Smothering Tithe in Commander: Treasure for Every Opponent Draw

Smothering Tithe is one of those cards players keep coming back to — and the Scryfall record shows exactly why.

Smothering Tithe — Enchantment — Mana cost: {3}{W} — Rarity: mythic — Set: Commander Masters

Oracle text: 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.")

What Smothering Tithe does

Read the oracle text literally: Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. That text, its type line — Enchantment — and its mana cost of {3}{W} (converted mana cost 4.0) define where it fits. It was printed in Commander Masters at mythic rarity.

Where it fits

White ramp in multiplayer: when opponents draw and do not pay, you make Treasure — and Commander games draw a lot of cards. Legal formats listed by Scryfall include: historic: legal, timeless: legal, gladiator: legal, pioneer: legal, modern: legal, legacy: legal. Always confirm legality for your specific event in the MTGBrew card database, because format lists change with new releases and bans.

Building around it

Start with the job the card does, then fill the rest of the deck to support that job — ramp, draw, removal, and a clear win plan. You can brew and tune a list around Smothering Tithe in the MTGBrew AI Deck Builder, setting a budget and letting the builder work within it, and browse related cards in the MTGBrew card database.

Learn more

New to the format or the archetype? Start with MTGBrew Learn, then come back to this card with fresh eyes — context is what turns a good card into the right card for your deck.

When to play it — and when to leave it out

Timing and context decide whether this card shines. In the early game, ask whether it advances your plan or just looks powerful in isolation. In the mid game, it should either stabilize the board, create card advantage, or threaten to close the game. In the late game, top-decking it should still matter — the best staples pass that test in most board states. Leave it out when your deck already does its job better with a cheaper or more synergistic option, when your mana base cannot cast it reliably on curve, or when your local meta punishes that strategy. Deck building is not about collecting individually powerful cards; it is about a coherent 60- or 100-card plan where every slot supports the others.

Common mistakes and how to avoid them

The most common mistake is playing the card for its headline effect and ignoring its cost — mana, cards in hand, life, or tempo. The second mistake is cutting lands or interaction to fit one more exciting card; consistency wins more games than one extra haymaker. Test the deck honestly: goldfish the opening hands, note when the card sits dead, and track whether it actually changed outcomes. MTGBrew's builder and card database exist to make that testing faster — search the exact card, check its legalities, compare similar effects, and iterate. Small, evidence-based changes compound into a much stronger list over a few weeks of play.

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