Treasure Mage

Treasure Mage

Creature — Human Wizard

When Treasure Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 6 or greater, reveal it, put it into your hand, then shuffle your library.

Latest Decks as Commander

Treasure Mage Discussion

BrassLord on DDC

1 month ago

For artifact recursion, Trash for Treasure is a useful one for cheating out big artifacts from the graveyard, and is a flavor win as you can literally trade your treasure tokens in for trash... err... your other artifacts XD Also, Goblin Welder is another classic one that can do the same thing. Trading Post is another flexible option, as I can see your deck being able to use most of the options. Though, I'll admit, I usually use these cards to cheat into play big artifact creatures that I've dumped into the graveyard, so you might want to consider this as a side option.

In terms of red artifact tutors, it's a little dicy, as most of the decent options use either blue or black. Inventors' Fair could work once you get all the needed artifacts on board. Some creature options also exist (if you're just looking to make a weird "illegal" fun deck.) Treasure Mage Trophy Mage Tribute Mage and Trinket Mage can fetch out needed artifacts, as well as having limited synergy with Alesha, Who Smiles at Death . Though looking at your current list, I don't see too many bomb cards that would be useful with recuring your artifacts. Maybe look into adding something like Solemn Simulacrum or Golos, Tireless Pilgrim ? In red you have things like Gamble , Hoarding Dragon and Goblin Engineer .

Hmmm... Sliver decks, while fun to pilot, either are dealt with early and fizzle out, or they end up overwhelming if you don't keep their creatures in check. If you're leaning more into the 5 color splashability casual deck, Rakdos Charm is a good catch-all card that deals with a lot of strategies. Even a well timed Blasphemous Act can slow them down. In your current build, I see you do run some interaction, but I think you'll find there are some more consistent better options out there!

ConnorMo on Booby trap

3 months ago

Lantern of Insight to know what cards your opponents will be drawing with Booby Trap . Alongside the Lantern you can slot in more cards that synergize with "Lantern Control" builds.

Treasure Mage and Trinket Mage to find these important artifacts.

While you're in blue, you could play additional artifact synergies and Academy Ruins to re-lay your traps!

0rc on Manaless and Bananaless

8 months ago

You can play lands just fine. You just need to be able to cantrip over them. If I built a deck as you describe, it would feature Lich, Lich's Mastery, Lich's Mirror, and Platinum Angel, because we will not end up life positive. I would choose an esper commander in order to have access to artifact tutors such as Treasure Mage and enchantment tutors such as Academy Rector, as well as recursion, lifelink/lifegain, powerful black tutors, and blink/flicker effects. Sharuum the Hegemon would be my commander of choice as we can flicker him to recur our combo pieces. I like your idea and look forward to seeing it develop.

-0rc

TriusMalarky on Manaless and Bananaless

8 months ago

Instead of trying to play Dredge, play lifegain Storm. There're a lot of cards that'll help you get cards off the top of your deck.

For instance: Use cards like Ghoulcaller's Bell to get rid of the top of your deck.

Additionally, use cards like Mana Severance, Foresight and Manipulate Fate to remove lands from your deck.

Cards like Dimir Infiltrator and Muddle the Mixture will be a great addition to your Mystical Tutor, Personal Tutor, Vampiric Tutor, Demonic Tutor etc. Use Treasure Mage and Enlightened Tutor to get Citadel.

Basically, all you need to do is resolve Citadel and Mana Severance and you can cast the rest of your deck. To that end, run barely usable lifegain spells like Chaplain's Blessing to basically be rituals.

multimedia on

8 months ago

Hey, thanks for the additional info.

For causal upgrades my advice is add cards that give you repeatable value; either draw, artifact tokens or pump for tokens. Cards in the original precon to consider adding:

Other changes to consider:

Brudiclad, Telchor Engineer is a strong casual card with artifacts. It creates a Myr at your combat step then all token creatures you control can become any token creature you control. You can make all Thopters/Servos into Myrs for a huge Myr Battlesphere attack or make all Myrs/Servos into Thopters for a big flying army attack with Sharding Sphinx to double your army after combat damage.

Temple of the False God is not a good land for your deck because you can't tap it to make mana until your fifth turn at the earliest. It's not worth playing because of this and honestly it's not worth playing in any deck, but that's another discussion.

Sin Prodder can be repeatable draw, but more times than not an opponent will take the damage and have you put the card into your graveyard which is not helping you. Steel Overseer has great interaction with artifact tokens especially Thopters. It also has good interaction with Unwinding Clock letting you on everyone's turn put a counter on all your artifact tokens.

For control you've added three very good counterspells (Counterspell, Swan Song and Negate). Broken Concentration and Silumgar's Scorn don't compare to these other counterspells, that's why you should consider cutting them. Stoic Rebuttal because of the artifact theme activating metalcraft is good enough to add. Instead of more control, focus on your artifact game plan with Saheeli?

multimedia on

8 months ago

Hey, what's too strong for your playgroup? You specifically mentioned your playgroup in the description which I didn't see before I first commented. Trying to get an idea of how upgraded you want to make your deck.

You're playing casual, but how casual? Is Whir of Invention and Reshape too powerful? Since they're tutors that cheat the artifact onto the battlefield. What about Treasure Mage? It's also a tutor to get a big artifact into your hand.

Would Spine of Ish Sah or Phyrexian Metamorph + Master Transmuter interaction be too powerful? It is a combo, but you can only do it once on your turn unless you also have Unwinding Clock on the battlefield. Maybe Transmuter itself is too powerful? Please give me a better idea of what your playgroup is like before I continue with advice :)

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