Creature — Goblin Rogue
Whenever an opponent taps an artifact for mana, gain control of that artifact until the end of your next turn.
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|Commander / EDH||Legal|
Treasure Nabber occurrence in decks from the last year
Latest Decks as Commander
Treasure Nabber Discussion
3 weeks ago
No. The duration of the control changing effect is not dependent on Treasure Nabber staying in play. You'll get your Sol Ring back when their next turn ends (provided Sol Ring stays in play of course).
4 weeks ago
If an opponent has a Treasure Nabber on the battlefield and I tap my Sol Ring for mana, he takes control of it until the end of his next turn. What if the Treasure Nabber dies before the end of that opponent's turn ? Does he get to keep my Sol Ring or do I still get it back ?
1 month ago
A couple of ideas. Don't play Soul-Guide Lantern, I feel like singular hate is very mediocre. If you want hate replace it with Relic of Progenitus. Add Mind's Eye and The Immortal Sun for better card draw. Replace Chromatic Orrery with Treasure Nabber for more efficient ramp, because Chromatic Orrery only will draw one card and at 7 mana it won't help in a mono-red deck because red does not have a lot of card draw. I do like the deck though, very nice job!
1 month ago
Please link all cards using double brackets.
Effects that last until the end of a turn end during the cleanup step of that turn. Ending the turn skips directly to the cleanup step of the turn. This means that the control changing effect will still end and the artifact will revert to its previous controller.
1 month ago
Hello, Nice list! As someone has pointed out, have you tried running Coveted Jewel? It is 3 mana=draw 3. You may protect it with tokens, destroy it or even funnier: steal it back with Treasure Nabber (which you can tutor with Goblin Matron or Goblin Recruiter). You may also be lucky to have a Panharmonicon on the field to draw 6. Also, what do you think about Idol of Oblivion, Jeska's Will and Valakut Exploration?
2 months ago
paulogothic People choose to play commanders for several reasons including wanting to abuse their own unique abilities, filling a certain color combination they don't already have a deck of, or because the commander fills a certain role that no other commander can for their own particular vision of the deck.
Licia was chosen for that last reason; she fills a role that no other commander can fill for my personal vision of this deck. This deck, first and foremost, is a deck about spending life aggressively, even recklessly to gain advantage over your opponents in any number of ways (mana, card draw, direct damage).
With that vision in mind, most of the cards in magic that allow me to use and abuse life are White and Black. There just aren't that many red cards that allow me to spend life to gain an advantage. The most notable ones like Moltensteel Dragon and Treasonous Ogre I do include as they fit what I want to do with the deck. I would love to include more red cards that allow me to abuse life, but Wizards simply isn't designing any in recent years.
Go back through my revision history in the deck and you'll find I have had more red cards in the deck before like Soul's Fire, Treasure Nabber, and Heartless Hidetsugu to name a few, but as new, more efficient White and Black life abusing cards are printed I have to take a micro-efficiency look at the deck and I have typically been finding that the red cards do less then the White and Black cards do for my vision of this deck.
I'm always looking at new red cards with each new set that comes out, because I would like to include more red. For example, I'm quite eager to try testing out Wheel of Misfortune from Commander Legends. I believe it gives me an advantage as I don't mind taking the hit if I am the highest number. However, I'm not going to compromise the efficiency and general vision of my deck for any red cards if I find they don't work as well as I'd hoped.
That being said, while it may only have a few red cards in the deck - it certainly plays like a red deck. This deck is about being aggressive with your life spending and being able to recoup that life before your opponents can take advantage of your lower life. Your life total fluctuates wildly, the velocity of your card draw, life gain, and sometimes mana can be reckless, and you're typically the aggressor on the attack as well. It's a lot of fun and certainly feels Mardu to me.
5 months ago
seshiro_of_the_orochi actually naya having red makes sense for this, and white does a fair share of stealing too, not a ton, and both really only steal creatures (red has cards like Treasure Nabber, so maybe taking inspiration from that effect) could work. Milling yourself and getting artifacts just doesn't feel naya to me either, right?
6 months ago
Things I like:
I think it is a good idea that you have a good number of things to dissuade being attacked. Propaganda effects will be big for keeping people off your back.
The Sabotage section seems solid and you should be able to put the pressure on the problem player as needed.
Treasure Nabber is a great ramp card for this deck and with the bonus of being able redistribute afterward, should be solid.
Starke of Rath-I've always been curious to see him at work and he will be interesting here. Might need to be careful how you use him, but as far as removal goes, the guy is going to kill a fair bit of stuff, should be fun.
Smothering Tithe-great way to get tokens to give away and perfectly on theme! Only shame is they go away once used so it won't help your permanent count too much, but people are probably only going to use them when they really need them so who knows.
Humble Defector-Great card draw especially if you can work out a deal with whoever you give it to. Overall, I think you are going to be able dig pretty deep into your deck which is always nice.
Things I'd replace:
Pride Guardian-likely only going to get you 3 health and die, not particularly worth a slot
Viridian Longbow-a good card in a combo deck but i don't think you will get much from it here, a lot of man to equip makes it tough to use well
Goldmeadow Dodger-not likely going to impact things much
Longbow Archer-not likely going to impact things much
Reckless Cohort-this guy is gonna get himself killed or get someone mad at you
Somberwald Vigilante-not likely going to impact things much
Felidar Sovereign-Sovereign is interesting, I haven't seen it ever win someone the game, but I have seen it turn everyone at the table against the player. The other side (and this is probaby personal preference) is it might feel a little anticlimactic winning this way, but again I've never seen it. I'd say try it out and see how you feel though, it is 100% a legitimate way to win especially in a Zedruu deck
Sword of Vengeance-Not sure on this one. The stats it gives are good, but I don't think there are ton of creatures in your deck that will use it super effectively. The highest power you have right now is 3 I think, so at most they are going to be 5 power, which isn't bad but compared to some of the things they will be up against. However it is hard to know what things you are going to be taking, so maybe it will come in handy. Might need to playtest.
Sol Ring-it is too good to ignore. Between Zedruu eating 3 mana with that ability and some of your cards hitting 7 CMC you are going to want this extra 2 mana.
Chromatic Lantern-having the right colors will be important to using zedruu's abilities and this will free you up from having to worry about that too much
Cultural Exchange-a pretty quick way to re-balance the board, pricey manawise but pretty worth it, especially if you use it give your opponent a ton of things you own (for the same amount of mana Zedruu can only give away two things. If you do this for even 3 creatures are being more effecient and it is a decent jump up for your next Zedruu draw/lifegain)
Well of Lost Dreams-Double the number of cards you get on your Zedruu upkeep effect.
Cradle of Vitality-Put the lifegain to work to make your creatures increasingly large each turn.
Debt of Loyalty-not the best way to take control of things but not a terrible one either especially for only 3 mana.
Blatant Thievery-expensive but you get the best stuff the table has
Chamber of Manipulation-I like this on because for the cost of one mana you can take a creature and then have Zedruu give it away permanently (it won't be given back because Zedruu's ability overwrites that part of the Chamber's ability). At 4 mana total and the ability to continually do this each turn I think this is the most consistent and cheap way to steal stuff and give it away
Ajani, Caller of the Pride/Ajani Goldmane/Ajani, Adversary of Tyrants-Potential Little John? Quarterstaff weilding A-John-i is in line with your lifegain strategy and suitably strong for being your right hand man(cat)
Generally, I'd also say take a look at more tokening effects:
Elspeth Tirel/Elspeth, Knight-Errant-Another potential Maid Marian? I like Elspeth since she gives you tokens which you can give away, and she is can potentially win you the game if she sticks around. Livinia is comparatively not as useful in this deck (it shuts down Rakdos, Lord of Riots, but that is about it in our meta I think?)
Crested Sunmare-Gotta give Robin and Co. mounts and it doesn't get much better than a 5/5 indestructible horse
Griffin Aerie-Similar to Sunmare but maybe a little to fantasy for the theme, not sure how you feel
Last notes, I'd say some things to consider would be some of the fancier lands (shock/check lands) to make your colors easier to get, a little more enchant/artifact removal, and a board wipe or two because sometimes it all must go.
All in all, looking good!