Brewing The Master of Keys in cEDH

What if Tivit, Seller of Secrets
Here Comes the Doorman
First off, a breakdown of the card. For , The Master of Keys
Now, The Master of Keys
The Doorman's Gameplan
Now that we know what this commander is capable of, it's time to start rounding out the decklist. The Tivit comparison is pretty clear thanks in large part to the strengths and limitations that come with playing Esper, but that's not the entire story. Rather, The Master of Keys
Rather than play a heavily controlling list which is otherwise strictly optimized for a single out a la Hullbreaker Horror
It's this pivotal flexibility, the opportunity to comfortably close out the game across turns, that makes The Master of Keys
The Combo Suite
Speaking of combos, let's walk through the nitty-gritty of what this deck is working with.
The first class of combos is the usual fair of generic goodstuff available to Esper: Tainted Fish, Flash Necro, and Teferi Kitten. Tainted Fish is essentially a given: if you are playing any combination of blue and black, you will be playing Thassa's Oracle
The second class of combos is where things get a little more complicated, not because of the intricacies of the loops, but more so because these are particularly attentive to our commander. The first of these is the combo of Abdel Adrian, Gorion's Ward
Dancing Abdel
Given Abdel in a graveyard, either enchantment in hand, and a rock in play, first cast your enchantment of choice (we'll stick with Dance of the Dead for this example because I like the name Dancing Abdel as our combo's moniker), targeting Abdel. Abdel will be reanimated by Dance, leading to his enter-the-battlefield trigger going on to the stack. Target Dance and the mana rock, causing both to be exiled, resulting in Dance's leave-the-battlefield trigger causing you to sacrifice Abdel. Abdel dies, causing you to bring back all exiled permanents (Dance and the rock), at which point you'll choose to have Dance go back on Abdel (remember, he's in your graveyard now). You can float mana at each point in this loop, as the mana rocks exiled this way will come back untapped, leaving you with an infinite amount of mana and an infinite amount of 1/1 white Soldier tokens (not that you'll need them), eventually ending the loop by either having Dance enchant another creature in your graveyard or simply choosing not to exile it at some point along the way.
What are going to do with that infinite mana? Simple! Cast The Master of Keys
One of the best parts about this combo is that it is a loop which works even if The Master of Keys
Hullbreaker Horror
Like Tainted Fish, this combo is essentially a given for any midrange blue deck that can make use of infinite mana, but it has some extra value here that makes it all the more worthwhile. Like Dancing Abdel, Hullbreaker Horror
Moving to the combo itself, this works by looping two mana rocks which, together, are mana positive. Resolve Hullbreaker Horror
Two Cool Cats
Our final infinite mana combo is one which can't reset The Master of Keys
First off, control both Displacer Kitten
Intuition
Rounding out our discussion of closing the game is Intuition
The three cards you'll want to grab are Dance of the Dead
The Doorman's Hidden Tension
These last two combos, our Intuition
Playing the Game
We know how to end the game, we know how our commander works, and we have fully appreciated the flexibility of our options. So, what does actually playing this deck look like, beyond the turns were we try and win? Well, we're essentially working with an Esper goodstuff pile of control and tempo cards, retrofitted with a handful of additional enchantments.
The First Turns (Turns 1-2)
These first two turns are almost entirely dependent on the hand drawn, but there are some through-lines which are pretty universal. Like most cEDH decks, turn one is based around setting up our mana rocks - Moxen, Sol Ring
The Midgame (Turn 3)
In a normal midrange deck tech, I'd classify turns three and four as being the midgame, but in my experience with The Master of Keys
This schedule for casting the commander is what I like to call Plan A - that is, A for Atraxa, Grand Unifier
Alternatively, if we aren't casting the commander this turn, then we're at a bit of a fork in the road: if The Master of Keys
Average Win Turn (Turn 4)
As I mentioned earlier, this is the turn we are most suited for closing out the game. Yes, we can readily execute a Tainted Fish if the cards are in our favor earlier on, but by now we should most definitely have the rocks in play which are necessary to make infinite mana off of either Dancing Abdel or Hullbreaker Horror. Plus, assuming Plan A was executed, our Intuition line opens up, making things all the simpler. And, as with any black deck, there's always Ad Nauseam.
Late Game (Turn 4+)
If our turn four hopes didn't materialize, then that means we're presented with two options: wait for the opportunity to dump a lot of mana into our commander - I'm talking Mana Vaults, Dark Rituals, anything and everything, or - if the commander is already out - play a tempo game where we loop Dress Downs, keep the pace with removal and countermagic, and watch for the best combo window to appear once our opponents' resources have been exhausted.
Since we're anticipating a win earlier than this, the decklist isn't particularly honed for hard control the way other lists in the format are right now. As such, it's important to pay extra attention to the rate at which we expend resources. You can't counter all of our opponents' spells, we can't recast Cursed Totem if it's destroyed (unless Lurrus is hanging around), and we aren't going to be layering stax piece after stax piece. Instead, this late game strategy is an exercise in timing and patience. What can you let your opponents have, and what do you need to deal with? These are the questions we have to ask ourself in the twilight turns, so prepare for some tougher magical calculus.
Fun Things
What deck tech would be complete without an overview of some of the cool things which this commander enables that make it distinct? In terms of value plays, it all comes down to three cards: Mystic Remora, Dress Down, and Copy Artifact.
Each of these are cards which make the deck marginally better thanks to their ability to be looped with The Master of Keys. None of this is gamebreaking, but it does provide extra validation if our commander is cast earlier on as opposed to simply being used as an infinite mana outlet.
Mystic Remora and Dress Down are the most intuitive when it comes to their synergy with The Master of Keys; both are powerful enchantments that are going to hit the graveyard eventually, but thanks to escape this is functionally the same as saying they are going to be bounced back to our hand instead. With The Master of Keys in play, why ever pay more than to Mystic Remora's cumulative upkeep cost when you could just escape it for instead? Alternatively, as far as Dress Down is concerned, that card will go back to the graveyard every end step, so feel free to redeploy it as necessary - or, if greedy, simply use it as an end step cantrip.
Copy Artifact, meanwhile, only has a loop in one case - but when it does come up it sure is fun: looping protection triggers off of The One Ring. Here's how:
Control The One Ring and cast Copy Artifact, having it enter as a copy of The One Ring. State-based actions will cause you to sacrifice one of your two The One Rings, but not without you getting the enter-the-battlefield trigger from your newly-created copy. You'll want to sacrifice the copy at this point, enabling you to escape it on your next turn. Congratulations, you now have the ability to give yourself protection from everything turn-after-turn, provided that you have enough cards to satisfy your escape costs.
One Last Thing...
As for other interesting combos, it is worth noting one more graveyard-based enchantment loop that my list isn't on, but is being discussed pretty seriously by players testing out other decklists for The Master of Keys: Necromancy, Chronic Flooding, and Peregrine Drake. Here's the rundown.
- Setup: The Master of Keys is in play, Peregrine Drake is in your graveyard, Necromancy is in hand or your graveyard, Chronic Flooding is enchanting a land you control, and you can produce a minimum of three mana from lands you control.
- When can you start this combo: On any opponent's turn, at any point you have priority, but the actual loop won't start until the cleanup step.
- How it works:
- Cast Necromancy, targeting Peregrine Drake. This causes you to reanimate the Drake, untapping at least three mana worth of lands (one of which is enchanted by Chronic Flooding).
- Move to cleanup step. Necromancy will be sacrificed at this point to its trigger, causing a round of priority to go around (normally players don't have priority in the cleanup step, but because an ability triggered players will have an opportunity to act). Recast Necromancy, targeting the Peregrine Drake which is back in your graveyard (due to Necromancy having been sacrificed), and tapping the Chronic Flooding-enchanted land in the process. This will mill you the requisite three cards necessary to loop this step.
- Peregrine Drake enters, causing you to untap at least three lands (including the one enchanted by Chronic Flooding). After this step, there will be another cleanup step, at which point the loop can be continued.
- Eventually, you will mill your entire deck, finding Thassa's Oracle. The last step is to cast Necromancy, targeting Thassa's Oracle, and tada! You've now won the game on an opponent's endstep.
This combo holds substantial promise due to its ability to be executed at instant speed, but given that it requires a bit more setup it is a bit easy to spot for the wizened opponent as well as slightly harder to string together simply due to the number of cards involved. That said, I'm eager to see how this experiment develops.
Wrap Up
More than anything else, The Master of Keys promises to be an interesting - and viable - take on Esper which postures as a real alternative to the current mainstays dominating this part of the color pie. Is it better than Tivit? Honestly, it just might be. With fast mana being taken out earlier this week, the flexibility of The Master of Keys could be all the more important. For the full decklist, you can check mine out here (credit to fellow TOODEEP-er MrLoverWu for parallel-brewing The Master of Keys alongside me, feeding me plenty of competing ideas as to what it means to play Esper Enchantress). Additionally, come on down to the newly-burgeoning Discord server for The Master of Keys, where we'll be chatting all myriad ways this deck can be built!