Right now, I couldn't care less what kind of treasure I get, just what rarity it is. One way to make treasure less boring would be to have treasure worth more when you sell a complete set (one of each idol, one of each earring, one of each food, etc.) Then if you really want the epic item Randimar is selling, you have to decide whether to sell treasures on their own, or wait for a set.
Heh. You know, we've had plenty of threads saying that Treasure is boring because of value alone. Now that value is up, it's still boring, eh? I like it as-is. Quite so. That said, I wouldn't argue against making Treasure even more fun. A common idea is to allow a gallery feature so players can show off their loot to other players. With no trading in the game, it would be one big way to show how awesome you are. Maybe via a label system:
I'd be a fan of a system of publicly viewable achievements. Each treasure set could be an achievement, and here are a couple more (as I hijack my own thread): Win a map with your last character down to 1 hit point (which I did today). Win a map without taking a point of damage. Win a map without targeting anyone (OK, firestorm makes this too easy.) In MP, win by running your opponent out of time. Etc. It wouldn't be hard to come up with dozens of these.
Might be neat. Though for this one: We'd need the per-turn limits implemented first to make it seem like a real fight, and even then there might be more fun achievements to get.
I've done that a couple times. But my absolute narrowest victory was when my fighter with 3 health was hit by a Potent Stab and his Jump Back failed, but his Spiked Mail succeeded, killing his attacker and giving me enough stars to win before the other 6 damage killed him.
Was discussed before in http://www.cardhunter.com/forum/threads/finally-quests.245/#post-3387 po-TAY-to, po-TAH-to....