, : Scry 1. Put a landmark counter on Treasure Map. Then if there are three or more landmark counters on it, remove those counters, transform Treasure Map, and create three colorless Treasure artifact tokens with ", Sacrifice this artifact: Gain one mana of any colour."
|Have (3)||, metalmagic , gildan_bladeborn|
|Want (4)||PenguinVenom228 , Tyrker , Rykr , Tishana|
Combos Browse all
|Commander / EDH||Legal|
Treasure Map occurrence in decks from the last year
Latest Decks as Commander
Treasure Map Discussion
2 months ago
You could add cards that you can scry with to bury uncastable things at the top of your library
2 months ago
I agree with the suggestion for Rebbec, Architect of Ascension or at least include her. In no particular order: They are reprinting Three Visits, which is strictly better than rampant growth. Nature's Lore is good too. Cavalier of Dawn can be used on your own artifacts. Guardian Idol is a good ramp card early and doubles as a Golem. Land Tax is rarely going to be worth it in a green land ramping deck. Maul Splicer is expensive, but trample is good evasion for decent sized golems. Sensor Splicer gives vigilance. Vital Splicer gives the ability to regenerate for 1. It's not great, but is another creature you can bounce for more golems. Ichor Wellspring is a great target for both self destruction and recursion, in case of opponents having no artifacts to destroy. Arcbound Reclaimer for ensuring you get a good draw. Ancient Stone Idol for a really big boi. Ancestral Statue can replay splicers or get rid of bad auras. Also you have a lot of stuff like myrsmith, palladium myr, and I think those might be better served by a couple more treasure/clue/food generation cards. Treasure Map Flip, Prying Blade, or Tireless Tracker, Ulvenwald Mysteries, or Gilded Goose (replacing Avacyns pilgrim). Any decent equipment, but especially a Bloodforged Battle-Axe. Maul of the Skyclaves, Heirloom Blade. Swords are good. And as always: Lightning Greaves Swiftfoot Boots Skullclamp Running a bunch of basics is always cheaper, but if you have a couple of bucks consider the following mostly budget additions. Homeward Path Scattered Groves is cheap and fetchable. Gavony Township for more counters. Gingerbread Cabin for an artifact with your land. Krosan Verge/Myriad Landscapefor mana fixing ramp. Command Tower because it's better than a basic. Path of Ancestry because the splicers are all human. Evolving Wilds/Terramorphic Expanse/Fabled Passage Blighted Woodland Sungrass Prairie Opal Palace
3 months ago
4 months ago
Hey, nice start, mono white can be tricky to build and play in Commander. You have Avacyn, Angel of Hope, make her the Commander? This is Angel tribal, but using Elesh Norn as Commander is strange...
No matter the Commander with Angel tribal Angels take up most, if not all, the high CMC spots in the deck because the best Angels have high CMCs. My advice is cut the majority of the other nonAngel high CMC (5 CMC or higher) cards. Ramp and Angels should be priority.
Cards to consider cutting right away because they're not as good as other cards or are redundancy you don't need:
- Beacon of Immortality
- Parhelion II
- Akroma, Angel of Wrath
- Bruna, the Fading Light
- Mass Calcify
- Serra's Guardian
- Seraph of the Sword
- Segovian Angel
- Curse of Exhaustion
- Moonsilver Spear
- Answered Prayers
- Serra Avenger
- Angelic Chorus
- Ajani, Wise Counselor
- Guardian of the Gateless
- Angelic Skirmisher
- Rhox Faithmender
- Vanquisher's Banner
This is 20 cards that doing a quick look over are subpar compared to the rest. The next 10 cards are cut to streamline by choosing the most important cards at different CMCs and cutting the others. Cards to consider cutting:
- Resolute Archangel
- Angel of Vitality
- Gisela, the Broken Blade
- Blinding Angel
- Linvala, the Preserver
- Platinum Angel
- Serra the Benevolent
- Cleansing Nova
- Angelic Accord
- Treasure Map Flip
The last four cards is where it gets difficult to make cuts, but continue to streamline:
Hopefully this info helps and I offer more advice especially if you change to Avacyn, Angel of Hope as Commander since there's several good interactions to take advantage of.
Good luck with your deck.
4 months ago
- Trusty Packbeast
- Aviary Mechanic
- Militia Bugler
- Fanatical Devotion
- Martyr's Cause
- Altar of the Brood
- Hope of Ghirapur
5 months ago
Hey, nice to see someone else is trying to make Avacyn competitive! Here are some thoughts from my own Avacyn deck, I’m still in the process of building it as well. :)
Personally I like Helm of Awakening, Thought Vessel and Arcane Signet. These are cheap rocks that don’t come in tapped allowing you to ramp a little more efficiently (especially since white needs all the help it can get with ramp)
Sensei's Divining Top (Card quality)
Avacyn is a huge threat and most people will definitely try to stop you from using her by: countering her summoning, exiling her, -x/-x, sacrifice, copying or stealing her.
Teferi's Protection is complete board protection. Probably the best defense white has.
Arcane Lighthouse is useful in circumstances that someone copies or steals your Avacyn.
Oblation (shuffles back into deck)
Condemn (puts attacking creature at the bottom of its owner’s library)
Counter Spells: (Not that there are many in white).
Ghostly Prison (useful with low monster count decks)
Void Winnower (works well with Avacyn)
Elspeth Tirel (Token blockers, board wipes)
Elspeth, Sun's Champion (token blockers, board wipes)
Elspeth, Knight-Errant (“Avacyn” emblem, which could help take some focus off her)
Good Luck! I hope the deck building goes well! :)
6 months ago
You just gotta read through a few forum threads. Or go the hardcore route and just scour Gatherer to find the gems
Arcane Encyclopedia is sorta the bar that I evaluate draw engines against. It's not a bad card, but that's basically the bar. Anything that's worse should not be played but anything that's as good or better is probably ok. I played a lot of mono white, so the context is largely the same. When draw engines get cheaper than Arcane Encyclopedia they also get more restrictive, so just pick a few of the ones that fit your deck.
Jar of Eyeballs, Mazemind Tome, Phyrexian Portal, Endless Atlas, Treasure Map Flip, Azor's Gateway Flip, Journeyer's Kite, Thaumatic Compass Flip, Temple Bell, Liar's Pendulum, Bonder's Ornament, Eye of Yawgmoth, Icon of Ancestry, Phyrexian Grimoire and prolly a bunch more I missed.
Remember that when you play red you have access to cards like Faithless Looting, so just getting lands is fine.
Alternatively, theres always the option of just doubling down on Skullclamp and play equipment tutors to always have it, but if it were me I would try to utilize your cool commander ;)
Lastly, I noticed you run a lot of tapped lands. Since you are playing a heavy artifact deck, mana fixing actually becomes a lot less of an issue, so I would actually advise you to just run more basics. This deck should run totally fine with three plains or three mountains in your starting hand. But you lose a lot of tempo from playing Stone Quarry and friends.
Hope this helps, and good luck with the deck!
7 months ago
desmondwrite interesting question, I've struggled hard to find a way to draw efficiently. It needs a lot of works and that might be its big weakness. But the low CMC of the curve helps me get through the draw issuesé
Here's my draw options so far: Curator's Ward, Dire Undercurrents, Kindred Discovery, Mystic Remora, Rhystic Study, Baleful Strix, Sai, Master Thopterist, Skullclamp, Smuggler's Copter, Sword of Fire and Ice, Nihil Spellbomb, The Immortal Sun and Treasure Map Flip. Most of them are gamechangers (sword, dire undercurrent, kindred, etc.)
It is not premium draw options as we know blue can provide but it sinergize pretty well with my faerie/enchantement/artifact tribal as it brings lot of value. The deck overall is a very good performer on multiplayer table and is playable 1vs1.