List for the treasure cruise game format
What the hell is Treasure Cruise?
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.
Okay, so how do I play?
Easily! You start up your game of commander as normal, except that there is a fifth deck, the Treasure Pile. A few notes regarding this deck:
- The deck cannot be altered in any way by the effect of a card and is not considered a player's deck for the purposes of any cards that would affect them (such as global mill effects, or lantern of insight)
- Any cards from the Treasure Pile that would change zones (with the exception of change of control effects such as Harmless Offering) instead go to the bottom of the Treasure Pile. This is a must, not a may.
Once during your turn, for [X]+1 colorless mana you may Dig for Treasure!
- This is done whenever you could cast a sorcery.
- X is equal to the number of times you've already dug for treasure. So turn 1, X would be 0, for a total cost of 1.
When you Dig for Treasure, roll 1d6. 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.
- On a 6, you Strike Gold! Draw the top 3 cards of the treasure pile, and choose which one to put onto the battlefield or cast.
- Any other cards revealed go to the bottom of the treasure pile in a random order.
And that's basically it! This is intended to be stupid and wacky and fun. In the 100-card deck, you have a little less than a 1-in-3 chance of drawing something bad, and almost every "good" card is general enough to be helpful regardless of the deck that gets it. Have fun!