Memnarch was the guardian of Karn's world Argentium. He was created from the Mirari (as in he was the Mirari). He saw Karn's world as too mathematical and perfect so he decided to bring life there from other worlds to create a true random element. He renamed the world Mirrodin after himself and proceeded to fill his empty metal world with life.
I built a deck that is sort of on theme with Memnarch. At first I wanted to use a lot of cards that reference him specifically but cards like Ur-Golem's Eye are just not as good as cards like Thran Dynamo, so I'm sticking to the Myr theme. The myr were created by Memnarch, and there are a ton of playable ones, ways to tutor them, pump them and generally stomp people with them. The also add a fun element to a deck that wants to be un-fun, see a lot of people get mad if all you are doing is stealing their stuff, but if you're the guy playing "myr tribal" it seems goofy and non-threatening (at least until Myr Battlesphere hits the table, or you gain some arbitrarily large number of myr tokens).
Before I post the decklist, here are the rules for color identity for those that will inevitably ask why there are islands in the deck.
A card's colour identity is its colour plus the colour of any mana symbols in the card's rules text. A card's colour identity is established before the game begins, and cannot be changed by game effects.
The Commander's colour identity restricts what cards may appear in the deck.
Right now I'm running some of the common Eldrazi as additional threats, but in my initial brainstorm they were not in the deck, and might be cut as I'm able to get other cards that I want/need. I'll do a little write up on strategy later as I have more time as well.
A few key cards I have that I'd like to fit in here (but would have to pull from other decks)
All is Dust - Traded for an extra copy, this is now in.
Finally, here is the start of a run down on my card choices:
The Myr:
I started by throwing all of the myr cards that were in my color identity together, then I cut them to only the best, these were the ones that were left.
Myr Creatures:
1 Hovermyr - A metal storm crow with vigilance, what's not to love?
1 Myr Retriever - Recur other artifacts for fun and profit.
1 Perilous Myr - The 2 damage is always useful. Always.
1 Plague Myr - Infect scares people, but this is a harmless mana myr.
1 Myr Galvanizer - This guy causes all kinds of shenanigans. Good with Clock of Omens or Voltaic Construct (which I took out but want to fit back in). Combos with Battlesphere (Attack with all put the trigger on the stack untap all your myr, then let the trigger resolve and tap some myr) and does all sorts of unexpected things.
1 Myr Propagator - This can combo out in some situations, but often just copying himself for a few turns is enough to keep tempo when you're top decking lands.
1 Myr Welder - Remove a sacrificed mana rock for profit. I've had this guy make infinite mana all by himself. (Voltaic Construct, Grim Monolith)
1 Shimmer Myr - Flash on all your artifacts can be good, but by far one of the weaker myr this one keeps getting cut, so may not be in the current list.
1 Krark-Clan Ironworks - they are throwing a myr into the forge. Also this is a great little sac outlet. The Krark-Clan is referenced on Myr Servitor also, but that one didn't make the cut.
1 Myr Matrix - make infinite mana, then make infinite myr. Also +1/+1 on the army is good.
1 Myr Turbine - Makes Myr, finds Myr, untap for maximum profit
1 Shape Anew - (Myr in the art) can be used in combination with Academy Ruins or on an opposing artifact, and sometimes fun for the random element. Update: this one got the axe.
Myr Galvanizer + Clock of Omens + Myr Turbine + anymanaMyr + literally any untapped artifact = a whole bunch of myr. (You can do this without the mana myr, you just need an artifact source of mana and 2 or 3 mana to get started). Here's an example way to play it out: Tap the turbine to make a myr token, tap that token and the clock to untap the turbine, tap the turbine to make a myr, tap that myr and any other artifact to untap the turbine, tap the turbine to make a myr, tap the mana myr and the galvanizer to untap 3 myr tokens (and the mana myr) tap 2 of those tokens to untap the turbine and make a new myr (now two untapped) now tap those two to untap the galvanizer, tap the mana myr and the galvanizer to untap 4 myr tokens and your mana myr. Two of those will now untap the turbine, and 2 can untap your galvinzer. Continue making myr till your tired of making myr. You now have the power to untap all your artifacts and to make infinite mana.
Myr Battlesphere + Myr Galvanizer = a fun attack. Not infinite, but you can attack with all your myr (except Galvanizer) then the ability triggers from Battlesphere. You don't have to declare the number of myr your tapping when you put that ability on the stack, but rather you declare the value when it resolves. With it on the stack you tap Galvanizer to untap all other myr you control. This lets you untap the myr you just attacked with and then tap those to the Battlesphere's triggered ability, including tapping the Battlesphere. Also don't forget that all myr have +1/+1 at this point.
Blinkmoth Well + Blinkmoth Urn = I think of Blinkmoth urn as a Mana fountain, but here you get greedy and keep all that mana for yourself, and turn it off at the end of your turn. Clock of Omens also lets you tap this to turn it off.
Myr Servitor - Seems good in multiples, not so much in a singleton format. If I wanted more 1 drops it would be useful.
Myr Sire - This could be useful, but I haven't found room.
Myr Superion - I'm sort of collecting these, but I'm not sure if it fits. I don't have a lot of mana myr due to the strict color requirements of EDH, so playing him early seems hard. Myr Enforcer already fills the role of large cheap body.
Sarcomite Myr - I tried this one at first, but swapped it for Guard Gomazoa for early flying defense, then swapped that for more ramp. It doesn't do much.
Suntouched myr - In a +1/+1 counters mattered deck maybe this could work? but really 3 mana for a 1/1 doesn't seem that playable. Color identity kinda blanks this one.
I've started working on this deck list again. I recently picked up a Karn Liberated and Mycosynth Golem, as well as the new artificer Muzzio from Conspiricy.
Memnarch was the guardian of Karn's world Argentium. He was created from the Mirari (as in he was the Mirari). He saw Karn's world as too mathematical and perfect so he decided to bring life there from other worlds to create a true random element. He renamed the world Mirrodin after himself and proceeded to fill his empty metal world with life.
I built a deck that is sort of on theme with Memnarch. At first I wanted to use a lot of cards that reference him specifically but cards like Ur-Golem's Eye are just not as good as cards like Thran Dynamo, so I'm sticking to the Myr theme. The myr were created by Memnarch, and there are a ton of playable ones, ways to tutor them, pump them and generally stomp people with them. The also add a fun element to a deck that wants to be un-fun, see a lot of people get mad if all you are doing is stealing their stuff, but if you're the guy playing "myr tribal" it seems goofy and non-threatening (at least until Myr Battlesphere hits the table, or you gain some arbitrarily large number of myr tokens).
Before I post the decklist, here are the rules for color identity for those that will inevitably ask why there are islands in the deck.
Here is my deck list so far:
1 Memnarch
Lands:
1 Academy Ruins
1 Blinkmoth Well
1 Darksteel Citadel
1 Desert
21 Island
1 Phyrexia's Core
1 Seat of the Synod
1 Temple of the False God
1 Tolaria West
1 Urza's Factory
1 Urza's Mine
1 Urza's Power Plant
1 Urza's Tower
Mana Rocks:
1 Lotus Bloom
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Fellwar Stone
1 Grim Monolith
1 Basalt Monolith
1 Myr Reservoir
1 Thran Dynamo
1 Blinkmoth Urn
1 Gilded Lotus
Other Artifacts:
1 Expedition Map
1 Pithing Needle
1 Skullclamp
1 Voltaic Key
1 Swiftfoot Boots
1 Torpor Orb
1 Clock of Omens
1 Krark-Clan Ironworks
1 Nevinyrral's Disk
1 Tawnos's Coffin
1 Unwinding Clock
1 Eldrazi Monument
1 Myr Matrix
1 Myr Turbine
1 Urza's Blueprints
1 Akroma's Memorial
1 Spine of Ish Sah
1 Darksteel Forge
1 Etherium Sculptor
1 Hovermyr
1 Myr Retriever
1 Perilous Myr
1 Plague Myr
1 Riddlesmith
1 Silver Myr
1 Alloy Myr
1 Myr Propagator
1 Myr Welder
1 Palladium Myr
1 Myr Galvanizer
1 Trinket Mage
1 Vedalken Archmage
1 Karn, Silver Golem
1 Kuldotha Forgemaster
1 Beast of Burden
1 Steel Hellkite
1 Wurmcoil Engine
1 Myr Battlesphere
1 Myr Enforcer
1 Platinum Angel
1 Artisan of Kozilek
1 Broodstar
1 Kozilek, Butcher of Truth
1 Pathrazer of Ulamog
1 Transmute Artifact
1 Windfall
1 Wash Out
1 Shape Anew
1 Thoughtcast
1 All is Dust
Instant:
1 Cyclonic Rift
1 Frantic Search
1 Thirst for Knowledge
Enchantment:
1 Power Artifact
Planeswalker:
1 Tezzeret the Seeker
Right now I'm running some of the common Eldrazi as additional threats, but in my initial brainstorm they were not in the deck, and might be cut as I'm able to get other cards that I want/need. I'll do a little write up on strategy later as I have more time as well.
A few key cards I have that I'd like to fit in here (but would have to pull from other decks)
All is Dust- Traded for an extra copy, this is now in.Voltaic Key- swapped Illusionist Bracers for oneTransmute Artifact- pulled from other deckPhyrexian Metamorph- had this in here, but traded it awayA few that I still want to pick up:
Reshape- recently picked up, will work in.Mycosynth Lattice- after testing I don't like this, it fixes other's mana more than it helps.Finally, here is the start of a run down on my card choices:
The Myr:
I started by throwing all of the myr cards that were in my color identity together, then I cut them to only the best, these were the ones that were left.
Myr Creatures:
Myr Themed non-creature:
Myr Galvanizer + Clock of Omens + Myr Turbine + any mana Myr + literally any untapped artifact = a whole bunch of myr. (You can do this without the mana myr, you just need an artifact source of mana and 2 or 3 mana to get started). Here's an example way to play it out: Tap the turbine to make a myr token, tap that token and the clock to untap the turbine, tap the turbine to make a myr, tap that myr and any other artifact to untap the turbine, tap the turbine to make a myr, tap the mana myr and the galvanizer to untap 3 myr tokens (and the mana myr) tap 2 of those tokens to untap the turbine and make a new myr (now two untapped) now tap those two to untap the galvanizer, tap the mana myr and the galvanizer to untap 4 myr tokens and your mana myr. Two of those will now untap the turbine, and 2 can untap your galvinzer. Continue making myr till your tired of making myr. You now have the power to untap all your artifacts and to make infinite mana.
Grim Monolith (or Basalt Monolith) + Power Artifact = simple infinite mana.
Clock of Omens + Urza's Blueprints, not infinite, but it's a good way to draw some cards usually at the end of the opponent's turn just before yours.
Infinte mana + Myr Propagator + lightning greaves = Infinite (tapped) Myr
Infinte mana + Myr Matrix = Infinite Myr
Myr Battlesphere + Myr Galvanizer = a fun attack. Not infinite, but you can attack with all your myr (except Galvanizer) then the ability triggers from Battlesphere. You don't have to declare the number of myr your tapping when you put that ability on the stack, but rather you declare the value when it resolves. With it on the stack you tap Galvanizer to untap all other myr you control. This lets you untap the myr you just attacked with and then tap those to the Battlesphere's triggered ability, including tapping the Battlesphere. Also don't forget that all myr have +1/+1 at this point.
Myr Welder + Any mana rock producing more than 2 mana (imprinted) + Voltaic Construct = Infinite Mana
Darksteel Forge + Larry Niven's Disk = Blow up everyone else's stuff, every turn.
Blinkmoth Well + Blinkmoth Urn = I think of Blinkmoth urn as a Mana fountain, but here you get greedy and keep all that mana for yourself, and turn it off at the end of your turn. Clock of Omens also lets you tap this to turn it off.
Karn, Silver Golem + Any mana rock producing more than 2 mana + Voltaic Construct = Infinite Mana. Note that if you have a Master of Etherium or Eldrazi Monument you can do this with Everflowing Chalice, and Myr Welder doesn't need Karn.
These are the myr that I found too weak for the deck
I've started working on this deck list again. I recently picked up a Karn Liberated and Mycosynth Golem, as well as the new artificer Muzzio from Conspiricy.
Update: traded Karn for Kozilek, I think he's a better fit.
Karn out - Koz in
Ashnod's Altar out -> Wurmcoil Engine in
Voltaic Construct -> Tawnos's Coffin Construct is situational, coffin is always useful
Guard Garmozoa -> Fellwar Stone What do you have that I cannot obtain?
Master of Etherium -> Beast of Burden (master was traded, and I wanted another Broodstar effect)
Reshape -> Transmute Artifact - Transmute Artifact is always better, I had to pull one from another deck, but I think that's ok
Urza's Blueprints -> Tezzeret the Seeker - I had a Tezz sitting in my binder, so why not?
Illusionist's Bracers -> Voltaic Key - more untaps, and a trinket
Update 9-12-2014 - Need to find room for a metalworker!