- Commander Nexus
- Commanders
- The Master of Keys
Command zone
The Master of Keys
Legendary Enchantment Creature — Horror
The Master of Keys wants a deck that fills its discard pile and plays cards back out of it. It also suits a deck that brings big creatures back from the discard pile.
- Mana cost
- White, Blue, Black ()
- Power / toughness3 / 3
- RarityMythic
Flying
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
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- Archetypes
- Themes
Cards That Fit The Master of Keys
Picked for what they do in The Master of Keys's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Master of Keys's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
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Rulings for The Master of Keys
explain how The Master of Keys works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters and will return to its owner's graveyard if it dies later. It can escape again.
Escape's permission doesn't change when you may cast the spell from your graveyard.
If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
If a card has no mana cost, its escape cost is an unpayable cost, so you can't cast it for that cost.
If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.
If The Master of Keys is no longer on the battlefield when its second ability resolves, you'll still mill twice X cards.
If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
If you're casting a Room with escape, you choose which half to cast, then pay the appropriate cost plus exiling three cards. The same is true for split cards, adventurer cards, and prototype cards.
Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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