Myr or Myr-er

by Mythereal on 14 August 2014

Main Deck (60 cards)

Sideboard (1 card)

Artifacts (1)

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Deck Description

TYPE: Artifact Creature
SPEED: SLOW to MEDIUM
WEAKNESS: Flying; Mass Artifact Destruction
NEEDS: 2 additional Fog Bank swapped for 1 Myr Galvanizer & 1 Shimmer Myr.

I can't count the number of times I sat down to play someone who, after asking what kind of deck I was playing, laughed when I told them a Myr deck. It seems a like so many people have never played against a well-constructed Myr deck.

This deck is atypical, however, and pretty much a guaranteed winner once you get it rolling. [Pun intended] The best thing about this is that it *appears* to be another weak Myr deck initially. By the time magic happens, your opponent(s) will have started to believe they have the game in the bag.

How to Play

Getting a Fog Bank out early is helpful, but not critical. You do want to get your mana producing Myr out as soon as possible, followed by one - and hopefully two - Myr Retrievers and your Myr Galvanizer.

Notice that if you have two Myr Galvanizer and two mana-producing Myr then you have an infinite mana loop. If they are both Silver Myr, then you only have blue. If at least one is an Alloy Myr, then you have any and all colors you want. Notice that if you insert an Ashnod's Altar, you would also have an infinite colorless mana loop between it, Myr Turbine, and Dross Scorpion.

Hold out as long as possible playing your Myr Turbine and your Conjurer's Closet. Both are bullseyes for removal and let your opponent(s) know you are up to something. Instead, keep playing the small Myr.

While being a nice Myr production factory, Myr Turbine is here for its second ability. You want to be able to tutor Myr, especially Myr Battlesphere. The best time to use this is at the end of your last opponent's turn. In fact, many times you can win right then and there, forcing your opponent into conceding (unless he's curious, or clueless, or stubborn).

While you can Tinker Myr Battlesphere, Tinker is better suited for getting one of the following: Myr Turbine, Time Sieve*, Conjurer's Closet, or - preferably - a Master Transmuter.

WINNING:
Tap 5 Myr (leaving 1 Myr Galvanizer untapped), tap Myr Turbine to tutor Myr Battlesphere. Pay 2 and activate Mirrorworks if possible. Equip (the MB token if you used Mirrorworks), giving it haste and either flying or +1/+1. Pay 1 (use a Myr if possible) and tap 1 Myr Galvanizer, untapping your other Myr, including any you used for mana. Enter attack phase. Declare Myr Battlesphere as an attacker, tapping every Myr you have except for 1 Myr Galvanizer. Remember, you will have a MINIMUM of 4 additional Myr, so Myr Galvanizer will - at a minimum - be an 8/7 with 8 damage being assigned to your chosen opponent immediately.

After combat, pay 1 and tap your untapped Myr Galvanizer, untapping all of your other Myr, including Myr Battlesphere. If you don't already have a Conjurer's Closet out, EITHER activate Master Transmuter's ability and send back to your hand a Myr token and put out Conjurer's Closet or Time Sieve, OR Tinker - sacking a token - for either Conjurer's Closet or Time Sieve. Or do both if you can and watch the expressions on the other side of the table. >:D Unless your opponent(s) use removal or cancel the Tinker, you either have unlimited turns or you have massive amounts of Myr to tap and deal direct damage to target defending player(s), or both. If you are still playing, activate Conjurer's Closet by flickering your non-token Myr Battlesphere (don't forget to use Mirrorworks), or use Time Sieve sacking the 1/1 Myr tokens and any Myr Retrievers, or, use Conjurer's Closet on your non-token Myr Battlesphere (+ Mirrorworks) then use Time Sieve.

Seriously, by the end of the turn you should have FOUR Myr Battlespheres - or more, if you have more than one Mirrorworks - sitting out, surrounded by a dozen or more 1/1 Myr tokens (which should be pumped up +1/+1 for each Myr Galvanizer you have), and which every token can be tapped to deal direct damage to your target defending player when you tap them and declare Myr Battlesphere as the attacker.

If your opponent(s) is/are still standing, then god help you (via Roar of Reclamation). Or you may be sitting across from one or more masochists who may be curious about how badly they're gonna get creamed, just for fun.


* If you have one. Time Sieve has two functions: first and foremost, it is a toy in this deck. If you are able to get it out after Conjurer's Closet and before Myr Battlesphere, you'll win the game unless someone has an interrupt, and have a lot of fun doing so if your opponent(s) don't fold/tap out. If they do, then the practical purpose of Time Sieve comes into play: most players will target Time Sieve instead of Conjurer's Closet - Time Sieve acts as a diversion. Of course, if a player correctly removes Myr Battlesphere or Conjurer's Closet, it's not a big deal: there's three more of each in the deck and you still have the Time Sieve on the board as a threat. (How many artifacts do you have out at that point?)

Deck Tags

  • Infinite Combo
  • Infinite Mana
  • Artifact
  • Myr

Deck at a Glance

Social Stats

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This deck has been viewed 785 times.

Mana Curve

Mana Symbol Occurrence

25000

Card Legality

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

Deck discussion for Myr or Myr-er

NOTE: Robbed this deck of its Time Sieve and dropped in a Dross Scorpion in its place.

0
Posted 15 August 2014 at 05:03

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