, : Untap target artifact.
|Have (2)||metalmagic ,|
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|
Latest Decks as Commander
Voltaic Key Discussion
1 month ago
Good Point on the "Keys". On the face of it, Cloud Key looks amazing because he let's Kozilek 2-hit people all day. But I (as i am the player i the other side of this deck most of the time) don't recall this ever being a thing. this means Voltaic Key is strictly better, allthough without Rings of Brighthearth I also don't see any utility for the ability to untap the Key itself. Do you see any in the deck? One could also make the argument to just play both, if there are more Rocks in the deck that produce at least 2 mana, with Doubling Cube and Grim Monolith being possible additions to the deck to provide consistent nut draws.
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!
1 month ago
Not of This World - Free counterspell, while limited, proves useful
Voltaic Key > Manifold Key - How often do you use the "can't be blocked?" If you can't find cuts like you said, consider swapping manifold key for voltaic. The main reason below is as follows...
Adding Rings of Brighthearth allows you extra activations of MOST of your activated abilities. Rings + Key + Everflowing chalice (4 mana) nets you infinite colorless mana. Tap chalice for 4, key for 1 targeting chalice (3 mana floating). Hold priority, activate rings to copy the untap ability of key (note this only works for voltaic and not manifold due to the "other" artifact clause) targetting key to be untapped (1 mana floating). End result is 1 mana more than you started with
Also, if I'm not mistaken, adding Top to the above will allow you to draw your entire deck (could be wrong on the math on that one, but I believe once you have infinite mana, it should work)
Lmk what you think of each suggestion. Looking forward to your response
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!
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!
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:
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!
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.
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!
Workshop Assistant goes well with your iron works!
1 month ago
If you want to make a "legal" 5 color eldrazi deck, Esika, God of the Tree Flip is a good option, as the creature side color fixes you for those weird colors, and the enchantment side could allow you to cheat out those huge eldrazi creatures. Unfortunately it would mean you would have to redo the mana base to accommodate and probably cut some of the little eldrazi creatures
If you choose to keep your current commander, there are actually a few cards that take advantage of your commander being colorless. Things like War Room and Commander's Plate are super good, as you wouldn't have to pay life and the armor gives protection from EVERY color!
For the colorless mana base, I'd look into replacing a majority of your Wastes with utility lands. There are DOZENS of different utility lands that function like a wastes and come with an added bonus. Off the top of my head, some decent cheap options are things like Haunted Fengraf , Rogue's Passage , Ghost Quarter Cascading Cataracts
If you choose to play your commander as colorless, it would also mean you'd have to cut the cards with colored mana symbols in their mana costs. I'd replace them with ways to generate big amounts of mana. Things like Thran Dynamo , Voltaic Key Manifold Key , Sculpting Steel Worn Powerstone , Sol Ring , Everflowing Chalice , Hedron Archive , Dreamstone Hedron . I would still keep a few wastes around, as you could use cards like Solemn Simulacrum and Burnished Hart to ramp further. And I would definitely look into finding interaction and card draw that is colorless, as those cards are a a premium in that color identity.
Also, I would say that you probably have too many lands. I could see you running like 38-39 lands. It'd mean that you'd consistently hit a land drop every turn in addition to your ramp, making it a lot easier to cast your commander.
Hope those suggestions help, regardless of the direction you choose to go!