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.
Price & Acquistion Set Price Alerts
Cloud Key Discussion
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 :)
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
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...
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.
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.
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!
15.) Sword of the Animist - "The Animist are restless..." ~Sins
1 month ago
First up - Locking:
Secondly - Taxation:
Thirdly - Protection
Lastly - CMC Reduction
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).
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.