Image courtesy of Scryfall.com
Treasure Cruise and the Delve Promise: Boosting Win Probability through Inclusion Rates
When blue control and draw-go archetypes collide, Treasure Cruise often becomes the talkative joker at the table. This sorcery from the Tarkir: Dragonstorm Commander set packs a serious punch: for {7}{U}, you get to Delve away the cost and draw three cards. In practice, that means you can tilt the odds in your favor by turning a huge mana investment into a reliable burst of card advantage. For a card that embodies the Delve mechanic—where each card exiled from your graveyard pays for {1}—the way you structure inclusion in your deck matters almost as much as the decision to cast it. 🧙♂️🔥
At its core, Treasure Cruise is blue through and through: a single-minded focus on drawing cards, paying for the privilege with cards exiled from your graveyard. The set name, Tarkir: Dragonstorm Commander, hints at its Commander-friendly roots, but the card’s utility spans formats that allow multiple copies. The magic lies in the choreography between spend and payoff: you exile materials, you cast Cruise, and you watch three fresh cards land in your hand. The flavor text—“Countless delights drift on the surface while dark schemes run below.”—pairs perfectly with a strategy that loves depth-first draw and graveyard fuel. ⚔️🎨
The central question for builders isn’t just “Does Treasure Cruise draw three cards?” but “How often should I include it to maximize win probability without overcommitting my deck?” That’s where inclusion rate—the proportion of Treasure Cruise in a deck—becomes a strategic lever. In formats that permit multiple copies, you can tilt your odds by increasing the number of Cruise duplicates. In singleton formats like Commander, you’ll typically see Cruise played as a nurturing one-of, because the singleton rule makes every copy precious. Still, the underlying principle remains: more copies raise the chance you’ll draw Cruise when you most need để fuel another cascade of plays. 🧭💎
“The more you cast Treasure Cruise, the more you tilt the game toward card advantage; the trick is not to flood the deck with so many copies you lose balance.”
How inclusion rate translates to win probability
Think of win probability as a curve: the more Cruise you include, the higher the likelihood you draw it by a given turn, but only up to a point before you dilute your game plan. A rough heuristic helps explain the flavor: if you’re in a 60-card deck with four copies of Treasure Cruise, you stand a better-than-average chance to see it by the time you’ve drawn seven or eight cards—roughly in the 40–50% neighborhood, depending on mulligans and other draws. Lower the copies to two, and that probability drops noticeably; crank it up to four and you approach a higher plateau—but you also risk clumping with other cards that don’t advance your plan as quickly. This is where Delve’s energy interplay matters: exiling graveyard cards to pay for the cost means you’re also feeding your own engine, not just paying a tax. 🧙♂️
From a mathematical lens, a simplified approximation helps: if you have c copies in a deck of d cards, drawing x cards yields a rough chance of seeing at least one Cruise around 1 − ((d − c)/d)^(x). So, with four copies in a 60-card deck and roughly seven draws by turn seven, you’re flirting with a meaningful chance to land Treasure Cruise and kick off another trio of draws. Of course, actual gameplay weaves in mulligans, tutor effects, and how early you want Cruise to resolve, but the core takeaway holds: higher inclusion rate generally boosts win probability—until the deck becomes too top-heavy to reliably execute your plan. 🧪
In Commander, where you’re more likely to curate a focused, single-copy approach, the math shifts. You’ll often pair Cruise with cantrips, wheels, and graveyard-fueling engine cards to maximize the value of each draw, paying attention to your deck’s curve and the kinds of finishers you need. In eternal formats where you can run multiples, Cruise shines as a mid-to-late game finisher—especially when your graveyard is already full of relevant cards to Exile for Delve. The synergy is real, and the numbers tend to follow the same arc: smarter inclusion rate equals more reliable draws at the moment you need them most. ⚔️🧠
Deck-building tips for maximizing Cruise’s impact
- Format-aware inclusion: In Commander, consider Cruise as a value engine you fetch into once you’ve established your control shell. In multi-copy formats (where legal), test two to four copies and measure how the draws reshape your mid-to-late game tempo.
- Graveyard fuel: Build around Delve by including cards that reliably populate your graveyard or enable exiling from it. Cards that recur threats or recycle resources synergize with Cruise’s card-draw payoff.
- Card-selection discipline: Balance Cruise with other card-draw and threat options so you don’t flood the plan with too many “draw” spells that don’t advance the current board state.
- Delve-aware mulligans: Early Cruise games benefit from a mulligan philosophy that preserves early interaction and the possibility to dip into Cruise when you can pay most of its cost with graveyard fodder.
- Resource leakage awareness: In long games, Cruise’s payoff compounds when you’ve maintained a healthy graveyard ecosystem—every exiled card helps you pay for the spell and fuels future draws. 🧙♂️
From a design perspective, Treasure Cruise embodies the deliberate tension between a flashy payoff and the costs of casting it. The card’s common rarity in the Tarkir: Dragonstorm Commander set doesn’t lessen its impact; rather, it invites players to consider how “commons” can still tip the scales in a blue-light-drenched showdown. The art by Cynthia Sheppard — a calm, blue-toned tableau with an undercurrent of schemes — captures the elegance of drawing into a deeper plan, even as the surface shimmers with delightful promises. 🎨
Collectors and players alike may notice the practical price tag and reprint history. The card’s current market price hovers around the $0.20–$0.30 range in non-foil form, underscoring its status as a reliable, affordable draw spell rather than a flashy chase myth. That makes it a compelling study in how inclusion rate translates to real game outcomes without breaking the bank. Another reminder from the EDHrec sphere: Cruise remains a recognizable cornerstone for blue draw engines, a testament to how design and mechanic interplay can yield durable value across formats. 💎
As you plan your next deck, consider not just the raw power of Treasure Cruise, but how its inclusion rate shapes your path to victory. The more you weave it into the fabric of your strategy, the more often you’ll glimpse that moment when three new cards swing the tides in your favor. And when it lands, you’ll feel that familiar surge of excitement that only a well-timed delve can deliver. 🎲
Product note: for a little post-playboard comfort while you draft and test these theories, consider pairing your strategy with a sleek Neon Custom Desk Mouse Pad. It’s your tactical surface for those game-night computations—an unobtrusive, neon-lit companion to your win-rate calculations. Neon Custom Desk Mouse Pad Rectangular 3mm Thick Rubber Base
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Treasure Cruise
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Draw three cards.
ID: 7816cb88-6607-4c87-a680-4072da69e8e9
Oracle ID: 5b6bdf5a-2742-4851-92cd-a857a3852836
Multiverse IDs: 696325
TCGPlayer ID: 624442
Cardmarket ID: 818778
Colors: U
Color Identity: U
Keywords: Delve
Rarity: Common
Released: 2025-04-11
Artist: Cynthia Sheppard
Frame: 2015
Border: black
EDHRec Rank: 586
Penny Rank: 13
Set: Tarkir: Dragonstorm Commander (tdc)
Collector #: 169
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — legal
- Timeless — legal
- Gladiator — banned
- Pioneer — legal
- Modern — banned
- Legacy — banned
- Pauper — banned
- Vintage — restricted
- Penny — not_legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — legal
- Alchemy — not_legal
- Paupercommander — legal
- Duel — banned
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.22
- EUR: 0.13
- TIX: 0.07
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