
Locke, Treasure Hunter
The Commander
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.
Guide
Gameplan
Suit up Locke and connect every turn: his Mug trigger mills each player, generates Treasure off milled lands, and lets you steal a spell from the pile, snowballing card and mana advantage. Use Treasures to ramp into bigger threats while grinding opponents with theft and aggression. Win by going wide or going tall on Locke himself, fueled by the mana and free spells he provides.
Strengths
- Built-in card and ramp advantage every combat via Mug
- Hard to block well — only equal/lesser power creatures can stop him
- Generates Treasure that fuels Black/Red's mana-hungry spells and combos
- Cheap 3-mana commander that comes down early and starts working fast
Weaknesses
- Mug only triggers on attack, so removal or chump-blocking shuts off value
- Casting milled spells is random and unreliable — you take what you mill
- Low base stats mean he dies to nearly all spot removal without protection
- Mills opponents, which can accidentally enable graveyard strategies
Key Cards
- Rogue's Passage — Guarantees Locke connects to fire off Mug regardless of blockers.
- Dolmen Gate — Lets Locke and your team attack freely without fear of combat death.
- Revel in Riches — Turns the steady stream of Treasures into an alternate win condition.
- Mahadi, Emporium Master — Stacks even more Treasures from your dying tokens to ramp explosively.
- Mask of Memory — Cheap evasion-friendly equipment that doubles down on Locke's card flow.
Upgrade Path
Lean into a clear plan: add evasion/protection (Rogue's Passage, Whispersilk Cloak, Swiftfoot Boots) and Treasure payoffs (Goldspan Dragon, Xorn, Reckless Fireweaver) to convert his triggers into wins faster. Tighten the curve so milled spells you steal are reliably castable, and add doublers like Dockside-style value and extra-combat effects (Aggravated Assault, Combat Celebrant) to fire Mug multiple times. Top-end ramp targets and a backup win like Revel in Riches keep the deck from fizzling when Locke is removed.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Voltron damage with Locke buffed and evasive via equipment
- ▸Going wide with Treasure-fueled token and aristocrat payoffs
- ▸Alternate wins like Revel in Riches or Marionette Master
- ▸Casting milled bombs ahead of schedule to out-tempo the table
Archetypes
- Treasure / Ramp — Mug churns out Treasures that accelerate into expensive bombs and big payoffs.
- Voltron — His unblockable-by-greater-power clause makes equipment and auras reliably connect.
- Aristocrats — Treasure tokens feed sacrifice engines like Mayhem Devil and Pitiless Plunderer.
- Aggro Midrange — A cheap evasive attacker that snowballs into board presence and free spells.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (BR), by popularity.

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