Voltaic Key

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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

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Voltaic Key Discussion

Wicked_N_Irish on Doesn't Play Well With Others

3 minutes ago

No Voltaic Key or Isochron Scepter? You still get my upvote.

K_Train on Energy Chamber

1 day ago

Well, Voltaic Key also allows you to generate significantly more mana on later turns by tapping one of your mana rocks twice. Say you have 4 charge counters on Everflowing Chalice; You can utilize Voltaic Key to generate 7 mana rather than 4 from the chalice.

Baron_Sengir_1947 on Need help coming up with ...

3 days ago

I'm creating a dream deck (My Time Vault Dream Deck), like if I were given any MTG card I want, this is the deck I'd make, but I need cards for it. My whole thing here is to get Time Vault and Voltaic Key out, along with Platinum Angel so I don't have to ever worry about decking myself. But, I need some artifacts or enchantments that get me things every turn, or powerful creatures, or really anything good.

This is a THEORETICAL deck, as I obviously don't have $2k+ to spend on time vaults lying around, but if someone built it then, A: You're awesome, B: You're filthy rich, donate to charity or something.

This deck is incomplete, I need suggestions for enchantment type things that happen every turn, e.g. "At the beginning of combat on your turn, put a 1/1 goblin creature token onto the battlefield."

Feel free to suggest different colors, but B is staying, and R is currently my choice for secondary color, for its goblin production spells.

I'll be updating this deck as new things get suggested, and maybe solidify which colors at some point, but for now, these are all the cards confirmed to be in this deck.

I also need some early game stuff, to last me until I get Time Vault and Voltaic Key out at the same time.

Some kind of planeswalker would be good as well.

johnmilt on Energy Chamber

4 days ago

I had Tezzeret's Gambit in the main originally, but Thoughtcast always seemed to be available to cast sooner. I might try them again now that the deck has changed. I like Surge Node; it probably has a spot here, but I'm concerned that Voltaic Key won't do enough without Surge Node in play. All really good ideas though, and absolutely worth testing; thanks for the suggestions!

K_Train on Energy Chamber

5 days ago

Sweet deck, man! It's an awesome concept, and I might have a few ideas/suggestions.

I would replace some of your cantrips (Thirst for Knowledge and Thoughtcasts) with Tezzeret's Gambit, allowing you to power up your mana rocks while drawing cards.

Also, there might be too many powerful win-cons in the deck. If you find this to be the case and are looking for more ways to add charge counters to your artifacts, I would recommend replacing Energy Chamber with Surge Node and adding in a few copies of Voltaic Key, to act as an additional counter source with either Surge Node or Coretapper.

Kasethyr on Born to Be Wild (Primer)

1 week ago

I really love this deck concept and how you've put it together. The Wood Elves -> Solemn Simulacrum -> Karmic Guide -> Reveillark -> Sun Titan pod chain is magnificent. I have been developing a growing appreciation for decks that provide fun and meaningful combos that don't go infinite.

I have a few suggestions after playtesting and making a few modifications of my own. First, I removed Serra Ascendant as it generally only results in "less fun" for the table and is actually banned in many of the 1v1 formats (which I realize this deck is not designed for, but would like to create a variant that is). I also removed Chandra, Torch of Defiance as the overall functionality didn't fit my personal playstyle. I qualify that it isn't a bad choice.

After playing the deck a few times my feeling was that while I loved the Birthing Pod combination, I didn't feel like I could use it as much as I wanted to. So, I added a Voltaic Key for just this purpose. :) Secondly, I added Vedalken Orrery for fun and interesting synergy with the Anger -> Seedborn Muse transition.

I was wondering if the Goblin Sharpshooter + Basilisk Collar combo could be replaced with some additional board wipe options. Of the combos in the deck this one is the most oppressive/least interactive and is psuedo-infinite. Despite that, it is still so much fun (for the pilot) and isn't TOO difficult to deal with for the rest of the board. My concern really stems from the fact that I seem to rely on it for board control and end up tutoring the collar or podding into Sharpshooter. This isn't really a complaint, more of an inquiry into what alternatives you may have considered.

The last bit of commentary I would leave is that Marath, Will of the Wild doesn't seem to get as much use as a Commander generally should. It could be that I don't have the familiarity with the deck to understand all of the spots where she fits, but I can't help but thing that there is another Commander that could work better.

Overall, amazing deck, some truly excellent craftsmanship here. I would love to hear your thoughts about a 1v1 variant.

elfric on Brago CEDH

1 week ago

so you are looking for suggestion.

  1. create a custom category grouping for the decklist. even though one can go over the deck multiple times to look for all kinds of different numbers of cardroles you play it would be much easier to get the deck more accessible served.

  2. Ichor Wellspring can replace Wall of Omens to make tabernacle not hit you hard. Thorn of Amethyst could replace Thalia, Guardian of Thraben for the same matter even though that makes Recruiter of the Guard worse. then you cut Psychic Surgery because it does (near)nothing and put in Mishra's Workshop. now you have a slightly better earlygame on average.

  3. why do you run Voltaic Key? it does so little in this list.

  4. Reality Acid is a slooow engine. but on the other hand your removal is really not that much cards.

  5. venser cmc4 flash dude could be a good engine because he impacts emediately and can be found with recruiter of the guard.

  6. you could experiment with more sol lands to make your earlygame come online even with fewer cards from bad mulligans. Saprazzan Skerry & Remote Farm play like mana elves. they cost you a mana once but give you an additional the next turns. yes your elf will get lighning bolded and your land strip mined but you had that package within just 1 card while being good under winter orb.

  7. Kismet is a card to consider as it gives you tempo the moment it hits and can later on be a lock with winter orb. i also think it is important to not only play enough cards to turn in an engine via brago but also to run enough cards to get you that tempo and sustain it. if the new thalia is good enough in your meta even that could be a big improvement because ofrecuiter of the guard.

c ya

Sephyrias on Sydri | Coat Mettle With The Living

2 weeks ago

That's a nice overview, but I also know a few cards that might fit as well:

Akroma's Memorial becomes a powerful artifact creature

Mindslaver especially with all that graveyard recycling

Sculpting Steel on the win-cons

Voltaic Key loops quite nicely with bigger mana rocks

Ward of Bones and Winter Orb to restrict opponents

Leonin Abunas to protect artifacts

Sen Triplets , because you can cheat them into play in the opponent's end phase with abilities

Brainstorm and other overpowered staple cards, including tutors and such.

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