, : Untap target artifact.
|Have (3)||DudeMan1031 , metalmagic ,|
|Want (2)||Shigure77 , ViRSneG|
Printings View all
|2011 Core Set (M11)||Uncommon|
|Duel Decks: Phyrexia vs. The Coalition (DDE)||Uncommon|
|Urza's Saga (USG)||Uncommon|
|Promo Set (000)||Rare|
Combos Browse all
- Palladium Myr + Voltaic Key
- Mirrorworks + Sculpting Steel + Voltaic Key
- Sculpting Steel + Voltaic Key
- Mirrorworks + Voltaic Key
- Myr Welder + Voltaic Key
- Myr Galvanizer + Myr Turbine + Voltaic Key
- Myr Galvanizer + Voltaic Key
- Myr Reservoir + Voltaic Key
- Dark Ritual + Isochron Scepter + Voltaic Key
- Voltaic Key + Walking Atlas
|Commander / EDH||Legal|
Voltaic Key occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
Voltaic Key Discussion
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 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.
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.
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
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.)
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.
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.
1 month ago
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:
Wurmcoil Engine (seeing as you already have one, and might help in grindy games)
Voltaic Key (useful if you have a Steel Overseer out that isn't being dealt with)
Lodestone Golem (slows down storm)
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?)