Mind Sculptor directly manipulate with your topdeck, allowing you to gain card advantage. Let's look at Scroll Rack for example. If you have say three Auras/Enchantments in your hand that you can play this turn, and your topdeck isn't Aura or Equipment. You just draw three cards, put your Auras/Equipments on topdeck and play all them, actually drawing three cards for 1 mana!

  2. Fetching lands. As long as Galea cannot play lands from top of your library, you should fetch lands as much as you can. This reduces the number of lands in your library (and the chance to see a land on your topdeck), and allows you to shuffle your library. We have six lands that fetch the other lands, and one of them ( Thawing Glaciers ) can fetch multiple times. We also have Sword of the Animist and Elvish Reclaimer that fetch lands repeatedly, and Expedition Map .

The Ramp strategy of this deck uses "the best of all worlds" principle: the best creatures, the best artifacts and the best Aura ( Wild Growth ). Most of the Ramp cards cost 1 mana, but there are few 0-cost and 2-cost cards. Why don't I use more Auras? Because creatures and artifacts are more efficient, and I need Ramp prior to playing Galea. Why do I use mana dorks? There are two reasons: I need early targets for my Equipment, and I want to sacrifice them later to Skullclamp .

This deck has three ways of fetching NON-basic lands: Elvish Reclaimer , Expedition Map and Tolaria West - and if you have Academy Ruins , you can recycle Expedition Map to fetch more lands. One of the best targets for the fetching is Urza's Saga , which can create a giant token and fetch Skullclamp or Expedition Map . Another very important target is Glacial Chasm , which can allow you to survive and grab victory even in a grave sutuation. Of course, Academy Ruins and Hall of Heliod's Generosity are also the popular fetch targets.

The Aura Selection

Most Auras in this deck steal or spoil enemy creatures (especially Commanders). It's hard to win when your Commander is stolen or converted to Insect :) There are only two Auras that should be played on your creatures: Mantle of the Ancients and Unquestioned Authority . Most of the time they are played via Sovereigns of Lost Alara : you attack, then fetch one of them from your deck, and, in case of the Mantle, also play all Equips from your graveyard.

The Hidden Gems

Conqueror's Flail prohibits opponents from playing spells during your turn. This allows you to play all your stuff without pesky counterspells and attack safely. It's very important for this deck.

Moonsilver Spear and Seraphic Greatsword create 4/4 flying Angels. If you have both, you can create enough blockers that can eventually kill somebody.

Dowsing Dagger  Flip should be transformed into a land that provides three mana of any color. It's a great Ramp, especially if you consider that Sword of Feast and Famine and Treachery untap your lands. With a bit of luck, you can even create two Construct tokens with Urza's Saga !

Fractal Harness is the easiest way of creating an enormous creature. It will grow very fast, and Belt of Giant Strength may give it +10/+10! If you get both in play, follow the "Trident Punch" path and look for Surestrike Trident .

Umbral Mantle doesn't have a lot of good targets in this deck: there are no creatures with powerful "Tap:" abilities. But you can steal them! :) Talking seriously, the Mantle is used to untap our Ultron after attacking. I am not a big fan of using Galea for this purpose: it's better not to put all the eggs into one basket. Plus, the Mantle makes a great combo with Surestrike Trident .

Shimmer Dragon is really great for this deck. It flies and almost always has Hexproof. It provides insane amount of cards. And it is much better material for Ultron than Galea IMHO. Most of the time you would need just one Scytheclaw or Kaldra Compleat on it to deal very serious damage.

Fierce Guardianship means that you always might have a counterspell :)

Thassa, God of the Sea is very helpful for two reasons: it can make your creature unblockable (even a tiny Elf with the Scytheclaw becomes a very dangerous threat!) and it provides a free Scry 1 every turn (see above on topdeck manipulation). Still, you have a chance of turning her into creature, since there are several permanents with UU in their casting cost. Having an indestructible creature is always nice!

1empyrean on What to Do with Treachery?

4 weeks ago

Quickspell It matters because you need Treachery to be on the battlefield when you would draw, not still on the stack.

Quickspell on What to Do with Treachery?

4 weeks ago

shadow63 I see!

1empyrean Hmm... So I have, say, Sythis, Harvest's Hand . I play Treachery , untap 5 lands and draw a card. Because I control both effects, I can order them in such way that I first untap and then draw. I use 1 mana to activate Words of Wind and take back Treachery while everyone has to bounce something. But then I am 1 mana short to recast Treachery unless I have something like Sapphire Medallion , isn't that so? (Obviously Yennett, Cryptic Sovereign can cast Treachery for free, but it's only once per turn.) So it's really like a complicated but repeatable Cyclonic Rift with the upside of also eventually forcing my opponents to bounce their lands which really should end the game.
It seems then that Tuvasa the Sunlit would be a reasonable commander. I see now what can be done, thank you!

Quickspell on What to Do with Treachery?

1 month ago

Hi guys, I have a copy of Treachery and I'm wondering what best to do with it.

  1. There seems to be a combo with Words of Wind but I don't quite understand how it works. I use Treachery to gain control of a creature, untap my lands and then use one of those the next time I would draw a card to return it to my hand? Is that it?

  2. What would be a good EDH deck for it? EDHRec has some suggestions of which Brago, King Eternal seems the best to me. But I suppose Marchesa, the Black Rose would also make good use of it, thought it's not even on EDHRec's list. So what other good commanders would you suggest for this card?

PikaPrince on Gravebloom

2 months ago

Yeah, I'm defo giving Aura Thief a try if I can get my hands on one. Do you know any replacements for Treachery outside of In Bolas' Clutches?

Fullmetal01 on Muldrotha, the „Fun“ in „Funeral“ *Primer*

2 months ago

alexjustdoit I do have lotus petal in. I guess i’ll try the deck as it is and adjust if I feel I need more ramp since I’m missing the most powerful ramp. I’m mainly wondering if I should put in Agent of Treachery or In Bolas's Clutches or just throw in a Spike Weaver since I don’t have Treachery

Fullmetal01 on Muldrotha, the „Fun“ in „Funeral“ *Primer*

2 months ago

Hey Pikobyte I was just wondering as someone missing the powerful artifacts like Crypt,LED and Mox if you would up the 7 piece ramp package and what you’d cut for it. Green warden and world breaker seemed like decent cuts for a few 2 cmc artifacts (already picked up a lotus petal). Also, I just wanted to say that I did read your saving money section and I was more concerned with if you think that more ramp would be needed since there's less powerful ramp overall just to clarify.

Lastly, what do you think about Agent of Treachery over In Bolas's Clutches for a budget replacement of Treachery ? Or do you think that it's better to just drop the control effect or there is a better budget replacement that I don't k

Profet93 on TIME LORD (Primer)

4 months ago

+1 I think if you organized your description into spoilers with different parts dedicated to function or spell type, it would be a lot easier for users to comprehend the entirety of your card slots. That being said, this deck seems like a beast and I'm afraid to play against it.

Mind Stone > Cold steel heart? Or do you really need the colored mana. I just hate it coming in tapped and I like the option of draw, albeit, not needed so much in this deck.

Time stretch- How often do you find yourself actually casting it? Would it not be best to substitute it for something lower on curve given cEDH? I feel like this card is a bit of a stretch . I like Treachery as you run a similar rewind. Taking opposing commanders, utility/problematic creatures for free assuming no counter seems like good value.

Tolaria West - How often do you use it as a land vs. tutor? Have you considered adding a Boseiju, Who Shelters All in it's place given your entire deck is based on instants/sorcerries in a cEDH meta where blue is bound to be present? Or do you find your deck already handles other blue players efficiently enough given your counters/strategy?

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