Skeleton Key

Skeleton Key

Artifact — Equipment

Equipped creature has skulk. (It can't be blocked by creatures with greater power.)

Whenever equipped creature deals combat damage to a player, you may draw a card. If you do, discard a card.

Equip

Browse Alters View at Gatherer

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Skeleton Key occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Skeleton Key Discussion

Staakman on You may draw x cards. ...

2 weeks ago

When playing cards like Skeleton Key or Mask of Memory in what order do the effects happen? Am I allowed to discard the cards that I just got through the cards effect?

Spell_Slam on SPOOKIE BONES

1 month ago

I love this deck. It's such a trip down memory lane to see all these sweet skeletons from across magic. I bet it's a blast to play.

One particular Skeleton you don't have in your list anywhere is Skeletal Crocodile. It has some really sweet artwork that turns heads whenever it sees play.

A card with some pretty terrifying art is Skeletal Grimace. I get that most of your creatures already regenerate (which is probably why it's not in your deck) but the art is great and you could use some more pump in your deck. Goes well on a crocodile...

In terms of actual playable cards you could use, I have a couple. Skeleton Key gives you some much needed evasion and card filtering. Most skeletons have low power and could easily skulk through for damage. Casting of Bones is another great way to get card advantage. Bonus: there are a few different artworks for you to pick from!

This might not be super flavourful, but I thought I would mention it. Hatred would be a great way for you to actually win games occasionally with your deck. It has some of my favourite flavour text in all of magic and just so happens to mention bones.

In terms of cuts, I don't think Cryptic Gateway is a great card in your deck. It's more for tribes with very expensive creatures, which you don't really have many of. Vulshok Morningstar also seems really weak for your deck and could be any of your other maybeboard cards or whatever you like in people's suggestions. Aside from the sweet art and nostalgia, is there any reason why Nightmare is in the deck?

PHATJER on The Equalizer & Co.

3 months ago

Good list. One addition that I'm baffled isn't in is Swiftfoot Boots . I see you have Mask of Avacyn to give your creatures Hexproof, but with the boots it would give them haste as well.

Skeleton Key could also make a good addition to the deck; Skulk is a good ability if you have a lot of small creatures and the equipment can make you loot.

ArekExcelsior on Young Fella is down with the Syggness

3 months ago

So the way I'd go with this is basically a standard Tron commander with a top-end to take advantage of your draws. Chasm Skulker , Consecrated Sphinx , Faerie Vandal , all the Swords (e.g. Sword of Fire and Ice ), Skeleton Key , Colossus Hammer , Fireshrieker , Eel Umbra , Lightning Greaves , Swiftfoot Boots , Shielding Plax , Grafted Exoskeleton , etc. Probably a few counterspells (e.g. Counterspell ), some control like Vendilion Clique , maybe a Thought Sponge . Your higher-end stuff can be Jin-Gitaxias, Core Augur , Sheoldred, the Whispering One, Dragonlord Silumgar , Vilis, Broker of Blood . You want consistent life loss, so Pestilence and similar effects are solid.

K1ngMars on Kemba's glorious army

3 months ago

In this deck, you should support the equipment-Voltron strategy more. In order to swarm out, you need to protect Khemba and equip a lot of stuff onto her. Don't use other effects to produce tokens.

As far as lands go, 35 are enough. So I'd cut 3 plains and Karoo (it messes up your turn 2).

As for cuts in the creatures dept, I'd cut Platinum Angel (not needed wincon, nor reliable unless you lock the game, but at that point you've won anyways), Ajani's Pridemate , Anafenza, Kin-Tree Spirit , Armory Automaton , Auriok Steelshaper , Hero of Bladehold , Imposing Sovereign , Leonin Arbiter , Magus of the Moat , Thraben Doomsayer , Frontline Medic , Toolcraft Exemplar , Wall of Reverence , Relic Seeker (slow).

As far as equipments and stuff, I'd cut Marble Diamond (since your average CMC isn't that high and most of your spells are colourless), Moonsilver Spear , Sigil of Distinction , Skeleton Key , Ring of Thune , Mask of Memory .

ADD Anointed Procession ! As a good boardwipe for a finisher, I suggest Winds of Abandon . I suggest also Sun Titan , Bastion Protector , Balan, Wandering Knight as good lategame creatures. I suggest Kusari-Gama , Infiltration Lens , Trailblazer's Boots , Fireshrieker , Sword of Vengeance , Hammer of Nazahn , Argentum Armor , Chariot of Victory , Whispersilk Cloak as better equipments with respect to some of the ones I didn't mention for cutting.

Keep up the good work!

Lowly_Hollow on The best offense is a good defense

4 months ago

Try Skeleton Key , Aqueous Form , and Curiosity . Open the Armory helps you grab those. Also, side board one of both Arcades, the Strategist and High Alert and put Glittering Wish in to tutor for them.

Lowly_Hollow on Modern Better Be on High Alert

4 months ago

I've been messing around with a similar build that focuses more on agro and card advantage. Several suggestions... Skeleton Key Aqueous Form Curiosity Assualt Formation Teyo, the Shieldmage Rolling Stones Wall of Runes . Skulk seems like an awesome way to take advantage of high alert effects.

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