Streets of New Capenna has brought in some incredibly powerful cards to the game. A lot of the cards that we’ve seen are going to be players in various 60 card constructed formats. But with the theme of the set, Commander players have their eyes peels to the previews to find the newest and greatest cards for the beloved format. Well today, Wizards of the Coast previewed that very card.

X Marks the Spot

The card that we’re going to be looking at today is “Smuggler’s Stash”. Currently it’s only officially released in Korean, so the name may not be 100% correct, but we do have a translation of the card and it’s pretty insane.

Yea, I had to do a double take on this one as well. Generally speaking, giving our lands additional abilities can be very powerful, but when that ability is generating Treasure Tokens, that seems VERY strong. Possibilities are endless with this one, so let’s look at some super synergistic cards to help flush out strategies with this nutty card.

Treasure Synergies

The first thought with picking synergies is how can we make this interaction with our lands mana positive. There’s a couple enchantments that can help us achieve this goal.

Cards like Doubling Season Doubling Season Doubling Season If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
, Parallel Lives Parallel Lives Parallel Lives If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. and Anointed Procession Anointed Procession Anointed Procession If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. all double up on any tokens that enter the battlefield under our control. While there are other ways to double up on activated abilities, these cards require no cost to do so.

There’s another creature card that will allow us to generate a bunch of tokens off our lands as well.

best-spirits-mtg-seedborn
Wizards of the Coast

Seedborn Muse Seedborn Muse Seedborn Muse Untap all permanents you control during each other player's untap step. is a very popular card in Commander, since you get to untap your permanents multiple times per turn cycle. This means that you get 4 times the amount of treasures as lands, assuming you’re not playing anything at instant speed. Combo this with something like Wilderness Reclamation Wilderness Reclamation Wilderness Reclamation At the beginning of your end step, untap all lands you control. , and you have a recipe for a LOT of mana.

READ MORE: This Streets of New Capenna Artifact is INSANELY Powerful

Winning the Game

So with a lot of mana, there’s an endless amount of ways to win the game, but there’s a few ways to win the game that are in line with the Treasure theme.

First up, Revel in Riches Revel in Riches Revel in Riches Whenever a creature an opponent controls dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
At the beginning of your upkeep, if you control ten or more Treasures, you win the game.
says that we win the game if we have 10 or more treasures in our upkeep. It also makes treasures when our opponent’s creatures die, which is helpful. With any of our token doublers in play, we only need 5 lands to make our win condition.

The other way that we can flat out win the game is with Mechanized Production Mechanized Production Mechanized Production Enchant artifact you control
At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
. This aura lets us win the game if we control 8 artifacts of the same name, and it makes a copy of the artifact it’s enchanting. If we enchant a Treasure token, then we can win the game just by activating our lands.

If we want to play a little more aggressively, we can always enlist the help of a very strong saga.

Wizards of the Coast

The 3rd chapter of this saga turns our artifacts into 5/5 creatures, which if we have enough tokens can one shot the whole table.

READ MORE: This New Capenna Planeswalker is a Spin on an MTG Classic With a Crazy Combo

The Commander

If I’m building this style of deck, I’m looking to build 5 colors because there’s a lot of token support in all colors. While most of the support is in every non-white color, Smothering Tithe Smothering Tithe Smothering Tithe Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") is too good to not include.

best-commander-ramp-cards-smothering-tithe
Wizards of the Coast

The commander that I’d pick here though would be Garth One-Eye Garth One-Eye Garth One-Eye {T}: Choose a card name that hasn't been chosen from among Disenchant, Braingeyser, Terror, Shivan Dragon, Regrowth, and Black Lotus. Create a copy of the card with the chosen name. You may cast the copy. (You still pay its costs.) , because while we’re primarily creating treasure tokens, tokens are a overarching theme of the deck. Garth is a powerful combo piece himself, along side Deadeye Navigator Deadeye Navigator Deadeye Navigator Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has "{1}{U}: Exile this creature, then return it to the battlefield under your control."
, and honestly, the “token” spells that we get from this guys are very useful.

Garth-One-Eye-MH2
Wizards of the Coast

READ MORE: It Spikes Yet Again! How Expensive Will This Spell Become?

Streets of New Capenna is looking awesome, so be sure to check out our Preview Gallery to stay up to date with all of the new cards coming out!

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