Treasure Chest

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Tokens

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Treasure Chest

Artifact

, Sacrifice this: Roll a twenty sided die. (Remember that MTG spindowns are not well weight balanced, so please roll a die that isn't an MTG spindown.)

If you roll a 1 | Trapped! — You lose 3 life.
If you roll 2-9 | Create five Treasure tokens.
If you roll 10-19 | You gain 3 life and draw three cards.
If you roll a 20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle your library.

ThroughTheBlaze on Giada, Font of Hope

1 year ago

airsoftsniper91 Coincidentally enough, I was planning to do an update on this later today. A couple of the cards in the deck were swapped this weekend. We did some more testing of the deck this weekend as well. It worked significantly better than the previous times due to getting more mana and ramp. The wins that I did manage to get were via combat with the Angel tokens and the compounding +1/+1 counters from Giada. Additionally, I do have some cards on their way from CardKingdom. My intended plan was to replace as follows (I may have already replaced some of these this weekend, and just forgot. That will be in the update I put together later today): Treasure Chest -> Bishop of Wings; Arcane Signet -> Emeria, The Sky Ruin; Marble Diamond -> Near-Death Experience; Everflowing Chalice -> Thespian's Stage; Plains -> Vesuva

The following are also on my "buy when possible" list: Authority of the Consuls, Sephara, Sky's Blade, Avacyn, Angel of Hope, Emeria Angel, Guardian Seraph, and Angel of Condemnation. I am adding all of your recommendations to my "buy when possible" list, and will make updates as I go.

Considering the life gain is required for making the Angel tokens, Angel of Grace, Angel's Grace, and Near-Death Experience are counter productive. These may end up being the replaced cards instead of Treasure Chest and Plains, and then I just won't add Near-Death Experience at all. At the very least, they are on the list to be replaced.

Do you have any thoughts, suggestions, concerns, recommendations with the current plan until I can get more of the cards from my list? Thank you for the input!

airsoftsniper91 on Giada, Font of Hope

1 year ago

Saw that you were looking for help and this commander seems pretty cool. Not sure what your budget is, but I'm going to make some suggestions at different price points.

Here's some cards I'd cut: Angel's Grace, Cleric Class, Angelic Accord, Treasure Chest, The Book of Exalted Deeds, Panharmonicon, Arcane Signet, Marble Diamond, Campfire, Mass Calcify, Brave the Elements, Cleansing Nova, Everflowing Chalice, and Gift of Estates

I can provide more explanation on why, but generally these cards are low impact, less helpful than they may seem, or off theme a bit. Some of these are life gain or ETB payoffs but they don't have many ways to trigger them.

I'm seeing a wincon through combat with the deck as is. Giada is Ramp in the command zone but only for Angels, and the starting list only has 17 Angel spells. Turn 2 Giada and hitting all your land drops means we can send out 4 CMC angels turn 3.

I recommend Emeria Angel, Guardian Seraph, Angel of Condemnation

A lot of the Angel's are high CMC but you're running a lot of cost reducers. Due to this I think you need more lands and more Draw. Arch of Orazca, Geier Reach Sanitarium, Sea Gate Wreckage and War Room are all utility lands you can run in mono color that tap for colorless mana and help you draw.

That leaves seven more cards to add back in. I'd go with Karmic Guide, Twilight Shepherd, Battlegrace Angel, Angelic Sleuth, Herald of the Host, Dawnbreak Reclaimer, and Aegis Angel

Stardragon on Card creation challenge

1 year ago

Chaos Drawing

Enchantment

Whenever a player draws a card instead choose a opponent they pick a random card from your library and put into the players hand

For a real chaos deck not that coin flip fake stuff

Make another fun chaos card like Chaos Warp no coin flips allowed. Dice rolls are ok if they have some effect that hurts you like Treasure Chest does the best dice roll card

IHATENAMES on The Maraxus Molotov

1 year ago

Upon trying to lower your cmc a thing I'm big about in commander I've copied and been playing around with the list a few interesting ideas to fit your deck came with it however I feel like I've gone away somewhat from the Fling idea.

From doing this, I'd highly suggest damage Doubling effects. It makes the Fling kill possible. Haste is important and perhaps Bedlam for no blocks although I could not find room for it. Treasure Chest reanimation every turn from your goblin artificers is a really cool line. Furnace Celebration and Havoc Jester are removal and a wincon if you have enough treasures to sac. Arcbond is not a Fling but hits all players and can sometimes be boardwipe sometimes a end game with draw depending on how its used.

I can explain other things I changed if you want. Maybe board are a few things I cut while bringing it back down to 100 total. Maraxus of Keld Pump & Dump copy

Kamerot on Kamerot

1 year ago

Ender666666 I think Smuggler's Share for sure would be a solid add, its just a great card. Life Insurance seems really good (I'm gonna test it in teysa now), although not all of your board wipes destroy, so that might be more meta dependent. And I feel Treasure Chest could be a really good fit. Oloro gains so much life, in the event of a 1, it won't really hurt and the other 3 possibilities are solid.

NV_1980 on Roll for Initiative

1 year ago

Hi,

Love this build; looks versatile and fun! Would Strionic Resonator fit in as well? I think it's a great mana sink combined with your commander for some additional draw shenanigans. Treasure Chest also seems like a lot of fun, though saccing it in order to use it is a major drawback, especially considering your deck doesn't feature a lot of recursion options.

Regards,

NV_1980

Spotos on I Thought You Were Selesnyan

2 years ago

If you do have a certain connection to a card, like if Treasure Chest was your first Rare and you have an attachment to it, then keep it in. Better for you to like the cards in your deck than to have it do .5% better. If you don't like the cards, then you might not enjoy playing as much. In my Red/Green deck I can't make myself take out Dragonmaster Outcast, even though it isn't very good compared to cards I could replace it with, it has been in the deck since I made it in like 2017 and has stayed in since. Also don't force yourself to try and put rares you get into a deck if they don't fit all too well, don't depend on if you put another rare/mythic in a deck, it'll do better than before(some commons can outshine higher rarities). I Still do that sometimes and after getting the card in my hand, i realize why did I put that in here exactly?"

Spotos on I Thought You Were Selesnyan

2 years ago

MuricanSheepdog Np, just trying to help out someone starting. The main things to focus on are the cards with effects that won't help towards the main strategy. Some cards to replace would be, CREATURES: Arborea Pegasus, Dire Wolf Prowler, Elturgard Ranger, Hill Giant Herdgorger (The problem with him is that even though it does get you 3 life, for 6 mana and a creature with no other abilities is a bit too much mana to cast compared to some others cards that can gain life), Planar Ally (not sure how much you want dungeon crawling to play into the deck, but with most of these cards, you could honestly build another deck centered around it instead of putting it into this deck), INSTANTS: You Hear Something on Watch, Plummet, Repel the Vile(even if these are removal for cards, some other cards do what they do better and are still less than a dollar in price), SORCERIES: Compelled Duel, ARTIFACTS: Delver's Torch,Treasure Chest(This may seem like a really good card, but for 3 to cast and 4 to activate, making it essentially 7 mana to either gain 3 life and draw 3 cards, or lose 2 mana in total, the card seems like it has more of a chance to whiff rather than help in its effect,((don't worry, I would have fallen for that too))). Since you said your struggling to get mana, some "ramp" I would put in the deck would be Rampant Growth, Reclaim the Wastes, Roiling Regrowth, and Crop Rotation. Those should get you lands out quickly to play your commander sooner. Some artifacts I would also put in would be Commander's Sphere, Sol Ring, Moonsilver Key (this can search out Sol Ring from your deck), Moss Diamond, and Marble Diamond. Those are the ones off of the top of my head. Sorry if it's a bit long, I didn't want to make it 2 comments. If you still have any questions, feel free to ask away again, and I'll be happy to help out. :]

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