Voltaic Key

Voltaic Key

Artifact

, : Untap target artifact.

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Printings View all

Set Rarity
2011 Core Set (M11) Uncommon
Duel Decks: Phyrexia vs. The Coalition (DDE) Uncommon
Urza's Saga (USG) Uncommon
Promo Set (000) Rare

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Legality

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

Voltaic Key occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Blue: 0.4%

Red: 0.2%

Voltaic Key Discussion

Darmanimon on Kozilek, the Great Distortion EDH

1 week ago

Thanks for the feedback OutlawPete92!

I run Glimmerpost and Cloudpost in the deck because of Thespian's Stage being in the deck, which can let Cloudpost tap for 3. Also, one of the cards I'm hoping to add to the deck is Vesuva, which would make Cloudpost tap for 4 mana if copied. I do agree that adding Unwinding Clock would be a good idea, and will likely be doing so.

I run Voltaic Key due to it being able to untap itself, but as that is rarely relevant, I may replace it with Manifold Key.

I used to run Geode Golem in the deck for the reason you outlined, but I found it was oftentimes either bounced to my hand or destroyed before it could attack in my playgroup, so I replaced it with a mana rock.

The reasoning behind Burnished Hart over Palladium Myr is that if Palladium Myr dies you lose the mana, while Burnished Hart gets you the mana permanently, which even if you do have to pay more mana into it to get it, I feel it's worth it.

Thank you for recommending I look through your deck by the way, I found some cards in it that are a good idea to add, such as Bonders' Enclave for card draw.

Massacar on What in Karn-ation?

2 weeks ago

shwanerz88 I actually ended up cutting Voltaic Key and Shimmer Myr due to their redundancy with other cards in the deck (especially since other than the combos, it's shtick is that Karn makes artifacts into beaters). I will consider Expedition Map and Ugin, the Ineffable though.

shwanerz88 on What in Karn-ation?

2 weeks ago

I've always wanted to go up against a Karn deck and yours looks like a lot of fun. You've got all utility lands so I recommend adding a Expedition Map so you can tutor up specific lands you may need.
Ugin, the Ineffable can really help make everything in your deck cheaper. Duplicant is a removal spell and a clone in one, and Voltaic Key is a good addition in most artifact decks. You've already got an Orrery but if you want some redundancy Shimmer Myr will give you extra flash

Reznorboy on Chewy Smash

3 weeks ago

As far as I know, the vast majority of playgroups don't have consistent turn 3 comboing off. I wouldn't worry too much, it sounds like your playgroup plays at a pretty high level, but it's also not bad to aspire for greatness.

About the deck itself, I would try some more combos with your mana rocks and mana dorks and play fewer counterspells/removalspells. By that I mean things like Voltaic Key with Basalt Monolith. Clock of Omens with Emerald Medallion. Mystical Tutor into a Dramatic Reversal. Kodama's Might with Devoted Druid. Ideas Unbound for the turn when you plan to win. As I said, I'm building a Phelddagrif deck, so if you want any ideas, I'm happy to share them (though I don't guarantee they will be good.)

Reznorboy on Wheely Wheely, Let me Stealy

1 month ago

I really like instant speed disruption strategies. I haven't seen this kind of deck before personally. I really like the win condition.

Other good decks for instant speed mass disruption strategies that may interest you are Sidisi, Undead Vizier (you can search for Shimmer Myr and play something like a Nevinyrral's Disk followed by Voltaic Key), or play Raff Capashen, Ship's Mage and do similar things. K'rrik, Son of Yawgmoth can also play lots of cards like Tragic Slip and Necropotence. Basically, any commander that has Flash-giving abilities, tutoring, and or mass mana giving and/or drawing capabilities can be built like this in the right conditions.

Malsorn on Existential Dread

1 month ago

Manifold Key is (pretty much) a strict upgrade to Voltaic Key, and I'd recommend including some Wastes to have things to fetch from land destruction like Ghost Quarter and Field of Ruin, and would allow ramp options like Wayfarer's Bauble. Probably around 5 or so, dumping some of the non-basics that you don't use the activated abilities of very often. Thinking of non-basics, was surprised not to see Temple of the False God, usually a shoe-in for these kinds of decks, but it does definitely have that risk of not being able to actually use it early game.

Malsorn on ALL THE MANA! (12-Post Tron)

1 month ago

Manifold Key is pretty much strictly better than Voltaic Key, for that super secret unblockable tech.

wallisface on Artifact shit show

1 month ago

As far as when to play Hangarback or Ballista, it will really depend on the matchup. If you're against something like infect, or devoted-druid, you'll want Ballista down asap so you can mess with your opponents plans and stop them getting an early win. Other games, it's better to hold onto Ballista for the late game. Generally the timing to play Ballista will depend on what you're up against, and will be something to learn over time. For Hangarback, you generally want to play it T2 if you're planning to have 3 lands but only casting a cmc2 creature on T3 (because this means that you can also tap Hangarback for an extra counter). Generally it's not worth waiting to play Hangarback, as it's better just to get it down early and slowly make it bigger to put pressure on your opponent to deal with it.

As far as sideboard cards for Karn, you'll want to scope out what your meta is like and bring hate cards for what people are running. I would say including 1-2 Liquimetal Coating is a must, as it lets Karn start sniping lands (turn them to artifacts with 0 toughness using Karns plus ability, so they die). Other than that, these are probably some good options to consider:

What cards you include will depend on what kinds of decks you typically find yourself up against, but also your budget. So far my advise has all been assuming that you're wanting to keep this relatively cheap - but this might not be the case? If you intend to be spending big-bucks on cards, there are more options available, but this might also mean you would want to build a completely different deck to what i've suggested so far (for example, this deck is my current artifact deck, which is a very competitive near-top-tier artifact deck. I've assumed so far that you're playing slightly more casually, and I might be wrong here?)

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