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Moxonomy

Keys to the House

Artifact1 generic mana

Two abilities on one artifact that barely acknowledge each other, and that split personality is the whole design. The first is a basic-land tutor bolted onto a sacrifice cost, the lineage that runs back through the various one-mana land-fetchers that smooth a draw while thinning the deck; nothing about it needs the door subgame to function, and it plays fine in a deck that owns zero Rooms. The second is bespoke: a sorcery-speed lever for locking or unlocking a door of a Room you control, which lets you revisit a choice Rooms otherwise settle once and leave alone. Because both modes demand the artifact be sacrificed to activate, each is strictly a one-shot; you pick which job the card does before it goes to the graveyard, and it never sticks around as an engine you leave on the table. The door-flipping mode explains why this exists at all, handing the Room subgame a switch to change a locked or unlocked half after the fact rather than only at entry. Stapling a generically useful fixer to a narrow, archetype-specific effect is the trick here: even in a deck with no door work to do, the tutor half still earns the slot, so a build-around tool gets to ride along in decks that only want the mana.

Keys to the House (dsk)
DSK · #251uncommon
Pricing
Normal: $0.24
Foil: $0.26
Oracle Text

Rules text

1 generic mana, Tap, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. 3 generic mana, Tap, Sacrifice this artifact: Lock or unlock a door of target Room you control. Activate only as a sorcery.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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