Now I'm not. Before seeing the Myrsmith and the Myr ramp/recur engine I was trying to be clever and craft a solid Myr aggro/combo deck. My list was feeling good and I had fun making it. But now, it's just gonna be "throw all the good Myr stuff into a pile and try to win". This is the same reason why I never played Vampires or Allies because the stupid deck makes its stupid self and is thus stupid boring.
I agree that Myr as a tribe are being pushed uncomfortably hard all of a sudden. But even a deck that build itself can be a blast to play; deckbuilding isn't all the fun.
And I would argue that Vamps and Allies built themselves to a much smaller extent, because you have a lot of choice. Right now, at least, Myr don't give you as much.
I really do not think "throw all the good Myr stuff into a pile and try to win" is going to work. Even before the Myrsmith and Ramp/recur engine came out, I was cramped for space. Theres simply too many good cards you want to use. Sure, the options are their, but it's all about picking which ones to use. It really does not build itself.
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There's no reason you have to just throw together a pile of Myr and call it a deck. If you want something more creative than that, then make something more creative! It's not like you'd be limited for options. The Myr tribe excels in producing lots of mana in any color you need; that lends itself to many, many unique options. Just because there are a lot of obvious choice doesn't mean you have to use all of them.
I would agree with Op... I don't like myrs... But that would be a personal preference i guess. The fact of only previewing myrs seems as if wizards is only pushing myrs for this set, which seems kinda narrow and boring to me.
Yeah, you guys are probably right, but... jeeze, I guess I'm just remembering Faries (not to say that the Myr are anywhere near as nuts), but the fact that there's just sooo many Myr cards does feel like too heavy a push at the moment.
More Myr means more options. But you don't have to use all of those options. Trying to fit together all the potential Myr interactions into a single deck would lead to a pretty cramped, and possibly inconsistent, deck. Focusing on one or two potential uses at a time seems like a better idea, and leads to a greater variety of decks than most homogeneous Tribal strategies usually do. There's an aggressive Weenie Rush, a more controllish focus on combos, or a mana ramp into something big and nasty without having to go infinite. More options means you aren't limited to a single optimal build, there's so much room for variation and innovation within just this one tribe.
Well here is a bit of information on why they are being pushed so hard and suddenly. They got very mediocre support during Mirrodin 1.0 and it didn't reward the player for making a dedicated Myr deck.
So it only makes sense when you visit Mirrodin again, the Myrs still there get a big tribal push that probably should have been in there to begin with.
Though yes, be creative with your deck. Just expect to be a bit cramped in deck space.
There are so many creative options. I have seen so many myr decks created already that can be affective. They did a great job of Designing the myr to be versitile.
I am having more fun right now just coming up with more myr decks.
I was the same way with allies being that right now they are my favorite tribe, but I did not have as many options with allies until Worldwake was released. Right off the back I have options just off of scars.
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I agree with luminum and Xover.
That the Myr are being pished just means that they aren't simple mana dork. If you've got room in your deck, the Myr would like a word. I mean, they fit into any deck. Hell, any deck fits them. There is literally no strategy that Myr tribal could not do (ok, maybe Allies or other tribal). There is no wrong or right way to Myr.
And so far, Elrazi Monument is the first mythic being discussed in Myr decks, with rares being in low numbers, which means this might be the cheapest deck around. I mean, Galvanizer & Palladium, which arguably make up the core of every Myr deck thus far, are uncommon, as are Myrsmith and Embersmith.
Tribal decks have always been fairly straightforward in standard environments. If you want to use tribal cards to their fullest, obviously you're limited to the cards that directly benefit from the tribe. Hell, the more cards they print in the myr tribe, the harder in will be to deckbuild with them, as we've already seen enough to create a decent constructed deck with.
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currently playing---
Legacy: B currently brewing... W
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The foolish wish for that which they desire. The cunning wish for that which they require.
Also keep in mind there are too more sets after this im sure they were be more myr and will increase the options with them Already if you splash a little color you make make at least good casual decks with any color and pure myr alone looks good too so its looking fairly versatile. I think the problem your having is the core of all those decks will be the same.
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SonofaBith - Wizards was so excited about making the packaging for Modern Masters 2 recyclable, they decided to make most of the rares and all but 1 of the UC's recycle-bin ready too. Convenient!
Right, that core is extremely adaptable. With Elves or Goblins or whatever, any customization is pretty much limited to a splash of another color at the most. The Myr core is entirely colorless, and adapts to literally any strategy you can think of. Aggro, control, combo, all are possible.
Like I said in another another thread, the Standard Myr thread will be an absolute mess because everyone can have a completely different Myr deck and still have it be good.
yeah at this point at least im feeling like there is way too much myr going on in scars... probably because we only have a few cards spoiled in each color... dunno seems like too much myr...
We know of at least three more: the "necrogen pinata" from Beyer's article, the one that's getting tweeted, and the one that makes more Myr tokens.
But these Myr aren't just for tribal effects (other than the Galvanizer and Reservoir). They are all colorless creatures that are useful even without going the tribal route. Even the Battlesphere is potentially useful all by itself, since it makes its own tokens.
The trick is to give the deck enough room to customize.
During Lorwyn block there were about 2-3 GOOD elf-style decks, and each had variants. For example, I used ~ 1 of the coldsnap elf so I had 6 1 drop accelerating elves. Others used the tutor. Some where mono green, some where g/b, and some where g/w. G/r was an option as well.
Compare this to a deck like ravager affinity, where the "variation" was that some people played red, green, or more blue... and had like 4-8 cards different.
If there are 20 playable myr cards, people aren't going to make a 40 myr card deck... there'll be some variation. For example maybe you use Viridian Shaman maindeck w/ your elves, maybe you use herald, maybe you run more removal...
What you want is a deck that doesn't build itself, but where all the tools are there to build it in several ways that PLAY DIFFERENT.
The Myr are like worker bees. They should all be working on *something* and that should be reveiled in their tribalness. As it is, it's just a bunch of random cards with Myr on them.
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WoTC, thank you for finally announcing the Modern format, an eternal format where everyone can participate.
It's worth noting that the Myr are the pre-eminent tribe in Mirrodin. Not only are they a tribe of artifact creatures, they are a tribe that is totally unique to the plane, so why do people wonder at there being large amount of emphasis on them? It's also quite obvious that the reason there are more White-aligned cards that care about them is because White is one of the two primary token colors, so it was either going to White or Green and Wizards decided to give White the cards to act as the 'best' Myr tribal support color (also, a race of hive-minded machines all marching to the same drum is definitely more in line with White's orderly processes than Green's natural wildness).
If there were not enough cards, the strategy would look half-formed and ultimately be inefficient, much like it was in Mirrodin the first time around. The Myr did not even get a pump effect for themselves until Darksteel. This time around Wizards made a conscious effort for the Myr to be more accessible, but in no way have they managed to streamline the tribe in the manner some people seem to suggest.
The beauty of the Myr Tribe is that you aren't pigeon-holed into one or two colors. Instead you have all 5 colors at your disposal. You can go ramp-myr, aggro-myr, control-myr, etc.
I think UW counter-myr with venser/elspeth will be the best but only time will tell.
Anyone agree or am I just being a jerk?
And I would argue that Vamps and Allies built themselves to a much smaller extent, because you have a lot of choice. Right now, at least, Myr don't give you as much.
I hate when people change their avatar's. That's how I identify most people, not by names.
R Citizen Cane (Feldon of the Third Path)
R Citizen Cane (Feldon of the Third Path)
So it only makes sense when you visit Mirrodin again, the Myrs still there get a big tribal push that probably should have been in there to begin with.
Though yes, be creative with your deck. Just expect to be a bit cramped in deck space.
There are so many creative options. I have seen so many myr decks created already that can be affective. They did a great job of Designing the myr to be versitile.
I am having more fun right now just coming up with more myr decks.
I was the same way with allies being that right now they are my favorite tribe, but I did not have as many options with allies until Worldwake was released. Right off the back I have options just off of scars.
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
That the Myr are being pished just means that they aren't simple mana dork. If you've got room in your deck, the Myr would like a word. I mean, they fit into any deck. Hell, any deck fits them. There is literally no strategy that Myr tribal could not do (ok, maybe Allies or other tribal). There is no wrong or right way to Myr.
And so far, Elrazi Monument is the first mythic being discussed in Myr decks, with rares being in low numbers, which means this might be the cheapest deck around. I mean, Galvanizer & Palladium, which arguably make up the core of every Myr deck thus far, are uncommon, as are Myrsmith and Embersmith.
Legacy: B currently brewing... W
EDH: RRosheen Meanderer G
GW Rhys the Redeemed EDH
RUGAnimar, Soul of Elements EDH
WBRAlesha, Who Smiles at Death EDH
Which, when compared to Jace 2.0, is actually not even as bad, since you aren't forced into a color.
R Citizen Cane (Feldon of the Third Path)
5 Mana Myrs
Ichorclaw
Palladium
Galvanizer
Legion (Battlesphere)
Origin Spellbomb
Myrsmith
Myr Resevoir
I might be missing a few, but that's still only 12. Twelve cards out of 229 is not a lot.
We'll have a few more, like the one that will be spoiled here today, but it isn't an overwhelming amount. Although I wish it was
GGGOmnath, Locus of ManaGGG
Standard
RMyrboltR
But these Myr aren't just for tribal effects (other than the Galvanizer and Reservoir). They are all colorless creatures that are useful even without going the tribal route. Even the Battlesphere is potentially useful all by itself, since it makes its own tokens.
R Citizen Cane (Feldon of the Third Path)
During Lorwyn block there were about 2-3 GOOD elf-style decks, and each had variants. For example, I used ~ 1 of the coldsnap elf so I had 6 1 drop accelerating elves. Others used the tutor. Some where mono green, some where g/b, and some where g/w. G/r was an option as well.
Compare this to a deck like ravager affinity, where the "variation" was that some people played red, green, or more blue... and had like 4-8 cards different.
If there are 20 playable myr cards, people aren't going to make a 40 myr card deck... there'll be some variation. For example maybe you use Viridian Shaman maindeck w/ your elves, maybe you use herald, maybe you run more removal...
What you want is a deck that doesn't build itself, but where all the tools are there to build it in several ways that PLAY DIFFERENT.
If there were not enough cards, the strategy would look half-formed and ultimately be inefficient, much like it was in Mirrodin the first time around. The Myr did not even get a pump effect for themselves until Darksteel. This time around Wizards made a conscious effort for the Myr to be more accessible, but in no way have they managed to streamline the tribe in the manner some people seem to suggest.
I think UW counter-myr with venser/elspeth will be the best but only time will tell.