Skip to content
  1. Commander Nexus
  2. Commanders
  3. Locke, Treasure Hunter

Command zone

Locke, Treasure Hunter

Locke, Treasure Hunter

Legendary Creature — Human Rogue

Locke wants a deck that fills its discard pile and plays cards back out of it. It also suits a deck that makes lots of Treasure and turns it into extra mana.

  • Mana cost1 genericblackred
  • Black, Red ()
  • Power / toughness2 / 3
  • RarityRare

Locke can't be blocked by creatures with greater power.

Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards.

Build a deck with Locke Find it in the app

Themes

Cards That Fit Locke, Treasure Hunter

Picked for what they do in Locke's deck. When two cards do the same job, the one with the lower comes first. All of them fit Locke's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Locke, Treasure Hunter

explain how Locke works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 6 Jun 2025

As long as one or more lands were milled this way, you'll create a Treasure token. Additional land cards milled beyond the first won't cause you to create additional Treasures.

Wizards of the Coast 6 Jun 2025

If you cast a spell from among the milled cards using another permission, Locke's effect doesn't apply. You can cast another spell from among the milled cards using the permission granted by Locke's last ability.

Wizards of the Coast 6 Jun 2025

Losing control of Locke after the last ability has triggered won't affect your ability to cast a spell from among the milled cards.

Wizards of the Coast 6 Jun 2025

Once Locke has been blocked, changing its power or the power of the blocking creature won't cause Locke to become unblocked.

Wizards of the Coast 6 Jun 2025

You must follow the normal timing permissions and restrictions of the spell you cast from among those cards.

Wizards of the Coast 6 Jun 2025

You must pay the costs to cast that spell. If it has an alternative cost, you may cast it for that cost instead.

6 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Locke, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBRPlayers write colors as letters: B for black, R for red.Graveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill pageMillPuts cards from the top of a player's library, the deck they draw from, straight into their graveyard. Aimed at opponents it can win the game, because a player who has to draw from an empty library loses.Open the Mill pageSelf-MillPuts cards from your OWN library into your graveyard on purpose. Milling means moving cards off the top of a library into a graveyard. Aimed at an opponent that is an attack; aimed at yourself it is setup, filling the graveyard for the cards that want to use what is in it. Stitcher's Supplier, Hermit DruidOpen the Self-Mill pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageTreasuresTreasure decks make lots of Treasures, small artifact tokens 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.Open the Treasures pageTreasure EngineProduces Treasure tokens repeatedly. A Treasure is a small artifact token you sacrifice for one mana of any color. Something that keeps making them is mana acceleration and, at the same time, a steady supply of artifacts to sacrifice for anything that wants them. Smothering Tithe, Dockside Extortionist, Goldspan DragonOpen the Treasure Engine pageTreasureCreates or cares about Treasure tokens: small artifacts you can sacrifice for one mana of any color. Saving them up lets you cast something big early, or feed anything that likes sacrificing artifacts.Open the Treasure pageMillMill decks win by emptying opponents' libraries, the decks they draw from: a player who has to draw from an empty library loses the game. Milling means putting cards from the top of a library straight into the graveyard.Open the Mill pageToken EngineMakes tokens again and again rather than once. A token is a creature or other permanent created by a card, with no card of its own. Something that makes one token gives you a body; something that makes them every turn gives you a board you can keep rebuilding after it is cleared. Grave Titan, Bitterblossom, OphiomancerOpen the Token Engine page