Voltaic Servant

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oathbreaker Legal
Modern Legal
Arena Legal
Standard Legal
Pauper EDH Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Common

Combos Browse all

Voltaic Servant

Artifact Creature — Construct

At the beginning of your end step, untap target artifact.

Voltaic Servant Discussion

Gprinziv on In-work Voltron

1 week ago

Return to Dust
Revoke Existence
Forsake the Worldly
^ The above 3 are all pretty much better than disenchant because they exile. Choose one or maybe all 3.

For removal, there are a lot of good Oblivion Ring style effects. You might want Gideon's Intervention to stop problematic commanders and the like as well.

Inventors' Fair is anothe good land you could use. Also grab an Ancient Den and Darksteel Citadel as well to maximize artifact synergies. Refurbish , Emeria, The Sky Ruin , and Open the Vaults can also let you get things out of your graveyard.

Don't forget key tutors like Enlightened Tutor and Open the Armory

Reya is probably too expensive. Sun Titan is better.
Cut Heavenly Blademaster, you don't have enough creatures to take advantage of her.
Kemba, Kha Regent would be a more appropriate one because she generates tokens as blockers and swarmers if neede.
I'm not huge on Nahiri, the Lithomancer . 5 mana to not really get a lot done but make a 1/1 and equip it once. Similarly, Ajani Goldmane doesn't seem to do a lot in your deck. I think walkers like Ugin, the Ineffable and Elspeth, Sun's Champion might just straight up be better fits. You want to capitalize on that artifact synergy.
If you absolutely need something expensive and threatening, Zetalpa, Primal Dawn or Heliod, God of the Sun are good options with baked-in indestructible.

as for artifacts and equipment, I don't think you're gonna get a lot out of Voltaic Servant or Voltaic Key . It might be better to put in other cards here. Etched Champion comes to mind.

Land Tax and Smothering Tithe may also be very big includes. The second generates artifacts for anything that needs them as well as makes lots of mana or slows your opponents down considerably. Both are good for you.

Finally, you have some fun infinite mana generation in there but... what does it do? You've got no real payoff for abusing Basalt Monolith. There's no way to chain or bounce things, no aetherflux resrvoir, etc. Maybe instead of Doubling Cube , you run more linear ramp like Sword of the Animist , Explorer's Scope , or Land Tax

Desert_Jackal on Esper vault

2 weeks ago

Since you're on Time Vault as a win-con I'd suggest playing the other 2 cmc transmute cards ( Shred Memory and Dimir Infiltrator ) since they find Time Vault if you need to win, and a couple of counter spells and removal spells if you need an answer. Also, Voltaic Servant is an untapper that can sometimes block, and is searchable with all your artifact tutors and your 2 cmc transmute cards.

wallisface on Emry Boots

1 month ago

Hey dude, liking these changes, the deck feels a lot more streamlined than before!

If you’re looking for additional suggestions, then these are my current thoughts:

1) you probably either want to make the deck more consistent, by running more 4-ofs instead of all the 1-and-2-ofs, or else allow it to work better under a more tool-boxy build, by including a playset of Whir of Invention . I’m not sure how viable it’d be getting 3 blue for Whir though, so probably better to go for the first option. But in either case, you’re looking to more reliably get the pieces you need to see the game through. So more of the key cards like Walking Ballista , for example.

2) the tricky part of any deck - whittling it down to 60 cards. Anything above 60 will just make it less consistent and make your draws generally worse. Being able to confine your mainboard to 60 will make your deck stronger overall and having to critically evaluate cards down to that restriction makes for a better deckbuilder over time also.

3) some other cards to consider:

  • Voltaic Servant can help make your Steel Overseers go crazy, as well as help Traxos stay upright.

  • Inventors' Fair can help drag the game out longer while also finding useful cards lategame

  • Buried Ruin can help to protect your boardstate by getting back the stuff that gets sniped.

  • Expedition Map feels vitally important for getting an earlier Tron, it’ll allow you to run more higher-cmc cards also (as tron will be more reliable)

  • consider adding a single Mycosynth Lattice to your sideboard so your Karn can fetch it for an auto-win condition (prevents your opponents from being able to tap their lands etc)

  • Tron loves Wurmcoil Engine , but i know these cards are expensive money-wise. If you can manage to get some, they’d make the deck much, much stronger (you’d probably only want to run 2 of them, maybe 3 at a push, depending how easily you can assemble Tron)

rotimislaw on Budget Construct Tribal!

1 month ago

I'd advise to put in Voltaic Servant instead of Walking Atlas in main.

I think untapping Seer or Traxos will be useful more times than putting a land on the battlefield.

RNR_Gaming on A Taste For Gold

3 months ago

I feel these can all safely be cut Voltaic Servant , Nim Shrieker , or Glaze Fiend . I did make a more CEDH style king maccar awhile ago. I'll link you once i update it a bit more.

PhyrexianGameplay on

3 months ago

list is cool, although I would cut the mill lines for some stax pieces like Null Rod or Trinisphere , especially if you put Voltaic Key , Manifold Key , and Voltaic Servant to untap trinisphere so it is "off" during your turn, but "on" during your opponent's turn.

rotkiv4219 on The Midas Touch

6 months ago

I dont know your meta, so might be a non-issue, put play tested your deck a couple of time. The turn you normal start to be able to really impact the board (defend yourself, attack etc) is turn 5 or 6. That is a bit late if your opponents are doing stuff those turns.

Your decks starts going after that but is still not doing anything insane. To really get things started you need to get to +t10

Id try lower your curve a bit. Replace some of these cards (not all) with things that ramp or have some impact early game. Reiver Demon , Lord of the Void , Exsanguinate , Army of the Damned , Dread Cacodemon , Demolition Stomper , Marionette Master , Gray Merchant of Asphodel , Spine of Ish Sah , Scour from Existence , Silverskin Armor , Revel in Riches , Demolition Stomper , Glaring Spotlight .

Some suggestion that gives you some early game plays Mind Stone , Palladium Myr , Voltaic Servant , Foundry Inspector , Vampire Nighthawk (people hate attacking in to that) Plague Myr , Filigree Familiar or really whatever mana stones you have at hand.

austintayshus on Colorless Template

6 months ago

Hi Randomsome1. I recently made a Traxos deck and I have had a lot of fun with it. If you do choose Traxos I would add Meekstone and Infiltration Lens and Voltaic Servant and All Is Dust and Endbringer . If you'd like more ideas for a Traxos strategy, check out my deck Traxos, Scourge of the Casual Playgroup.

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Voltaic Servant occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%