Front:Treasure Map Flip
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
(Transforms from Treasure Map.)
: Gain .
, Sacrifice a Treasure: Draw a card.
Tzefick on Markov Manor
3 years ago
maxon Not to sink the idea, but rather form the base of it; so far the land transforms from Ixalan have been about a mission, action, or event that resulted in settling on that land.
Legion's Landing Flip is the vampire clergy landing on the shores and establishing a settlement or foothold that turned into Adanto, the First Fort.
Treasure Map Flip is about a person searching for the rumored treasure. They find it and "settles" on or found the land, which become the Treasure Cove.
Were you running for an origin story of the manor? Or perhaps not the origin of the manor but the settlement of the Markov family in the manor? Perhaps they overthrew the previous owners?
If that is not what you're going for, what is the reason that it is not a land by itself but has to transform into it? What's the story?
itsbuzzi on Pioneer Lands Data Base
3 years ago
Battlefield Forge, Caves of Koilos, Command Tower, Conqueror's Foothold, Crypt of the Eternals, Forest, Gingerbread Cabin, Gold-Forge Garrison, Grove of the Guardian, Holdout Settlement, Island, Llanowar Wastes, Lost Vale, Mountain, Plains, Primal Wellspring, Rupture Spire, Shimmering Grotto, Spires of Orazca, Swamp, Temple of Aclazotz, Tomb of the Dusk Rose, Treasure Cove, Wandering Fumarole, Wastes.
I used to give me a complete list of lands and subtraced what you had. I know Command Tower doesn't actually do anything but it's still legal. Do with that what you will. I also added the basics. They seem unnecessary but the addition of Wastes may be useful information.
Hope this helps!
Zomgasa on Treasure!!
3 years 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.
hydrothermia on Smothering Revelations
4 years 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.
blazestudios23 on Mono red card advantage
4 years 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
Lands can help you draw too: Arch of Orazca, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Sea Gate Wreckage, and Treasure Cove
If you run out of cards before you opponent Ghirapur Orrery, would be a great card. Red is all about taking huge risks/gambles which pay off in the end. And you should run Gamble too by the way.
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.
MrReynard on The Crew of the Black Pearl: Dimir Piracy [GRN]
4 years 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.
Neotrup on Tezzeret and transform
4 years ago
Yes. Because it never leaves the battlefield the ability continues to effect it. Treasure Cove will be a 5/5 artifact creature land.
chosenone124 on Tezzeret and transform
4 years ago
I use Tezzeret, Agent of Bolas' -1 on a Treasure Map Flip. Then I transform the treasure map. Does the Tezzeret ability continue to animate the Treasure Cove?