Myr at the Door v1.3

by digimage on 08 March 2013

Main Deck (67 cards)

Sideboard (0 cards)

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Deck Description

Was getting bored of Merfolk tribal, and wanted something different yet still "light" (don't particularly care for the undead and guild themes as of late). Also had to be budget-friendly as I'd be starting out from scratch with this build; except for Door to Nothingness which I'd been itching to fit in a deck for months! $20 in singles later, I've got myself Myr-tribal.

How to Play

No deep-thinking strategic play required; just growing weenies (Myr Galvanizer + other small Myr), big stompies (Darksteel Juggernaut, Myr Battlesphere, Lodestone Myr) and an ultimate finisher (Door to Nothingness).

Deck Tags

  • Myr
  • Casual
  • Tribal
  • Budget

Deck at a Glance

Social Stats

1
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This deck has been viewed 1,147 times.

Mana Curve

Mana Symbol Occurrence

23020

Card Legality

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

Deck discussion for Myr at the Door v1.3

Time sieve is a cheap game-ender for this deck, and you've allready got everything else needed to run it and get x ammount of ekstra turns. And consider Artifact lands buffing up your juggs with ekstra power/toughness.

2
Posted 17 March 2013 at 21:25

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Time Sieve--good call!

I'm also thinking Stasis would make a nice fit with the infinite loop possible via 2x Myr Galvanizer + 2x mana Myr.

As well, plan to pick up a full play-set of the Mirrodin artifact lands once I can find them somewhere for a reasonable price. My usual online spot for singles is charging as much as $1.50 each; x20 land and the cost adds up quick. :(

0
Posted 18 March 2013 at 13:18

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I love how myr decks are extremely over powered, and extremely cheap. You should consider Well of Knowledge, plus a play set of the Urza lands. Look at them, at your deck, and mull it over. Look at Mirrorworks as well.

1
Posted 17 March 2013 at 21:26

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Mirrorworks; yes, that'd work nicely.

Well of Knowledge; I like the idea, but not that any player can take advantage of it. If its effect was one-sided, I'd be sold.

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Posted 18 March 2013 at 13:21

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REVISED v.1.3: Tweaked a few times of the last couple months. Cumulative changes since the original include:

Removed: -2 Hovermyr, -2 Myr Propogator, -1 Myrsmith, -2 Signal Pest, -2 Parasitic Implant, -2 Disintegrate, -2 Evolving Wilds

Added: +1 Door to Nothingness, +2 Voltaic Key, +1 Override, +2 Fireball

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Posted 27 August 2013 at 17:46

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