Key to the City

Legality

Format Legality
Standard Legal
Frontier Legal
Modern Legal
Commander / EDH Legal
Vintage Legal
Legacy Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Kaladesh Rare

Combos Browse all

Related Questions

Key to the City

Artifact

, Discard a card: Up to one target creature can't be blocked this turn.

Whenever Key to the city becomes untapped, you may pay . If you do, draw a card.

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Key to the City Discussion

sonnet666 on [List] The MTG Weapons Arsenal

2 days ago

Don't stop now. I believe in you!

Zondarian on Play with -1/-1 counters + cycling combos

2 days ago

You say your mana curve is really good but you have literally no moves to make on turn one with this deck. That puts you straight away in most games at either a board or strategy disadvantage with everyone one turn on from yourself. The only thing you can really do is cycle one of your Dissenter's Deliverance away, assuming it is in the deck rather than the sideboard.

Hapatra, Vizier of Poisons and Nest of Scarabs in a -1/-1 deck are cards you should be running x4 copies of.

I know you say Decimator Beetle is a must have, but 5 mana for a 4/5 creature that situationally could weaken an opponent by -1/-1 a turn? There are just better choices at that slot. Probably the answer is running 3/4 Archfiend of Ifnir and increasing the support for that card, 4x Key to the City being the most obvious.

djnewellmit on Simic energy tempo

2 days ago

Key to the City can also help your creatures get through for damage. It pairs nicely with both the Pummeler and Longtusk Cub.

Somnscipio on Play with -1/-1 counters + cycling combos

3 days ago

Hi bustinedup! Thanks for ur comment.

I enjoy playing this deck with my friends. I like managing -1/-1 counters among my creatures and my opponent's ones.

This mana-curve is really good. The mix beetween creatures/other spells is nice. Look at the land mana graph too :)

Decimator Beetle and Channeler Initiate are a must-have.

As u can see, I put 4x Wander in Death and 2x Hapatra's Mark, in order to prevent from loosing important creatures on the battlefield.

Defiant Greatmaw is not really important and can replaced with 2 other Baleful Ammit and keep this mana-curve.

I haven't played Key to the City a lot. It can be replaced with 2x another Archfiend of Ifnir or other cards.

I am looking for a Liliana, Death Wielder, in order to maximize the strategy behind the deck, and Tree of Perdition. I will try them and update the deck.

Other comments are welcome :)

djnewellmit on Nissa, Steward of a Bunch of Pummelers

3 days ago

I like the idea of a Simic Pummeler build, but I was unable to get a deck that played as smooth as the original RG. I like where your deck is headed and have a few options for you from my experience.

If you're looking to use Negate to counter their instants during your turn, you could save one mana and go for Dispel instead. The only thing neither hits would be a flash creature.

Also, our little robot friend really needs trample to get through any chump blockers. But if you're playing blue, you can simply make it unblockable as you've planned with Open Into Wonder; we also have available Slip Through Space. And Key to the City can also sneak the robot through.

Since you only have 5 trample granting spells (four Larger Than Life plus Rhonas the Indomitable) you're looking at 68% chance of drawing one of those five by turn 5. If you can add 3 unblockable options, you have an 85% chance of getting one in hand by turn 5.

Neotrup on When do I pay for ...

4 days ago

During your untap step you untap all your permanents. If Key to the City was tapped, it's triggered ability triggers at this time, but no player receives priority during the untap step, so the ability waits to be put on the stack. At the beginning of your upkeep the ability will be put onto the stack. Once the ability resolves you'll be able to tap lands to pay the two mana.

Ucenna on Queen Marchesa: Politics, Aikido, and Control

4 days ago

Okay, that makes sense.

For me Stinkweed Imp is a must. My playgroup plays a lot of fliers, and Stinkweed Imp is a solid rattlesnake that I can get back whenever I want.

Dictate has served me well in my play tests. Cast it end of turn and then through everything you've got into your next turn.

Thoughts on the Eiganjo Castle, Shizo, Death's Storehouse, and Shinka, the Bloodsoaked Keep? I run Shinka because deathtouch + first strike is nice to have. The others might be worth considering, and Shizo can be another Key to the City.

Reflect Damage is a card I'm trying out but haven't cast yet. It's not very mana efficient, but it has more versatility than others. It makes Windstorm effects almost instakills.

I'm not running Necropotence, mostly because I don't really enjoy the card. Instead I run Sin Prodder. My deck is a bit more aggressive than yours, and I appreciate being able to sneak the extra damage in when I can.

Another card that I can't decide about is Eight-and-a-Half-Tails. It provides solid pillowforting and permanent protection abilities as well as evasion, but it's rather mana intensive. Still, it has a lot of versatility.

I've also been using Gonti's Machinations. I know it's not great, but it provides a little bit of discouragement and affords me a lot of life gain. And sometimes that 3 damage is exactly what I need to close out the game. Yesterday it won me 1 game, and would have won me another if it hadn't been O-Ringed.

Also, Parallectric Feedback?

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