Voltaic Key

Legality

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

Printings View all

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

Combos Browse all

Voltaic Key

Artifact

, : Untap target artifact.

Price & Acquistion Set Price Alerts

M11

DDE

USG

Ebay

Voltaic Key Discussion

hkhssweiss on Izzet Artifacts You Wanted?

18 hours ago

Terribleperson No worries always glad to help!

Well first thing is what budget are you on? There are plenty of ways you can build Jhoira, either as a combo, artifact synergy, storm, stax, etc. she has so many variations.

I'll just list some cards that should be cut imo just because it might not do enough during the game to be worth a slot and there are probably better options.

Cards to be considered cutting:

Ancient Stone Idol Does absolutely nothing but be a huge beater, if going for a beater there are other better options.

Bosh, Iron Golem While he is decent, if your looking to fling artifacts for damage this might not be the way to go with the current cards your running.

Brudiclad, Telchor Engineer He cost quite a bit for some underwhelming effects in your build.

Metalwork Colossus Same as Ancient Idol, there are better options.

Thopter Assembly There are other options if going for making more artifacts, you aren't running a thopter synergy build.


Here might be some additional cards that might fit in:

Etherium Sculptor

Everflowing Chalice

Shimmer Myr

Foundry Inspector

Trinket Mage

Reshape

Whir of Invention

Voltaic Key

Semblance Anvil

Thought Vessel

Hope that helps!~

Phurex on Jhoira, Captain of Self-Bounce

4 days ago

Thanks for the suggestions man, I love this deck and I'm always happy to find somebody else playing it. (I'd also like to see your list but I couldn't find it on your profile)

As for the cards themselves, I often considered Artificer's Intuition but in the end it never made the cut. I have very few ways of interacting with the graveyard and not many artifacts to trade for small rocks that aren't rocks themselves or key pieces of some combo. Plus, I find myself pretty satified with how the engine goes once it starts, and I don't think the deck needs another way to "unclog" itself, at least for the moment.

On the other hand, Retraction Helix could be quite a lot more useful. I considered it as well in past iterations of the deck but I may have overlooked some of its potential, like the interaction with Paradox Engine, or it being one more tool for the Isochron Scepter, or even its possible interaction with Voltaic Key if cast on an artifact creature. So yeah, I think I'll try to find a place for it, thanks a lot!

hkhssweiss on Masters of your Mind

5 days ago

Aaerys No problem!

Yes definitely keep the artifact synergy, honestly if you don't like the combo approach and want to go for the more interaction routes with fun things to play (like playing with other people's deck ;3) than I would suggest more protection, counterspells, artifact synergy, card draw, as well as interaction.

Here is a list of some additional cards that I found useful and within the $20 or less range.


Protection:

Propaganda

Vanishing

Ghostly Prison

Aura of Silence

Damping Sphere

Collective Restraint

Phyrexian Revoker

Ethersworn Canonist

Teferi, Mage of Zhalfir

Venser, Shaper Savant

These cards will make opponents less likely to hit you, or will at least slow them down enough for you to interact with them.


Counterspells:

Mana Leak

Dispel

Muddle the Mixture

Stoic Rebuttal

Remand

Spell Pierce

Arcane Denial

A couple more useful counters, best one I like to use for Sen Triplets is cards like Remand, Muddle (because the 2 cmc transmute comes in clutch), and Arcane Denial as it gives more options to choose from their hand.


Synergy:

Shimmer Myr

Raff Capashen, Ship's Mage

Trophy Mage

Crystal Shard

Reshape

Strionic Resonator

Voltaic Key

Paradox Engine

Aetherflux Reservoir

Academy Ruins

Shimmer Myr and Raff Capashen are honestly auto include in my opinion, giving the ability to flash in your commander and not waiting to wait one whole turn before her upkeep effect is amazing, it also allows us to hold up mana to interact with other players before deciding what we can do. The curve is also great since Shimmer Myr is 3 cmc and Raff is 4 cmc, we can hold mana for our counterspells and interactions and if the coast is clear flash in Sen. Trophy Mage is for the redundancy that you have more than a likely chance of tutoring your Shimmer Myr or Crystal Shard (Shard always makes sure that your opponent will be reluctant to tap out and thus preventing them to cast more creature spells). Voltaic Key is there just for more fun shenanigans, I always like having them in these type of artifact decks. Academy Ruins is a card I would highly recommend investing into, it saves your artifacts, it allows recursion, and if the case where Sen dies, you won't have to consistently pay the tax for it with this card on the field.

On another note Paradox Engine is a powerful card, it allows you to gain extreme amount of value, hence the reason you would want to include more mana rocks into the deck. I added Aetherflux into list in the case you want to close out a game, since you are running Isochron Scepter already, adding in Dramatic Reversal will be your win con and also allows you to net infinite mana and play your opponents hand if you so would choose. The playstyle is all there for you to choose ;3


Card Draw:

Mystic Remora

Sphinx's Revelation

Windfall

Notion Thief

Consecrated Sphinx

Time Warp

Some choice cards I like to use, Notion Thief is there for them really sneaky plays when there is a mass Windfall or if someone taps out for a burst draw. Sphinx is a high power card engine. The time warp is there for just pure value.


Interactions:

Anguished Unmaking

Snap

Capsize

Into the Roil

Unsubstantiate

Toxic Deluge

Return to Dust

Dark Petition

Forsake the Worldly

Dramatic Reversal

Tower of the Magistrate

Some notable cards are like Snap, which untaps your land and bounces the creature back to their hand, pure value if its your turn next as now you will be able to cast that creature as well! Capsize is also a deadly card, as you can bounce their land and then play the land you bounced on your turn with Sen on the field, buyback is also killer (I have people scooped many times when I used this trick 1v1). Tower of Magistrate is really interesting against other people playing with artifacts (This auto de-quips voltron commanders!). A lot of these spells can also be copied on to Isochron Scepter making them extremely useful for you to control your opponent and allowing them what spells they can play, bouncing the spells you want to play from their deck, and removing the cards you don't like.


Ramp:

Thought Vessel

One more card which is a great mana rock.


Hopefully this gives you a better idea of a Control Sen Triplets shell, I think you can tell that this was one of my favorite decks before I retired her ;P

Zieo333 on The Chamberlain

1 week ago

My broad reccomendations for the direction are to go with more of an artifact based playstyle incorperating ways to trigger Macar as many times per turn as you can while clearing the field. then use all your mana for a in shot kill on everyone. a few card reccomendations are as follows but its just what caught my eye Royal Assassin Skirsdag High Priest Scrap Trawler Avatar of Woe Sheoldred, Whispering One Karn, Silver Golem Tragic Slip Tendrils of Corruption In Garruk's Wake Jandor's Saddlebags Strionic Resonator Voltaic Key Icy Manipulator Glaring Spotlight Arcane Lighthouse Illusionist's Bracers Koskun Falls No Mercy Holdout Settlement Hero's Downfall Beacon of Unrest Night's Whisper Unwinding Clock Blinkmoth Urn Scythe of the Wretched Puppet Strings Paradise Mantle

dusterGGG on Twice the activation twice the fun

4 weeks ago

Voltaic Key is a must for Kurkesh. It lets you untap as many artifacts as you have red to spend and combos with Gilded Lotus and Kurkesh.

Arvail on Bureaucratizing Paradoxical Engines - GAAIV

1 month ago

Lets say you have around 5 or so mana worth of rocks out with Paradox Engine, Sensei's Divining Top, and Voltaic Key. You can tap the top to draw, hold priority, then activate the key to untap the top. You then let both top activations of top resolve. You put top on the top of the library and then draw two. You replay Top, untapping all your mana and key. Rinse and repeat until you have your library in hand. This also produces a ton of mana. You then play whatever other thing you want. Typically that's Staff of Domination to always have a way to draw your library and then you use Stroke of Genius in conjunction with Timetwister and timespiral to deck people.

I've been playing Grand Arbiter combo control for three years. You should really check out this list as it's a ton better. If you have any questions about the archetype, I can help.

rshistorysmuf on Zur’s Paradox Theorem

1 month ago

Given the Power level of this deck I am surprised you had not gone with a 'Demonic Tutor' - unless you are keeping to the restriction of 10pts of the EDH format.

I'd say ditch the Spell Book for Copy Enchantment. Really scary for taking 2 turns extra!

Those tricky artifacts that do not untap because you need to pay mana... fear not Paradox Engine and or Unwinding Clock or something low key like a Voltaic Key or Voltaic Construct or Voltaic Servant

The_Dehumanized on Etrata, the Silencer "Now you see me, now you ..."

1 month ago

I think it got something to do with that damage is not on the stack.

Nice promo! i realy wanne try Words of Wind, maybe i'm doing to swap out Voltaic Key. What do you guy's think?

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