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.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Key to the City Discussion

raefgall on Rise of the Machines

3 weeks 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

2 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.

StarstormKK on An Old-School Nightmare

2 months ago

I have a reanimator deck (not as neatly budget as yours is though) and I have found one of my favorite discard outlets is Key to the City . It just has so much value in this kind of deck. Nice deck, man!

multimedia on Upgraded Breya

3 months ago

Hey, nice budget upgrade so far of the precons.

It looks like you've mixed the Osgir precon with the Breya precon which is interesting. Osgir kind of has some negative synergy with Breya or Silas as Commander because Osgir's best ability is to exile an artifact from your graveyard. With Breya and Silas you want to take advantage of being able to reanimate/recur artifacts meaning you don't want to exile them from your graveyard. Akiri has nice interaction with Osgir because he makes token copies of artifacts that make Akiri bigger. In saying this if you want to better utilize Osgir then play Akiri/Silas as Commanders.

Osgir's exile ability is powerful, but it doesn't go with Breya therefore in my opinion Osgir is out of place. I play budget Breya and not Akiri/Silas thus I may have some bias, but these Commanders seem very different in gameplay. With Akiri/Silas attacking seems important, using Commander damage as a source of winning and value. Breya is less about attacking with her and more about using her ability sacing artifacts for modes for value to control the game. Breya's best strength as Commander is being a win condition combo piece with the two Thopters she creates.


With Breya as Commander I would play Silas in the 99 because he's an artifact, but not Akiri. With Akiri/Silas I would play Breya in the 99 because she's an artifact who's three artifacts for four mana. Akiri/Silas want evasion to be able to do as much combat Commander damage therefore I would include more budget artifacts to give them evasion:

You don't really want these with Breya instead budget combo pieces:


All these Commander choices are better with less creatures and more artifacts. Lots of creatures is not what you want unless they're artifact creatures because all these Commanders abilities are only good with artifacts. 40 creatures is a lot of creatures for any Commander deck that's not tribal like Elves. Consider cutting creatures for more artifacts?

There are some exceptions here for nonartifact creatures:

Whirler Rogue seems very good with Akiri/Silas to make either or both unblockable, but is subpar with Breya. You could cut all the others that I didn't name for artifacts or other cards.

Some cards to consider cutting to get to 99:

I offer more advice. Would you like more advice? Good luck with deck.

Dromar39 on Valduk & his Elemental Friends

3 months ago

What about adding Key to the City for more help with getting your commander through? And what about something like Daretti, Scrap Savant to switch equipment if they destroy the more useful ones.

multimedia on Your Local Aquarium

4 months ago

Hey, well done on a low budget, nice flavor of sea creatures.

Consider expanding on looting? Looting is draw and then discard.

A reason to play more looting is to have more instants or sorceries in your graveyard for Octavia. Another reason is Wonder which is a card you want to discard and when it's in your graveyard and you control an Island gives all your creatures flying especially Octavia. Pair the flying effect of Wonder with Stormtide Leviathan who's a big sea creature upgrade. He makes all nonflying creatures unable to attack, but Wonder gives all your creatures flying.

Whelming Wave will consistently wreck your opponents creatures and not bounce your creatures including Octavia. Sol Ring and Arcane Signet are staple budget mana rocks in Commander. Kefnet's Monument reduces the mana cost all of your blue creatures and each time you cast a blue creature you get to tap an opponent's creature who could be a blocker.

Sea-Dasher Octopus and Thought Sponge are some small sea creature upgrades. Deep-Sea Kraken is another budget big sea creature upgrade. It's ability to remove time counters from itself whenever any opponent cast a spell is good in multiplayer Commander.

Good luck with your deck.

Tzefick on None

5 months ago

While the effect in essence is powerful, especially for white. I don't think this is a good route to achieve it for white. It becomes too mana intensive to achieve card draw, and the worst part would be to cast this, only to have another player nuke it with a Reclamation Sage or well... a Counterspell .


Personally I always found it a bit puzzling, seeing as white is bad at card draw and mana acceleration, the "solution" is often to pair card draw with high mana costs - either through straight cost ( Staff of Nin , Mind's Eye ) or through activations - like Dawn of Hope .

Red gets their impulse draw on a 4-mana enchantment Outpost Siege with no additional investment and red is the second worst color in Magic to draw cards.

If WotC had made Dawn of Hope with a 1 mana activation, I think it would have been an interesting card. As it is, it's pretty poor. And yes it can create tokens at a very poor rate as well, but that is unrealistic to matter in constructed formats, so that isn't much of a positive.


I believe it would be more interesting to attempt to craft a better solution for white's lack of card draw than simply putting high costs and drawbacks on it.

White has always been a combat focused color and I think it would be appropriate to create at least some kind of synergy that results in card advantage. We have cards like Sun Titan and Bishop of Rebirth that directly reanimates smaller permanents/creatures whenever they attack. However this is bound behind there being anything in your graveyard and seeing how white doesn't deal in discarding, or selfmilling, or having an oversized hand the only way they get cards into their graveyard is by casting them and having them destroyed - or utilize a small array of artifacts like Key to the City .

What if we made other mechanics that combines with White's strengths and ideology?

Now we're just entering brainstorm mode

brainstorm Show

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