Cloud Key

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Future Sight (FUT) 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.

Cloud Key Discussion

jaymc1130 on Jhoira's Breakfast of Champions

1 week ago

For about 10 bucks you could add Coveted Jewel , Words of Wind , Foundry Inspector , Jhoira's Familiar , Herald of Kozilek and Springleaf Drum . The Drum helps turn your creatures into rituals off of Recall and Retract effects, empowering your storm turn. The Herald, Familiar, and Inspector are other cheap cost reducers for a buck or less. Words of Wind and the Jewel work as a combo in tandem with the cost reducers. As long as you have cost reduction of 4 with Words out you can play the Jewel, draw the first card from Jhoira, tap the Jewel for mana, then skip one of the Jewel draws to return the Jewel to hand to play it again and draw the whole deck. At 5 or more cost reduction this combo also generates net positive mana per loop turning the Jewel into a ritual that draws cards.

Cloud Key is also worth considering, but it's about 15 bucks by itself.

ziocaro on Lantern Control / Artifact Storm Combo [M20]

1 week ago

the interaction of new Mystic Forge and Semblance Anvil is very interesting: probably ill try this "archetype"( i have played lantern since the origin and now im playing prison whirso i love the family) but in a modern brown deck the blue is necessary so i think i'll swap out goblins for Whir and probably also 2 Foundry Inspector for 2 Cloud Key that doesnt suffer creature removal (4 for me are redundant because with 2 Anvil every other CC reduction is useless). Moreover we can put in sideboard some copies of Paradoxical Outcome and one Grapeshot for U based control matchup/alternative wincon necessity

DoctorAwker on Jhoira Draw Lots-o-Cards (Underappreciated)

3 weeks ago

I'm not sure what kind of budget you're looking at, so I'm going to try to keep from suggesting anything too up there.

Cloud Key and Herald of Kozilek are two more cost reducers to consider. The latter works on colorless spells not artifacts, but that's every artifact you have other than Etherium Sculptor.

Paradise Mantle would be a good fit in here, especially with the untap effects you have. Modern Horizons added the rest of the talisman cycle, so Talisman of Creativity would be a great include.

I'd swap out Purphoros for Reckless Fireweaver . You'll probably end up doing the same amount of damage, but I've found it paints less of a target on you. And Riddlesmith can give you an effect that's similar to Jhoira's, if you want the redundancy.

Stoic Rebuttal is at best Counterspell , and at worst no better than Cancel , so I would just run Counterspell. I know you'll have the Metalcraft 99% of the time, but other than flavor there's no reason to use it instead.

I'd also consider adding in some of the mass bounce spells that can hit your artifacts: Retract , Hurkyl's Recall , Rebuild , and Paradoxical Outcome .

One of the nice things about this deck is how little color mana you need, so I'd upgrade your lands. Since you're running two artifact lands you may as well add in Darksteel Citadel too. Buried Ruin is great for any artifact heavy deck. And Ash Barrens , Grixis Panorama , and Shivan Reef can help color fix for you without slowing you down or hurting you too much. You only have four potential triggers (plus I guess two more for the X spells you have) for Sanctum of Ugin , so I would run another tutor over it, but that's a personal preference. I would also swap out more Mountains for Islands, since your deck is blue heavy, but if you don't have any problems with the ratio then don't worry about it.

Hope some of this was helpful!

Hexaflexagon on Angelhorde Invasion

2 months ago

Hey Beebles!

Thanks for your long comment. I really appreciate how people like you spend loads of time and effort into helping a person like me. Sorry for responding late, I have been swamped with schoolwork and have had no chance to reply until now.

  • I really like your idea on adding cards that bounce themselves or something else to my hand, allowing me to use it as an effective mana sink. I'll definitely be adding some of those in.

  • I see your point on Aetherflux Reservoir . I might add one in, but there are so many things this deck needs that I'm not sure I can find a spot for this.

  • I'm not so hot about adding in Bygone Bishop , as I only have about 15 creatures with CMC 3 or less. The same thing goes for Mentor of the Meek . I'm also not a big fan of Sandstone Oracle because it has a too high CMC.

  • I'll definitely try and slot Cloud Key into my deck, even though it's above my budget. I'm not a big fan of any of your other ramp suggestions, apart from Solemn Simulacrum , but I might try them out.

  • I've never seen Selfless Spirit before, so I'll definitely add that in.


Now on to your cuts.

Thanks again,

Hexaflexagon

Beebles on Angelhorde Invasion

2 months ago

Hey there,

I bumped into this list and felt like leaving a comment. I love Oketra, because she’s similar to the way I play Karamentra. From that perspective, these are some tips I have for your list:

Some card I would cut:

  • Ajani’s Mantra doesn’t seem to be worth it. There are way better lifegain options
  • Divine Visitation doesn’t seem like the best fit in this deck. Most your tokens are going to be 4/4 already. That card seems better suited in a deck that only makes small tokens.
  • You are running some cards that require a +1/+1 counter synergy, but you hardly have any cards with +1/+1 counters. That theme also has no relation with your commander, so it seems a bit weird to me to include that here. I would cut some of those cards from the deck: like abzan battle priest, abzan falconer, annoy bond-kin.

Hope some of these tips match your vision for the deck!

GL & HF,

Beebles

RedYeard on Metalworks V2

3 months ago

What about some number of Myr Retriever 's? Borrowing it from KCI 2.0.

It seems like it could fit well into our deck as a win condition with Grinding Station + Semblance Anvil (or Cloud Key ) and its a easier to assemble than our primary combo. Plus people would assume more than they do now that we are KCI 2.0

Pros:

  • can pick any artifact out of our graveyard, I'm thinking if a combo piece gets destroyed or we want to restart our eggs engine

  • has good synergy with Grinding Station as a win condition; and other cards in our deck

  • is easier to assemble than our primary combo

  • distracts OPP from our other win conditions

Cons

oberien on Metalworks V2

3 months ago

I liked the v1 list and played it at two FNMs. However I didn't find it complex enough being used to Hardened Scales, KCI and Amulet Titan (and Amulet Bloom back in the day). I love the solve the puzzle aspect of decks. The old version felt more like a "cheat 10/10 into play and beat the enemy down" with the infinite loop feeling more like a backup. The new list above seems to focus more on infinite loops, which satisfies my inner MTG player :)

I took the above list to the FNM with slight modifications and went 1-1-1 (could have been 2-0-1 if I knew the deck better). I didn't have any Conjurer's Bauble so I replaced them with Akroma's Memorial , Ghirapur AEther Grid and Karn, Scion of Urza . I really enjoyed playing the deck and slowly discovering more and more ways to win the game :) For those interested, I went for this sideboard: 3 Nature's Claim , 2 Dismember , 2 Abrade , 2 Firespout , 1 Engineered Explosives , 2 Nihil Spellbomb , 1 Grafdigger's Cage , 1 Sun Droplet , 1 Sorcerous Spyglass .

Infinite Combos

General loop: Metalwork Colossus (MC) and Scrap Trawler (ST) on the battlefield, at least {3} mana reduction on the battlefield (e.g. 1 Semblance Anvil and 1 Cloud Key ) and enough CMC for MC, a Metalwork Colossus in the graveyard (GY). Sacrifice MC and ST to the MC in the GY. ST-trigger of MC gets back ST, ST-Trigger of ST gets back any {0}, {1} or {2} mana artifact. Play MC and ST for free. We're back to the beginning but have an additional artifact in hand and increased the storm count.

Another possible loop if artifact reduction is only at {2} is to not sacrifice ST, but only MC and the {2}-mana artifact, ST-trigger of MC get back that artifact, play both. If artifact reduction is only at {1}, it's possible to draw some cards with Conjurer's Bauble (until there are no more artifacts in the GY) or to include Chromatic Star and draw infinite cards. There must always be enough non-creature artifact CMC on the battlefield to cast MC for free.

Infinite Card Draw: Get back Elsewhere Flask and play it (-> draw), then sacrifice it to get it back again in the next iteration. If there's a sac-outlet on the battlefield, it's possible to get back any egg and sacrifice it to the sac-outlet before sacrificing MC and ST to MC in the GY.
Infinite Damage: With Ghirapur AEther Grid in play, just do the most simple version of the loop and tap both to-be-sacrificed artifacts to grid before sacrificing them, dealing one damage. Without grid sac the Mortarpod token for 1 damage, sac Mortarpod and MC to the MC in the GY, ST-trigger of MC gets back Mortarpod . Rinse and repeat.
Infinite Mana: Tap Mind Stone for {1}. Sac MC and Mind Stone to the MC in the GY. ST-Trigger of MC gets back Mind Stone . Rinse and repeat.

Card analysis

I'd like to go through some cards:

  • Arcbound Ravager : I really like this addition. I was missing a sacrifice outlet to get the second Metalwork Colossus into graveyard before. Arcbound Ravager being fetchable with Sanctum of Ugin is just amazing and allowed me to go off in two games in the FNM which I otherwise couldn't have.
  • Grinding Station : I'm not sure about this card in general. I've previously played some variations of Krark-Less Ironworks lists ( Semblance Anvil and Grinding Station ). I see this card in this deck mainly for 3 reasons. (1) Milling the opponent with the infinite combo, (2) using it as a sac-outlet, (3) milling yourself to get a Metalwork Colossus into your graveyard when you already have one on the field to start the combo.
    I don't see the reason for (1), as we already have infinite card draw (eggs) and infinite damage ( Ghirapur AEther Grid or Mortarpod ).
    For (2) I find Arcbound Ravager better, as it can be fetched for with Sanctum of Ugin and doesn't need to be tapped (even though you can respond to the untap-trigger of Grinding Station by tapping it whenever an artifact ETB).
    For (3) I can't really judge that yet, as I didn't really try it out yet. I usually don't have problems finding the second Metalwork Colossus among Ancient Stirrings and Sanctum of Ugin . In longer matchups Inventors' Fair can also be used, even though I didn't need to crack any fairs so far. It might help against Blood Moon .
  • Mortarpod : This is the easiest and cheapest go-to infinite damage card. Even if drawn without a loop, it's still one damage that can take out a Snapcaster Mage to slow down the clock of an opponent ifneedbe.
  • Akroma's Memorial : I personally love this card in this deck. I've added it to the old version, and I also have it in my current deck. First, given {2} to {3} mana reduction, it's pretty easy to cast. It triggers Sanctum of Ugin letting you fetch Metalwork Colossus . If you have it deployed, and have any mana reduction on the field, MC is already free. Nobody expects this card. It adds another sort-of wincon. You can win with this card out of the blue. While I think it may be somewhat a win-more card, it has already won me several games single-handedly. I was able to fly over my opponent's elves. Giving Vigilance, it allowed me to attack with two MC against Spirits, which needed to block one, which left them without lethal and put me into a better spot. I just love this card.
  • Ghirapur AEther Grid : I think this card deserves to be a one-of in the deck. Against creature-based decks, it enables easy removal of the creatures. Control decks can barely do anything once it's deployed. And otherwise it still allows an infinite damage combo if Mortarpod has been exiled.

These are some cards, which may be good, but I don't see their effectiveness quite yet:

  • Greater Gargadon : As an earlier post suggested, this is a possible sac-outlet and threat. The problem is that we usually want artifacts on the battlefield to make Metalwork Colossus cheaper. Additionally, if we're able to get to 10 artifacts, we most likely already have a win condition.
  • Karn, Scion of Urza : I'm very unsure about this card. It gives us card-draw, but I don't think that's important in the current decklist. The only real reason for it I can think of is for the super-large token when we have lots of artifacts in play. But for that it might be too slow. It might help in grindy matchups, but in those MUs we'd just like to combo off anyway. And against control MUs it's not needed as this deck already has an amazing control matchup.
  • Salvage Titan : This card might be worth investigating, but I'm unsure if it goes well with the other ideas of the deck. We don't necessarily want to sacrifice 3 artifacts for a 6/4.
  • Silent Arbiter : This might be good against creature-heavy matchups and go-wide strategies.
  • Torpor Orb : Unsure if there are enough MUs which this card is good in.
  • Sun Droplet / Golem's Heart / Dragon's Claw : These might help against burn / fast strategies. May also help agaist phoenix decks.
  • Ratchet Bomb : Cheap (probably free) boardwipe. Helps against chomp blockers and tokens. Probably shouldn't be cracked for {2} :)
  • Engineered Explosives : Also possibly cheap boardwipe and a one-answers-all type card. Especially useful with Prophetic Prism .

Mana Base

I'm not sure about the landbase. I prefer utility lands over the Aether Hub s. I think that the old mana base fits better. This is probably mainly because I still like having Prophetic Prism over Elsewhere Flask . I haven't tested a lot with the landbase yet, so I'm not sure what the correct way of handling this is.
I often times lose against the deck itself just due to only drawing lands / having no lands. I'm not sure if this is just plain misfortune or if the number of lands is hard to balance between having enough lands on the starting hand and not flooding.

Weaknesses

Matchups

  • Through the Breach / Nahiri, the Harbinger : Alchemist's Vial completely shuts them off. Therefore, this MU is amazing.
  • Control: The Control MU is probably one of the best out there. Always remember having a sacrifice outlet for any Metalwork Colossus on the battlefield, be it Phyrexia's Core or a Metalwork Colossus in the graveyard. Whenever they try to exile one from the battlefield, get back one from the graveyard and get the otherwise exiled one in the graveyard.
    I even won two out of two games against Legacy Miracles (low sample rate, but we both felt like the MU is highly favoured for Metalworks Combo)
  • Very fast creature decks: This deck seems to always just be one turn too slow for very fast creature based MUs. In fact I lost 4/4 games against Sliver.

I don't have a lot of matchup data so far, and the above are mainly just estimates and gut feeling playing the matchup.

Please leave feedback on my observations so far, I really love this deck and it feels like it still has potential.

wallisface on Mono Blue Artifact Storm

4 months ago

I think you need Cloud Key and/or some other artifact cheapener to be able to dig through your deck fast enough to win the turn after you drop the wincon. That means you need to reliably chain ~9 spells (less if your opponent is durdling, but sonetimes 10).

Retract could be an awesome addition if only you had some way to keep your wincon in play, or else somehow generate enough mana to recast it.

How you planning on sacing Ichor Wellspring ??

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Cloud Key occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%