Treasure Cruise Khans of Tarkir ktk Cards
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We have updated some of the rules and will continue to update them as we play test it. Treasure Cruise is a variant version of Commander, where everything is the same save for the addition of the Treasure Pile. Below I'll include the rules I play with; technically there are more rules here than in the original description of the format, but they're mostly there to account for rules questions that naturally came up. Countless delights drift on the surface while dark schemes run below.
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Use the options below to exercise this right, and please review our privacy policy for complete information on how your data is used and stored. Calculating the deck price based on your collection ... Magic the Gathering, FNM is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. Articles and comments are user-submitted and do not represent official endorsements of this site. Digging for Treasure Can only be done on your turn when you can play a sorcery.
Commander 1v1
Draw cards equal to the number of instant and sorcery cards in your graveyard. Create a 1/1 blue Faerie creature token with flying and "This creature can block only creatures with flying." If you are a resident of California, you have the right under the CCPA to opt out of the sale of personal information to third parties.
Sorcery (
If this spell was kicked, each opponent discards a card. Corrupted — This spell costs less to cast if an opponent has three or more poison counters.Draw two cards. As an additional cost to cast this spell, sacrifice a creature.Draw three cards. Return all creatures to their owners' hands. For each opponent who controlled a creature returned this way, you create two 1/1 blue Faerie creature tokens with flying and "This creature can block only creatures with flying."
On a 1-5, reveal that number of cards from the top of the treasure pile. Take the last revealed card and put it onto the battlefield under your control, or attached to you if it's a curse. If it's a nonpermanent spell, cast it immediately. Exile up to two target cards from a single graveyard.
Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you. This is a much larger deck size for more variety, and some spicier highs and lows mixed in. Included some substituion options in case your playgroup decides drawing a pact is a little too extreme, or just wanna swap out a couple of artifacts. Kicker (You may pay an additional as you cast this spell.)Draw two cards.
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All players start with a Dig Counter of 1. Your Dig Counter increases by 1 for each Artifact from the Treasure Pile that is on the battlefield under your control. You pay mana equal to the cost of your Dig Counter. You may cast spells with exactly three colors from among them this turn. Spend this mana only to cast spells with exactly three colors.

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Target player gains 2 life and draws a card. DesistDestroy all artifacts and enchantments. Each player chooses a nonland permanent they control.
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