Card
The Master of Keys
Mana cost {X}{W}{U}{B}
Legendary Enchantment Creature — Horror 3/3
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.)
No bracket restriction: playable from bracket 1. Part of 3 known combos. 11 official rulings.
- Commander
- Legal
- Printing
- Mythic · DSC · #4
- Cheapest printing
- €1.15
- EDHREC salt
- 0.40
- Color identity
- Black, Blue, White
- Keywords
- Flying, Mill
Bracket
- B1 Exhibition — allowed: No restriction at this bracket
- B2 Core — allowed: No restriction at this bracket
- B3 Upgraded — allowed: No restriction at this bracket
- B4 Optimized — allowed: No restriction beyond the banned list
- B5 cEDH — allowed: No restriction beyond the banned list
Why
- No Game Changer, mass land denial, extra turn, tutor or two-card combo
How Lotus Vault estimates a bracket
Bracket: Lotus Vault analysis, with Commander Spellbook flags
Combos
3 known combos.
- The Master of Keys + Scholar of the Ages + Burnt Offering + Corpse Churn + Dance of the Dead
Produces: Exile your library, Near-infinite magecraft triggers, Near-infinite death triggers
View on Commander Spellbook - The Master of Keys + Scholar of the Ages + Burnt Offering + Corpse Churn + Animate Dead
Produces: Exile your library, Near-infinite magecraft triggers, Near-infinite death triggers
View on Commander Spellbook - The Master of Keys + Scholar of the Ages + Burnt Offering + Corpse Churn + Necromancy
Produces: Exile your library, Near-infinite magecraft triggers, Near-infinite death triggers
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2024-09-20 · Wizards of the Coast
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. - 2024-09-20 · Wizards of the Coast
If a card has no mana cost, its escape cost is an unpayable cost, so you can't cast it for that cost. - 2024-09-20 · Wizards of the Coast
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. - 2024-09-20 · Wizards of the Coast
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. - 2024-09-20 · Wizards of the Coast
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. - 2024-09-20 · Wizards of the Coast
If The Master of Keys is no longer on the battlefield when its second ability resolves, you'll still mill twice X cards. - 2024-09-20 · Wizards of the Coast
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. - 2024-09-20 · Wizards of the Coast
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. - 2024-09-20 · Wizards of the Coast
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. - 2024-09-20 · Wizards of the Coast
Escape's permission doesn't change when you may cast the spell from your graveyard. - 2024-09-20 · Wizards of the Coast
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.
Rulings: Scryfall · Wizards of the Coast