(Transforms from Treasure Map.)
: Gain .
, Sacrifice a Treasure: Draw a card.
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|Promo Set (000)||Rare|
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|Commander / EDH||Legal|
Treasure Cove Discussion
4 months ago
Jace's Archivist would pair nicely with Narset, Parter of Veils but otherwise, looks out of place to me. Good card, just unsure if this is the right deck for it. Storm the Vault Flip is out of colors and would take Vault of Catlacan out. And Having Treasure Map Flip doesn't necessarily count as a land with Treasure Cove . In EDH I don't like to help my opponents unless I can guarantee that it would help me more. So I try not to play cards like Minds Aglow , Words of Wisdom , or Howling Mine . I have nothing against Venser's Journal , I would simply rather play it as a land with Reliquary Tower . If gaining 3 life wins you the game, then stick with Revitalize . Otherwise, I think there are more, better ways to use this card slot.
All in all, wonderful deck idea!
More thoughts: What do you think of Thopter Assembly and it's interaction with Time Sieve ? Maybe with Myr Battlesphere as well? Now that you're starting to narrow down on colors, what do you think of running Sen Triplets ? it was one of my favorites. I'm not seeing a Sol Ring was that intentional? All Is Dust may make a good field sweep for you. Master Transmuter will help in getting big stompy out earlier. Demonic Tutor , Vampiric Tutor , or the like would definitely help you get tools you need to your hand quickly.
I hope that helps.
9 months ago
Ah, yes the
Revel in Riches
enchantment. I personally gave up on it ages ago due to it ending up as a dead card for me on a number of instances, granted that was on paper and not Arena. Are you basing this off of the Best of One matching on Arena? If not, a sideboard wouldn't be a bad idea.
- Cry of the Carnarium is better than Golden Demise due to you having no creatures and Cry will exile anything that dies on the turn.
- Fountain of Renewal isn't Orzhov Locket , but it gives you some incidental life gain and a card draw.
- Kaya's Wrath is much better than Ritual of Soot here, though it costs .
- Arguel's Blood Fast Flip, maybe, for the card draw only. No need to flip it on the way this deck is built.
Moment of Craving
depending on the match up, so more of a sideboard option.
On your Maybeboard, I feel like Revitalize is a must. The only card draw you have is through the locket and Treasure Cove s. Sometimes you'll have to dig for answers and there isn't enough card draw for my liking.
1 year ago
I'm not sure why no one is mentioning this but the best way to get draw in Red or White for that matter other than wheel cards, which you should run, are artifacts.
There are many artifact cards that let you draw an extra card each turn, even the ones that make everyone draw a card each turn seem to give Red more advantage than other colors as your burn and copy spells are very strong.
Mind's Eye is 100% worth it. Howling Mine and Font of Mythos are both actually very good in mono red. I run all of the above plus these: Coercive Portal, Coveted Jewel, Endless Atlas, Temple Bell, and The Immortal Sun
If you run Wheel effects or effects that make everyone discard and draw, Geth's Grimoire, can give you huge advantage.
If you are having trouble with lands I also recommend running more mana rocks.
Cards that make Red spells cost 1 mana less to cast are very helpfull as well as anything that will double your mana.
I also highly recommend Mizzix's Mastery, very powerful when combined with wheels and copied. You can recast the wheel cards on the first go and then use the cards you discarded from the wheel for the second go. I've cast over 20 spells in one turn doing this and managed to cast 3 cards that made me empty my hand end redraw that many cards or 7 cards using Mizzix's Mastery.
I have two Red & White decks, one uses Wheel type cards heavily, the other uses Mana Rocks and Artifacts to make you or everyone draw cards.
1 year ago
Barebareman, thank you for the kind words and support. I will update as soon as I showdown with the build.
The rationale behind all the land is that yes, while the curve is very low, I want to be able to hold up my instants and stormtamer as much as possible in a controlling sort of way so that Im not falling behind. I have no real way other than Treasure Cove to draw my own cards so I have to make sure that the path to both resolution and attack for the thief is clear, making it a virtual 4-drop. The other reason for 26 lands is that when the engine is running I would like to be able to cast the cards Im taking hostage and exiling. Whiffs with these two can happen but when they hit they are guaranteed playables that I will need mana for.
I think I can lose a land though, that's probably right.
Doom whisperer is for sure an integral plan B, the deck would be weak sauce without its own win con I think.
1 year ago
Yes. Because it never leaves the battlefield the ability continues to effect it. Treasure Cove will be a 5/5 artifact creature land.
1 year ago
1 year ago
Consider Azor's Gateway Flip and Mastermind's Acquisition? Gateway is another two drop artifact it can be a drawing engine and Sanctum of the Sun can be an alternative win condition with Torment of Hailfire. Mastermind is a tutor that can fetch Master from library or sideboard. You can hide a Master or Hailfire in the sideboard and tutor for it when you want it. This is especially nice with Hailfire as the card is very bad in multiples main deck because it takes a lot of mana to do anything and be worth one spot let alone four main deck spots.
Cards to consider cutting:
- 4x Sweltering Suns
- 3x Hailfire
- 1x Duress
- 2x Panharmonicon
- 1x The Immortal Sun
- 1x Combustible Gearhulk
Cards to consider adding:
Adding more main deck artifacts makes Disintegration a very potent removal spell.
Good luck with your deck.
1 year ago
Hey, looks good very nice budget deck.
Two things Pirates lack what other red aggro has are a lot of powerful haste and being able to make a creature unable to block to get in more damage faster. Zeal does both of these things for one mana. As well as giving a +1/+1 pump to the enchanted Pirate. Both modes of Rampage make Dire Fleet Captain better giving two Pirates +2/0 and trample is good because you want to attack with Pirates to buff Captain. +4/0 and trample can make Dire Fleet Captain a game winning threat. Kari is one of the strongest Pirates, she's a two drop and menace is good with both Zeal and Rampage.
- Move 2x Map to sideboard
- 3x Dire Fleet Neckbreaker
- 2x Runner Rigger
- 1x Mountain
- 1x Unlicensed Disintegration
Neckbreaker at four mana I think is a too much for what it does. If it gave Pirates +2/0 without attacking then it would be fine, but this delay makes it too slow. Cutting him will drop the mana curve which makes Captain better being able to consistently play more one and two drop Pirates. Rigger as a turn one Pirate play is pretty lackluster and all other one drops and two drops Pirates are better than it.
Abrade for a Vehicle, Gearhulk, God-Pharaoh's Gift. Spray to exile embalm creatures Earthshaker Khenra, Sacred Cat, etc. Expertise to steal Gods, Glorybringer and untap it, a big annoying creature with counters thanks to Winding Constrictor as well as play a Pirate or Rampage for free from your hand, the card is very underrated. Kitesail Freebooter, Duress and Map is a good plan vs Control. Treasure Cove can be a source of card advantage using treasures as draw, but I don't think you need this in every matchup as it can be a slow interaction.
Good luck with your deck.