- Commander Nexus
- Archetypes
- Treasures
Treasures
decks make lots of Treasures, small artifact you can trade in for one mana of any color, then spend that mana on big plays. Many of the same cards reward you for having or sacrificing artifacts, so each Treasure does two jobs.
- KindArchetype
- Cards226
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You make , small artifacts you can for one mana of any color, and lots of them. Cards that reward you for artifacts entering, or for sacrificing them, mean each Treasure does two jobs: mana now, and a when it goes.
How it wins
By spending a big pile of in one turn on something enormous, or by having Treasures feed a creature that grows or drains for every artifact sacrificed.
What beats it
Cards that destroy every artifact, which take the whole pile at once. Cards that stop players from sacrificing turn your into useless trinkets.
If this is your first deck
A good first deck. are easy to understand, they fix any color problems, and the deck is forgiving.
Commanders to Start With
The most played commanders where Treasures is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
Open the full glossaryTokenA permanent that is not a card. Tokens are made by other cards' effects, and a token that leaves the battlefield stops existing. Creature tokens, Treasures and Clues are all tokens.
Open the full glossarySacrificeTo put one of your own permanents into your graveyard because a card tells you to or lets you. You can only sacrifice things you control, and it does not count as destroying them, so effects that stop a card from being destroyed do not stop it.
Open the full glossaryTriggerAn ability that fires automatically when a specific event happens, usually written "when" or "whenever". You do not choose to use it; it happens on its own.Open the full glossaryPermanentAny card that stays on the battlefield once it resolves: creatures, artifacts, enchantments, lands, planeswalkers and battles. Instants and sorceries are not permanents; they resolve and go to the graveyard.Open the full glossary