Key to the City

Key to the City

Artifact

, Discard a card: Up to one target creature can't be blocked this turn.

Whenever Key to the city becomes untapped, you may pay . If you do, draw a card.

Latest Decks as Commander

Key to the City Discussion

UltimateRoxas40 on Kathril Voltron Reanimator

20 hours ago

Have you considered Swarmyard? I know you run a lot of cards with 'Sacrifice to Regenerate' to keep Kathril, Aspect Warper alive, but redundancy is always a good thing when your commander being alive is a vital piece of your decks game plan. It's saved me several time because not everyone remembers it when they try to remove Kathril, Aspect Warper.

And in line with your more targeted mill strategy, I'd also suggest Key to the City. It gives a Discard outlet, makes it so Kathril, Aspect Warper can't be blocked, and can provide card draw too.

mlequesne on Lightning Cajones

3 weeks ago

Hi, it's me again. I have come with a few new ideas for the deck:

Flinging balls: you can throw your balls at your opponent with Fling, Kazuul's Fury  Flip or the cheaper version Thud.

Double balls: balls and arcrunner have high power, doubling it's damage with Temur Battle Rage or Unleash Fury might be a good idea.

Key to the City can be a tetsuko replacement, and also may help you dump balls to the graveyard to reanimate with Thunderkin Awakener in some situations.

See you around :) good luck with this fun deck

DrkNinja on Ninja fury

1 month ago

Ok so I didn't check to see if any of these were in the deck already but... here's my list of suggestions!

It's a lot of cards so...

Again some of these may be cut worthy but off the cuff this is what I came up with. Also I didn't include any ninjas... I figure they are easy enough to find

Phule451 on Wilhelt Precon Upgrade

3 months ago

Rotting Regisaur can give you a cheap chunky boy and fill your graveyard, Key to the City will get your guys through plus fill the graveyard.

raefgall on Rise of the Machines

4 months ago

Some options to look at: Field of Ruin is technically an improvement on Ghost Quarter if you run a few Wastes.

Unwinding Clock is only ok unless you have a lot of things that get better when tapping, or with Vedalken Orrery. Shimmer Myr helps make it a little better.

Steel Hellkite is a strong top-end that can also help with removal/board wipes.

Rogue's Passage and Key to the City will make your X/X monsters more likely to connect, especially since a lot of them don't have trample or any kind of evasion.

Myr Battlesphere is a big creature that hits really hard.

Lightning Greaves and/or Swiftfoot Boots help you go off more efficiently (LG is especially good with ramp creatures) as well as finish off your opponents when you go off.

lagotripha on Hell's Kitchen

6 months ago

I like the deck, but a few quick goldfishes have left a lot of draws feeling awkward - something like a little more draw/discard would go a long way. Definitely deserves some tinkering. Something like Key to the City or Collective Brutality would be my go-to 1-ofs, possibly Raven's Crime to improve the control matchup?

It feels close but not quite there. Something in the lands, or 1-ofs should take it the rest of the way.

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