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Author Topic: [new card discussion] Treasure Hunt  (Read 3700 times)
sassfactor4
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« on: January 22, 2010, 03:12:00 pm »

Treasure Hunt
1U
Sorcery
Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.

+

Manabond
G
Enchantment
At the beginning of your end step, you may reveal your hand and put all land cards from it onto the battlefield. If you do, discard your hand.

+ 58 lands

Obviously too rough right now, but there is probably a way to abuse this greatly.
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CorwinB
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« Reply #1 on: January 22, 2010, 03:16:17 pm »

Reverse Belcher with Land's Edge ?

There is another card (Selective Memory) in WWK that allows you to remove non-land cards from your deck. So you could build a deck that would find and resolve Land's Edge quickly, then cast Selective Memory (removing all non-land cards from your deck) followed by Treasure Hunt. You would thus draw all lands from your deck, and discard them to Land's Edge for an lethal amount of damage.
« Last Edit: January 22, 2010, 03:23:40 pm by CorwinB » Logged
Troy_Costisick
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« Reply #2 on: January 22, 2010, 03:37:03 pm »

Treasure Hunt
1U
Sorcery
Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.

+

Manabond
G
Enchantment
At the beginning of your end step, you may reveal your hand and put all land cards from it onto the battlefield. If you do, discard your hand.

+ 58 lands

Obviously too rough right now, but there is probably a way to abuse this greatly.


How a about a crazy combo deck like this:

4 Treasure Hunt
4 Manabond
4 Firecat Blitz/Flaming Gambit/Conflagrate/Flame Jab
1 Demonic Tutor
1 Regrowth
46 Land

Sideboard

4 Xantid Swarm
4 Fervant Denial
4 Bojuka Bog
3 Tabernacle at Pendrel Vale


Peace,

-Troy
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« Reply #3 on: January 22, 2010, 03:39:27 pm »

I so wanted this to work, and it so seemed like it should, but in reality, this deck is unplayable.

Pick your win condition... Valakut is probably the best, so 4 Treasure Hunt, 4 Manabond, 4 Valakut, 48 Mountains (including Volcanic Island, Taiga, etc.).

First, it's dead to Force of Will.  You could play Boseiju to protect Treasure Hunt, but it's the Manabond that matters.  You could put in Pact of Negation, but then you'll Treasure Hunt into that a third of the time.  Really, you can't run any non-lands more than Manabond and Treasure Hunt because your just decrease your chances of comboing.

Second, you can't play any acceleration other than lands.  So unless you have the ultimate draw of Manabond, Valakut, and Mountains, this deck can't possibly win before turn two and that's when it can play Manabond turn one, Treasure Hunt turn two or accelerate into both with a two-mana land on turn two.  This also leaves you losing to things like Duress and Drain since you're relying on resolving one big spell.

Third, almost half the time your Treasure Hunt will hit another Treasure Hunt.

Fourth, if you do hit Manabond, you're likely to get somewhere around seven to eight lands, which might not be enough to win if you're doing something other than Valakut or including lots of non-Mountain lands.  And what if you miss Valakut?

Fi'if, say you reduce the numbers of Treasure Hunts and Manabonds, as in your 58-land list.  Do you mulligan into it?  What if you don't find it?  Are you going to Bazaar to it?  You're stuck with crappy lands that you can play at one a turn.  Does that deck beat anything?  You could try Serum Powder, but that sucks because, again, you Treasure Hunt into it.

I've been trying to figure this out all afternoon and have gone through all the lands twice trying to see if there's some way to win without passing a turn or putting a whole bunch of lands into play at a time.  I don't think there is.
« Last Edit: January 22, 2010, 04:00:17 pm by Lochinvar81 » Logged

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sassfactor4
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« Reply #4 on: January 22, 2010, 04:14:45 pm »

Reverse Belcher with Land's Edge ?

There is another card (Selective Memory) in WWK that allows you to remove non-land cards from your deck. So you could build a deck that would find and resolve Land's Edge quickly, then cast Selective Memory (removing all non-land cards from your deck) followed by Treasure Hunt. You would thus draw all lands from your deck, and discard them to Land's Edge for an lethal amount of damage.

I think this strategy is the best fit for abuse of treasure hunt, if you can keep the non lands to a minimum, as long as your treasure hunt draws you 10 lands its a win condition, have valakut in a a secondary condition, and selective memory as the silver bullet to guarantee a kill.  Fully powering the deck (- twister and maybe even ancestral) is probably necessary for acceleration.  I want this to work, but like so many mill decks it probably just doesn't competively.
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TopSecret
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« Reply #5 on: January 22, 2010, 05:01:20 pm »

I tried for a while to figure this out, too.

Originally, I thought I'd broken it within 5 minutes.

The combo is:

First turn Reliquary Tower.
Second turn Boseiju.
Third turn uncounterable Treasure Hunt. Get a shitload of lands in hand, and then draw Lightning Storm.
Fourth turn uncounterable Lightning Storm off Boseiju FTW.

However, this isn't viable in Vintage for reasons listed above.
It also isn't viable for Legacy.

It dies to counters without drawing Boseiju. It dies to discard. It dies to a well placed Wasteland on Reliquary Tower. It always has to get Treasure Hunt in the opening hand or it loses. Also, anything slower than turn 4 is completely terrible in terms of speed, and every time you reveal something other than Lightning Storm on the first go with Treasure Hunt, that's a turn behind.

All of that said, this card is probably insane in some 40+ land variant in Legacy. Although, I've never played that style of deck. I'm just guessing.
« Last Edit: January 22, 2010, 05:07:04 pm by TopSecret » Logged

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« Reply #6 on: January 22, 2010, 05:29:38 pm »

What about something like this:
4 Mulch
4 Treasure Hunt
4 Life From the Loam
4 Manabond
1 Fastbond
43 Land

The Anti-Belcher way would be to run 4 Hunt, 4 Serum Powder and 52 lands including 4 Boseju.
Countryside Crusher might also make sense in either deck.
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« Reply #7 on: January 22, 2010, 05:47:27 pm »

Is there a land that gives creatures haste? Because if there is you could run: 4 hunt, 4 manabond, 1 dark depths and the hasty land....all the lands come into play, tap, swing, win (this would require artifact lands & academy or swamps and 4 cabal coffers)
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« Reply #8 on: January 22, 2010, 05:58:37 pm »

Is there a land that gives creatures haste? Because if there is you could run: 4 hunt, 4 manabond, 1 dark depths and the hasty land....all the lands come into play, tap, swing, win (this would require artifact lands & academy or swamps and 4 cabal coffers)

I thought about a Dark Depths kill as well.  There's no land that grants haste.  Hall of the Bandit Lord grants haste to creatures cast with mana from the Hall, but won't work with Dark Depths.

Also, you would hit one of your remaining non-lands before being able to remove all the counters from Dark Depths.  Also, likely, before hitting your lone Dark Depths.

With seven spells in the deck (three remaining Hunts and four Manabonds) you're probably looking at only seven or eight lands drawn from Treasure Hunt before you hit a non-land.  Meadbert's list (and, by extension, most 43-Land lists) is looking at three or four lands from Treasure Hunt.
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« Reply #9 on: January 22, 2010, 06:54:19 pm »

I thought about that.  Even running 4 Dark Depths, you would need to create 30 mana with 7-8 lands.  If they were all Ancient tomb, city of traitors, crystal vein, maybe even cloudpost (lol factor) you would still be 10 mana short at best.  Apologies for the bad idea.

It seems like the odds of getting Hunt and playing it early enough to be relevant are too low to make a deck based on this plausible for Vintage.  The only reason a Belcher deck without protection can be scary is that it has the potential to win on turn 1-2 consistently.  I do not see these decks winning as quickly.
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meadbert
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« Reply #10 on: January 22, 2010, 11:46:29 pm »

Preliminary testing suggests no good decks.

Crusher is just too slow.  Manabond cannot accelerate it out and there were no Moxen etc so it was a turn 3 play at best.

Mulch was iffy, as was Ancestral Recall.  Walk was ironically too slow.

Fastbond + Manabond were great.  Hands with 1 of those and 6 lands were solid since Man Lands can actually win fairly quickly while Waste etc disrupt.

Treasure Hunt was always good.

Loam was great in conjunction with Cycle lands.

The trouble was there was no way to attack artifacts and artifact mana making it too easy for oponents to just tutor up key and win or even ritual out with ANT.

Tinker was frequently races in one form or another and Stax is crushed.  Even Drege struggles since I was running that crappy RFG graveyard land along with Wastes and Strip.

Fish was handled with Man Lands + Glacial Chasm or two.

Glacial Chasm is hysterical for dealing with Vault/Key though since many decks have no removal for it and no win other than swinging so you can assemble a dozen man lands or more, finallly sack Chasm and then swing for win.

ANT was mostly hopeless, but you can get some quick swings in with beaters.  Turn 1 Manabond + 3 man lands into turn 2 swing for 4 or 6 can be annoying for ANT, but it is no prescription for a favorable matchup.

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« Reply #11 on: January 23, 2010, 07:14:31 am »

Hmm i was more thinking:
1 Fastbond
4 Mana bond
4 Treasure hunt
4 Serum powder (not sure)
4 Valakut
atleast 5 mountains Wink
And then just lands for the rest.

Bazaar should probably be included aswell...Just to find the pieces. Boseiju is also an option...to protect treasure hunt.
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« Reply #12 on: January 24, 2010, 02:17:55 pm »

The problem with the Valakut kill is that it stops you from running nonbasics that do things.

This means you lose to any counters or discard and your deck cannot do anything unless you resolve Manabond.
And you kill by turn three at the earliest without dropping any disruption, which is slower than any other all in combo deck, so there is no payback for taking the risk of dying so easily to disruption.


PS: I just thought of Cabal Coffers + Urborg, Tomb of Yawgmoth + Deserted Temple. This could produce a buttload of mana. Then you just kill with Lavaclaw Reaches ftw. That's hilarious.

You could also play that ETB tapped blue common land that gives something flying to give Lavaclaw Reaches evasion. You can Wasteland it and then use Petrified Field to get it back and replay it.  Or if you want to attack with all the different colored manlands, you can add Crystal Quarry to filter colors.
« Last Edit: January 24, 2010, 02:41:46 pm by TopSecret » Logged

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