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How reliable is it?
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I did a few practice draws and it’s reliability is pretty low when you have to get at least one [Treasure Hunt] in hand to win turn 5 or so. However, it still works with the 3 [Treasure Hunt]s. For me, it was 1 in every 4 hands I got a [Treasure Hunt] and I would reliably get one every 2-3 mulligans.
Hey, I really like the idea for this deck, but it’s not as consistent as I think it could be and I have a question. First, is this deck for modern? If it is and price isn’t a concern then I recommend better man-lands that work more efficiently (ie Blinkmoth Nexus, Inkmoth Nexus, Mutavault) over [Mobilized District]. I also recommend just putting the 4th [Treasure Hunt] in because you will need to hit them all anyways and it doesn’t put you under while increasing your odds of having drawn it on turn one. The fastest I can conceivably see this deck winning is turn 3 with 3 [Treasure Hunt]s, but the likelihood of consistently winning turn 6 increases in my opinion with 4 of. Closing out a game on turn 6 is still relatively better that mulligans down until you hit a [Treasure Hunt]. This is just my opinion and I still like your deck regardless.
There is also a rather huge number of cycle lands, some of which are multicolored.I also had an old project where a set number of the deck was man-lands and the rest could be filled in with anything else. I used the classical mutavault, blinkmoth nexus, but also dryad arbor and zoetic cavern.This deck could both be an aggro deck and a combo deck if enough mainland are included.I don't think inkmoth nexus will be that good in the setup.The setup I used had:13 basic lands of the same color4 dryad arbor3 blinkmoth2dread statuary4 mutavaultYou really don't need more than 13 islands to reliably get 2 islands early just study some merfolk decks to see that for yourself.That leaves 34 cards open to additional manlands, the combo, cycle and special landsI remember from older treasure hunt lists that a vital land in this deck is a land that functions as a library of leng. Can't remember the name though. It also had 2 zombie infestation.
The cycle lands are fine, but I was just suggesting more efficient man-lands than [Mobilized District] because it cost 3 mana to turn on and the ones I suggest take 1 or 2 mana to go online. Having more islands won’t really help after 24 and he plays [Castle Vantress] and [Blasting Zone] which suggest he plans not to be completely dead if he inevitably goes mid-game. There is [Reliquary Tower] if he wants to keep his lands in hand, but that doesn’t really matter much because the opponent sees all the lands when he plays [Treasure Hunt].
You should add cards like nevinyrral's disk and add lands that will turn into creatures... also use spells that will destroy all creatures, if your lands turn into creatures it wouldn't hurt you.
If he adds the disk or any of your other suggestions it breaks treasure hunt :)The only non land cards in the deck must be kill cards that makes the opponent dead.Don't feel sorry about the mistake, I was seconds away from suggesting manamorphosis and street wraith when I remembered "lands and combo, nothing else"
oh, gotcha, i have played a deck who used a lot of mass removal and used lands that turned into creatures so that's why i suggested it.
ah, ok. i dont understand why there is a ten character minimum on comments.
The minimum is likely there to stop comercialbots from posting lines like "I like it, try this link" but it is a guess.I have seen lots of lines like that in the past, and in one forum there was a bot that seemed pretty smart, no matter what you said to it it managed to answer with a link related to the discussion.
What about using mana severance instead of treasure hunt?
ok, this is a pretty cool idea. love the use of treasure hunt for Oracle. totally different take on a land deck.I have a land deck that I designed a LOOOOOONNNNNNG time ago, but is way more janky, and way less consistent than this one.https://www.mtgvault.com/kazzong/decks/landslide/
The lure of faerie conclave is obvious, and the number of lands will make sure that you probably never end up with a tapland in the opening hand, but it does affect the number of beat downs. Is there any land that could increase the attack value of your other creatures? Another option is to cripple your opponents mana with lands that tap their lands which can be supported by your massive number of lands. I've lost games to opponents that had the luck to have 4 rishadan port in their opening hand.On a sidenote, having 4 treasure hunt and 4 mystic sanctuary could be overkill if the mainland option turns out to be good enough against a lot of decks. You may want to add battle tactics with 1 or two maze of ith, and if this deck is not something you can build in real life, go ahead with tabernacle at the pendrel vale.
With 4 Thassa's Oracle and some removal i could see this actually working more often than not.
It would break the treasure hunts. I have a wast collection of modern test decks, and in the version with zombie infestation which got to top 8 there is 2 zombie infestation. Think of it like this, with 1 kill card your average on treasure hunt yields 30 lands before breaking, with 2 you get an average of 15 lands, when playing 3 the average gold is 7.5 and so with 4 you get to draw only 3 point something lands before the treasure hunt is broken. I haven't thought much about how thassa's Oracle works, but I doubt 4 lands hit the sweet spot. Come to think of it the single Oracle let's you set x to 2 and you draw an average of 30 cards meaning you have about 30 cards left, making the odds of winning with a single oracle rather horrible.Joeyburnette might have tried to fix this with faerie conclave, but those have no castingcost so they are at devotion 0. Having 2 Oracle's sets x to 4 if you can play them, but also burns you by leaving about 45 cards in the deck. Odds are you get 1 oracle at the opening and a second breaks the hunt but only with lots of luck.Zombie infestation has the best success at being a reliable wincon.So switch the 13 islands into swamps and go with a single zombie infestation if you want to kill by combo.