During this player's phase 0, this player must roll 1d4 and perform the following: 1) Search for one ally in their draw pile. Show it and place it into their hand. 2) As 1, but for a magic item or artifact. 3) Move to phase 2 skipping phase 1. 4) Shuffle any one card in any discard pile into its owners draw pile.
Copyrights:
TSR
Wizards of the Coast
The Treasures of Netheril is an interesting chaos card that should never be used.
First off, being a world focused artifact, it is already limited by who can use it. Additionally, it only has effects during phase 0, so it takes a turn after it is played to have any effect what so ever. Also, you only have a 50% chance of gaining a card on a fair roll (1 or 2). This can be very useful, but not worth the other risks. 25% of the time, you should skip your phase 1, meaning you lose the 3 (or more) cards you could have drawn. Finally, on a roll of a 4, you take a card in your (there is little to no reason to use this ability on an opponent) discard pile to put one of the cards into your draw pile.
Assuming you roll fairly and have the average phase 1 draw, overall the Treasure lose you card advantage, especially when you consider the draw just to get the Treasures. It might be worth it if your deck is focused on a particular magic item, artifact, or ally, and you had Rigged Dice (22/MI) ready for the first turn (and than sacked the champion it was on for something like an avatar), but if you want to do that, better methods are available, like Lost Treasure (4/RR-chase) or Moraster (339/4th) to get it quickly.
Generally, the Treasures of Netheril can remain buried forever for most deck construction.