Manifold Key

Manifold Key

Artifact

, : Untap another target artifact.

, : Target creature can't be blocked this turn.

Latest Decks as Commander

Manifold Key Discussion

Happymaster19 on My Bestest Friends (UV Walker Control)

1 month ago

Went up against what I assume was a Time Vault / Manifold Key combo. I can’t recall my opening hand perfectly but my opponent lead with Underground Sea and Mox Jet into Ponder and Imperial Seal . I could have countered something but my general rule of thumb is to counter what is tutored rather than the tutor. Land, go. They mana rock into Timetwister which I assume is what they tutored as it would shuffle away anything else. I hit that with a Force of Negation and took the turn. Land, go. From there it was much slower. I got out Teferi, Time Raveler on turn 3 and Dovin, Hand of Control the following turn. Countered a Demonic Tutor and responded with Dack Fayden . Dack pulled us into a follow up Jace, the Mind Sculptor . At that point, they were low enough that we could ride Jace’s to deck management, maintaining our counters until Narset, Parter of Veils and Kasmina, Enigma Sage . We continued to keep our opponents top deck and our own managed, eventually completing the crew with Oko, Thief of Crowns coming down for an additional Fractal. Our opponent managed to pull a Tinker while we took the turn off but we had plenty of counters ready at that point and was able to stave off and go in the lethal offensive.

It was only one game but I would definitely have brought in Ashiok, Dream Render having seen Imperial Seal , Demonic Tutor , Tinker , and Tezzeret the Seeker .

doctorstrangedays on Out With The Tide

1 month ago

Hey BrassLord, thanks so much for taking the time to comment! Oh man, all of these suggestions are really great! I especially like Manifold Key , that seems to provide extra utility and function. All of these are really great, now I just have to figure out what to take out! Thanks again.

BrassLord on Rakdos Dragon actual

1 month ago

Looks like a fun deck to pilot.

In reviewing the deck in it's current form, I can see a few different ways of trying to approach your problem. The first would be to double down on discard and reanimation effects to cheat the cards into play. Stuff like Winds of Change Wheel of Misfortune Wheel of Fate help filter through your deck and pair well with those other looting effects you already have. Adding in reanimation redundancy like Animate Dead could could also go.

I think the dragon...er... elephant in the room is the mana curve. Your commander incentivizes you to play big beefy dragons, but that skews your mana curve. Currently you have a LOT of low to the ground single mana producing artifacts (2cmc) and a few later game payoff ones, with the rest of your curve being around the 4-6 CMC. Another way to approach the mana problem is to double down on the big boy ramping artifacts, like Gilded Lotus . Then pair it Voltaic Key and Manifold Key so when it's online, you could actually hard cast some of those late game dragons!

The way mentioned above addresses the mana production head on. It'd also help if you paired some of this with some early game disruption to prevent opponents from getting ahead TOO quickly so you can't catch up. Cards like Mind Twist and Rakdos's Return can be backbreaking when ramped into early, shutting down the scariest player and allowing you to catchup with your dragons. Along those same lines, Torment of Hailfire is another staple big mana sink card to close games (though honestly, your dragons seem like they don't need that much help!) In a multiplayer game, cards like Fleshbag Marauder , Merciless Executioner , and Plaguecrafter can be removal in the early game and make utility spot removal reanimation targets later on.

Cuts I personally struggle with as well! I'd focus on whether or not the cards further your gameplan or promote you winning. For example, in the current list Dragon Mantle feels like a win more card, despite the fact that it cantrips. Unholy Indenture also feels the same way. But you should play the cards you like!

Happy Burninating!

BrassLord on Out With The Tide

1 month ago

Hello fellow Nessie Lover! I run Nezahal in my blue voltron decks and it for sure can surprise!

Since you're mono colored, Strata Scythe is another artifact that can really increase your creatures power. Sometimes you even get powered up by your opponents if they're playing islands as well!

Glad Mirrormade is getting some love here! Sculpting Steel is another decent option to copy the best artifact on board, and it'll scale if your opponents play strong equipment like swords.

Since you're already running the big boy artifact ramp like Thran Dynamo and Gilded Lotus , I'd also recommend trying out Voltaic Key and Manifold Key , as they can help accelerate and get your commander out as soon as possible to start that sweet card draw, and the Manifold Key can also make your commander unblockable in a pinch!

BrassLord on Eldrazi ♡ -dream edition-

1 month ago

Hey! Sounds like you have two cool decks brewing!

I'd recommend playing around 37-39 lands in a deck like this! Your average mana curve is between 5 and 7 mana, meaning that you really want to play a land every turn for the first 4-5 in addition to your ramp so you can start playing your big creatures!

On the first look, I'd suggest cutting the following:

Short Sword Kite Shield Astrolabe Ruin Processor Gorgon's Head

Also some minor budget upgrades: I'd switch out Manalith for something like Pristine Talisman or Darksteel Ingot , as it acts like a manalith with an upside. And Trading Post is an awesome utility card that just does a little bit of everything!

Also, with your abundance of big mana producing rocks, Voltaic Key and Manifold Key accelerate your plan further, so maybe cut some of the more expensive creatures that produce mana for a few of these smaller cmc stuff!

Good luck with your brew!

BrassLord on Avacyn, let's get you angry.

1 month ago

Cool intro commander! I think you're going on a good route with the deck! My experience has been that running her in your command zone makes you a target from the get go, but honestly you have enough legendary creatures that would all be solid in the command zone as well, something I'd encourage you to try out!

I'd actually hazard running a few more lands, that way you're able to hit your land drop every turn and hit your relevant ramp, but 34 seems like a fair starting point.

I'd also recommend looking into Voltaic Key and Manifold Key . Both synergize really well with the big boy artifact ramp you got going on and can help accelerate your game plan!

BrassLord on Esper

1 month ago

In terms of budget cards, I'd give Mirrormade and Sculpting Steel a look. Doubles down on your best artifact on board and can copy your opponents stuff. Interesting interaction with your commander as well to get the ETB again!

Manifold Key instead of/in addition to Voltaic Key , as it also gives a creature evasion in a pinch.

Workshop Assistant goes well with your iron works!

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