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The Master of Keys (Foil)

Duskmourn: House of Horror Commander · #4

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Overview

Legality, special rules, and flavor text

Rules

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.)

Rulings

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 The Master of Keys is no longer on the battlefield when its second ability resolves, you'll still mill twice X cards. — 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 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.

Card details

Printing, type line, and catalog data

Identity & printing

Card ID
DSC-4--foil
Name
The Master of Keys (Foil)
Number
4
Rarity
Mythic
Variant
Foil

Type line & Magic stats

Subtypes
Horror
Mana cost
{X}{W}{U}{B}
Mana value
3
Power / toughness
3 / 3
Keywords
Flying — Mill

Set, artist & references

Artist
Wisnu Tan
Language
English
Game name
Magic: The Gathering

Battle

Abilities, attacks, weakness & resistance

Extended catalog fields

Extra Scrydex fields not shown in card details above

Raw payload (remaining)

Other game-specific keys from the API

Supertypes
Legendary

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