Cloud Key

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Future Sight Rare

Combos Browse all

Cloud Key

Artifact

As Cloud Key enters the battlefield, choose artifact, creature, enchantment, instant, or sorcery.

Spells you play of the chosen type cost (1) less to play.

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Cloud Key Discussion

Xyrael on Dragonpunch

2 days ago

Urza's Incubator, Cloud Key, Burgeoning, Exploration, Primal Vigor, Doubling Season, Grim Monolith, Mana Crypt, Mana Vault, Sol Ring, Quicksilver Amulet, Haven of the Spirit Dragon, Sarkhan, the Dragonspeaker, Sarkhan Unbroken, Warstorm Surge, Where Ancients Tread, Utvara Hellkite, Karrthus, Tyrant of Jund, Dragonlord's Servant, Dragonspeaker Shaman, Bladewing the Risen, Hellkite Overlord

While I won't say your deck NEEDS any of these cards, a lot of them are really fun/useful in a dragon deck like yours! Just thought I'd bring them into the spotlight as potential options :)

LordBalthamos on Soul Sisters Chalice Variation

1 week ago

strangecharm Oh, well then this is what I'd advise:

Also, you might be interested in these cards:

Along with this, here are lands that generally help to keep casted spells hexproof

Eiti3 on no man lands

1 week ago

You beat me to it. As soon as I saw this little guy I wanted to make another landless EDH deck but I see I was far too late. Although, there are a few things I'd change...

  • Sensei's Divining Top: Allows for that easy access for when you don't have what you need.
  • Chromatic Sphere, Chromatic Star, Terrarion, and I could've sworn there was another one like Terrarion: These help you draw and keep the mana you have.
  • Trading Post, Ichor Wellspring, Mind's Eye, & Book of Rass: Need that draw. You're severely lacking.
  • Krark-Clan Ironworks: Super quick and easy ramp for how many 0-drop artifacts you run.
  • Scrap Trawler: This guy alone should quell all doubts for the the previous suggestions. Sac Terrarion to itself to get back a Lotus Petal, etc.
  • Metalwork Colossus: Much like your other affinity creatures, but comes with his own recursion system!
  • Cloud Key & Foundry Inspector: Further lower the costs of your artifacts alongside your already Helm of Awakening and Semblance Anvil.
  • Cultivator's Caravan: Possibily the best 3CMC mana rock since Coalition Relic.
  • Kuldotha Forgemaster: Sac 3 0-drops to get Mycosynth Golem. Worth?
  • Golem Foundry: While not being the best, dudes are pretty great and they easily sac to Krark-Clan Ironworks when needed.
  • Prototype Portal: Pop out endless Sol Rings thanks to Paradox Engine generating infinite mana or you know get Gonti's Aether Heart or Ugin's Nexus out over and over again for self-giving extra turns.
  • Inspiring Statuary: Put this one on the side burner in case you want to run more eldrazi or whatnot. This itself is a mana rock that only spends it's mana for non-artifact spells, but in a more non-heavy artifact deck, it could work wonders. Just keep it in mind if you decide to run more non-artifact threats.
  • Lifeline: While it may benefit your opponents, it keeps not only your creatures alive but allows you to hit with Hope of Ghirapur without the need of recasting with the commander tax.
  • lagotripha on It That Is Infinite The First

    1 week ago

    Since you're going infinite anyway, Impact Tremors could be replaced with Altar of the Brood without any issues, easing any mana concerns, leaving just plains and swamps, since taplands are a thing you just put a bunch of swamps, a single plains and some Orzhov Guildgate and Scoured Barrens. Blue might be more efficient to try and resolve Etherium Sculptor, /Foundry Inspector serving as backup copies of summoning. Golem's Heart/Grinding Station deserves to be in the sideboard. Myr Retriever goes infinite with two copies in hand without renewal if you have a sacrifice outlet like Spawning Pit, or with a copy of Scrap Trawler or Sculpting Steel.

    I messed around a bunch trying to get Enduring Renewal/Time Sieve to work, but it never came together into something I liked playing with.

    on a less budget note, Inspiring Statuary could function well. Krark-Clan Ironworks is it's usual broken self. Semblance Anvil/Cloud Key are also copies of summoning.

    Pyranem on 8-Tog

    3 weeks ago

    Your deck relies on creatures that get large fast from playing artifacts. Might I suggest Immolating Souleater? It not only gets in lethal damage from Fling and Temur Battle Rage, but also could be used as food for the Atog. Also running something like Cloud Key or Foundry Inspector in the sideboard would be useful against a control deck, since it makes the Locket of Yesterdays idea much more reliable, even though it takes a little longer. Even splashing for Etherium Sculptor wouldn't be such a bad idea.

    LordBalthamos on Memnarch's Monarchy

    4 weeks ago

    That's understandable, and as always, I've thought of more cards that could be useful for your deck or at least have knowledge of...and they are:

    1.) Belbe's Portal - Since your deck has a general mix of different creature types, this card is rather, superfluous, but if you intend to make an Eldrazi deck or focus on one type of creatures ever for a deck(s), I'd advise using this. I'm sure you can see why...

    2.) Well of Lost Dreams - As you can tell by now, I like the idea of having lots of good cards coming into my hand without needing to discard because of hand size; so having this card, the ability to gain life, and no limit to your hand size, this card could be extremely effective in giving you access to cards you may want/need XD.

    3.) Gauntlet of Power - Like Caged Sun, this card is a mana less expensive, although it only effects basic lands. It's a good card in general and useful in mana expensive decks, which can be helpful in decks going 4+ CMC.

    4.) Extraplanar Lens - Lmao, like both Gauntlet of Power and Caged Sun, this card is 3 colorless mana, with the draw back that you have to exile the mana to get the same ability, not to mention you don't get the +1 +1 like the previous cards, but I advise using a card like this in mono colored decks.

    5.) Quicksilver Amulet - Not exactly cheap in mana cost, this card has a WIDE and VAST array of uses! Unlike Belbe's Portal, which is more of a focused creature type deck card, Quicksilver Amulet allows you to summon any creature type from your hand, so this is a much better card for your deck. I would highly advise this for you in the cases of your mana heavy creatures!

    6.) Eternity Vessel - Not a very widely known card, this, as you can see, saves Commander Decks later in the game with the idea that if you opponent starts hitting you like crazy out of no where and reduces you greatly, just sneak in a mana card and back you are to a safer lifetotal. In general though, this card really is just a luck heavy one, because you'll probably wanna draw this card your 6th or so turn.

    7.) Cloud Key - Basically 3 colorless cost for the choice of whatever spell type you could be having trouble with so it's a mana less XD.

    8.) Mind's Eye - This is more of a, "how do you feel about this in your deck," sort of card. I'm not going to say much, you can decide whether you like it or not.

    9.) Boseiju, Who Shelters All - Same as the above card, you decide what you think about it.

    10.)Temple of the False God - One of those lands you hope you can draw later in the game after getting 5+ mana XD.

    11.) Semblance Anvil - Card suited for focus decks, something I'd like to put in the back of your head.

    12.) Terrain Generator - I'm sure you can see why this is a useful card. It basically allows you to put two land on the battlefield each turn, if you want that!

    13.) Burnished Hart - Extremely useful, not well known...which is sort of helpful!

    14.) Chalice of Life  Flip - Health and damage <3.

    15.) Sword of the Animist - "The Animist are restless..." ~Sins

    Eiti3 on IAmTheWraith

    1 month ago

    - Grand Arbiter Augustin IV

    First up - Locking:

  • Null Rod + Mycosynth Lattice: As said previously, locks everything out, including lands.
  • Linvala, Keeper of Silence: Just as good as the previous combo but cheaper and this one stops the majority of any deck isn't aggro.
  • Rule of Law / Ethersworn Canonist / Eidolon of Rhetoric: Restrict your opponenets to play nothing and with Ethersworn, even if they play it, with Null Rod out, it can't do anything.
  • Hokori, Dust Drinker / Winter Orb / Static Orb / Tangle Wire / Back to Basics: Slow everyone down superbly while you have your cmc reducers out.
  • Spirit of the Labyrinth / Knowledge Pool: Teamed up with Rule of Law, this combo hard locks everyone away.
  • Thalia, Heretic Cathar / Blind Obedience / Frozen AEther: If your opponents can't untap stuff, make it so it's never untapped in the first place!
  • Secondly - Taxation:

  • Noncreature Taxation - Thalia, Guardian of Thraben, Thorn of Amethyst, Aura of Silence: Tax your opponents so they have to spend ALL of their mana on the one spell they cast that turn.
  • Opponent Taxation - Rhystic Study, Mystic Remora, Propaganda (all those cards): Either prevent them from hurting you or make it so they are unable to pay to prevent you from getting a benefit.
  • Combo Preventer - Aven Mindcensor and Containment Priest: Instantly crushes combo and token decks.
  • Thirdly - Protection

  • Spellskite: While this is an activated ability, just people seeing this card acts like a huge bluff. They see it and won't target anything even though a card like Null Rod is canceling it.
  • Grand Abolisher / Defense Grid: Why let your opponents cast on your turn when they can barely do anything on theirs?
  • Karmic Justice / Martyr's Bond: Disincentivize any sort of removal.
  • Lastly - CMC Reduction

  • Celestial Dawn: This card is key. This turns every spell you have white! This means Grand Arbiter Augustin IV already makes a Winter Orb a cost. (Note: If you play this after Mycosynth Lattice, it basically cancels out the colorless and mana bit but keeps everything artifacts.)
  • Cloud Key / Semblance Anvil / Pearl Medallion / Sapphire Medallion / Seal of the Guildpact / Conduit of Ruin: Under the same notion as before with Grand Arbiter.
  • Urza's Incubator / Mistform Warchief: If you choose to go another subsubtheme with a tribal, these also help quite a bit. If you run enough, I'd also recommend Call to the Kindred.

  • Basically the goal is to make your creatures cost while your opponents get taxed out of the wah-zoo. You also want to find cards that make it so you get stuff out into the field without casting it in the case of you accidently taxing yourself (e.g. a Quicksilver Amulet but that goes everything I've said but nothing else is coming to mind).

    TreyV on Modern Metalwork

    1 month ago

    I tried a version of this in Modern a few months ago set up similar to this. It's a blast when it goes off and giant robots come flying out, but it's dead slow the way you have it set up now. Definitely want to consider doing this with urza lands and look up some of the competitive Urza-tron decks from Modern. Any of your artifacts over 3 cmc that aren't giant creatures aren't really helping. Mind Stone is great, Cloud Key too, especially here in this Metalwork deck. Hedron Archive is just on the edge of useful. It helps a bunch with Metalwork Colossus and can be sac'ed for two cards, but at 4 cmc it's tough to ramp. I might try the various signets, like Simic Signet. Needs 1 to turn on, but it's only two to cast and fixes mana for you, and turns 1 into 2 mana. Another thing to try could be Lightning Greaves. Toss it out for 2 cmc to help a Colossus come out, then equip it for free and haste/shroud your giant robot.

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