Myrder

by Sam on 27 December 2011

Main Deck (60 cards)

Instants (7)



Enchantments (4)


Land (21)

Sideboard (0 cards)

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Deck Description

They may be little. They may be pathetic. But these Myr will kill you all the same...

Deck Tags

  • Horde

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

210000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Myrder

I would consider going white instead of blue and go mostly myr... or at least going mostly white. Hovermyrs are nice the myr superion is a nice drop if you keep the mana producing myrs. The shrine of loyal legions (white version of my shrine) and the myrsmith (a white creature) are great myr creators. The best card though is tempered steel (white enchantment for 1WW) that gives all artifact creatures +2/+2. you can use oblivion rings (prolly expensive) or pacifism (cheaper alternative) to control other creatures and if you keep in the blue you could use mana leaks (kinda expensive) counterspells... anyway thats what I think I'll have mike give it a look and see what her thinks.

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Posted 01 January 2012 at 22:54

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What I meant by mostly myr is the only non myr creatures I would have are the etched champions and the myrsmith.

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Posted 01 January 2012 at 22:58

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I'm not sure you're getting a lot from the white/blue combination. Neither color is really bringing anything critical. I would consider dropping the blue and going only white. You've got disruption spells with both colors (Dispatch, Mana Leak, and Disperse). I think the blue counterspells don't fit in as well because you should be tapping out all of your land every turn to cast Myr and activate abilities. Dispatch is a good removal spell because you can use it anytime, not only when an opponent casts a spell. Another good white addition like this is Dispense Justice. I'd recommend having 6-8 removal spells to help clear the way for your myr. Going one color will make your deck more stable.

A few other cards I would consider are Origin Spellbomb (it's cheap, it can replace itself by letting you draw a card if you're playing white), and Myr Reservoir. The Reservoir will help you regain your important creatures, because they are vulnerable to removal spells.

Also, if you think opponent removal spells will be a concern, consider Perilous Myr and Darksteel Myr. The Perilous discourage destroying them and the Darksteel are indestructible.

I'm not sure you need the Unwinding Clocks. To me they're what they call a "win-more" card. They can untap your creatures on your opponent's turn, but if you have a lot of creatures to untap you're probably in good shape already, and if you're behind on creatures it probably won't make enough of a difference. Beware of cards that are mostly only useful when you're already winning.

You probably don't need 4 Myr Turbines. At 5 mana, they're a late game card. The Shrines and Myrsmiths are better creature factories, because they're cheaper and can appear earlier.

Those are my biggest observations. In general, try to keep your mana curve balanced to where you aren't always vulnerable early on. Don't let the Dispatch's fool you being only one mana. They're not first turn cards since you need three artifacts to make them useful. Make sure you have enough cheap useful cards that you can survive to get your big hitters out.

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Posted 03 January 2012 at 00:01

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