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Infinite combination Myr: Galvanizer + Splinter Twin + Mana Myr = Infinite Galvanizers with infinite power all swinging. 2 Galvanizers + 2 Mana Myr/Palladium Myr + Exsanguinate = All opponents lose infinate life. 2 Galvanizers + Mana Myr + Myr Battlesphere = Infinate direct damage on the attack. 2 Galvanizers + 4 mana worth of Mana Myr (Including Palladium) + Propagator = Infinite Propagators.
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Actually, according to a DCI judge your third "infinite damage" combo doesn't work. You have to tap a myr whenever battlesphere attacks, you cannot untap him with myr galvanizer during your declaration of attackers step.
good deck but i just have to say this because everyone is building the same mry deck... leyline of anticipation + chain reaction = no more myrs sorry to be rude
But who's going to build a Red/Blue anti-myr deck...
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I have one built but i want to try it out a few more times before i post it... i took 8th with it at FNM
My only problem with this combo as a whole is it's vulnerability. It is an incredibly devastating combo...if your galvanizers live. The only problem though, is that with your build, the absolute fastest you could have infinite mana is turn 5. The problem with Turn 5, is that you are vulnerable to just about every board wipe in standard, not to mention single target hate for your galvanizers.
I agree with Ghost1599, You can't split the stack when tapping myrs for the battlesphere. And yes, it is very vulnerable. What happens if your opponent pulls a safepassage when you try to attack with your infinite myr's? Or he has a palace gaurd (add protection from colorless, no damage to palace gaurd when blocking all of your myrs...) Just some things to think about..
A solution to your battlesphere dilemma that i just saw, use the splinter twin combo to create infinite galvanizers, then tap them all to Battlesphere, that way you can deal infinite damage with the battlesphere...
Yeah, I suppose the infinite Galvanizer/Battlesphere would probably be better. Also, I can end up with the infinite mana on turn 4 (or rather, the end of my opponents next turn.) Not too many decks out there, atleast in my metagame, are set up to win by turn 4.
They don't so much need to be set up to win on turn 4. They just have to have some sort of removal at that point, something to pick off one of the Galvanizers.
It's true that removal of the galvanizers is the biggest weakness of the deck, however, I also believe that with enough mana ramp out of this deck, getting out a Battlesphere can also prove to be devastating.
Yeah, Battlesphere is subject to far less removal than the Galvanizers. If they blow the one they have in hand to kill a Galvanizer, and you pop out a Battlesphere in the next turn, it could be the game breaker.
I must thank you. After reading this deck and it's comments, I'm now going to make a deck hate deck (extraction, destruction and exiling).
I am currently playing Relic Rush, I wouldn't even sideboard, I go off turn 2 and I don't worry about you going off. Without any board answer or control yourself you wont have a chance to go off yourself. I have and extra 2 turns to go off before you. The metagame here is mostly Infect Rush, Valakut and Red Deck Wins(ish) it either wins turn 4ish with a combo or has enough destruction, damage or removal to stop you. I have to hope for a turn 2 or 3 go with Quest to have a chance against a Valakut, Primal Titans hit and it is over, and I have seen it turn 4. My advice: Remove Myr Reservoir or 2 of them at least for Ratchet Bombs. Remove Black all together and run Red Sun's Zenith instead of Exsanguinate. But only 3 of them. Remove 2 Comet Storm, 1 Myr Battlesphere, 4 Leaden Myr and 1 Splinter Twin. Add 4 Lightning Bolt, 4 Plague Myr. Remove 4 Dragonskull Summit add 4 Valukut. Remove 6 Swamp add 3 Arid Mesa and 3 Scalding Tarn. Shimmer Myr may be a possible add to main deck too. Put Myr Welder into your Sideboard. Put things like Blightsteel Colossus into you sideboard because of infinite mana, Wurmcoil when going against removal. These things may not be the direction for your deck, but you lack any board control other then comet storm. You have the late game but no way to save your guys and get there. These things I think cover one of your weaknesses, while it does remove a bit of the combo and efective comboness. It is all up to you.
the trick is to run red blue, counters and burn spells comet storm if you get the infinate mana and if someone tries to kill your galvanizers on their turn and you have the infinate mana in response start making all your mana and cast comet storm and be a dick about it kill all thier creatures too why not, my deck list is 4 galvanizers 4 iron myr 4 silver myr 2 comet storm 4 splinter twin 4 cancel 4 stoic rebuttle (metalcraft) 4 galvanic blasts (metalcraft) 4 lightning bolts 4 mana leaks 2 into the roil 10 mountains 10 islands sideboard is for changing the play style of the deck it goes from a 4th turn win to a defensive deck 4 redirect 4 twitch 4 shatter 3 reverberate ::::::::::::::::::::::::::::::::::::::::: the side board is really for pissing people off that are running the blightsteel deck and kuldotha red use the redirects on the shape anews and twitch if they manage to get a colosuss out to buy you a turn or two and the reverberate is to deal more direct damage with burn spells, shatter is for kuldotha red when the try to use rebirth shatter thier artifact before the rebirth resolves also redirect on devastating summons if you dont have a counter