So.... here's the situation as minimal as possible:
- You control 4 creatures: two Myr mana dorks and two Myr Galvanizers
- Tap both mana dorks to add two colors of whatever to your pool
- Spend one of those mana to activate Myr Galvanizer #1 ability which untaps both mana dorks (1 mana floating)
- Tap both mana dorks again to add two more mana to your pool
- Spend one of those mana to activate Myr Galvinizer #2 ability which untaps Myr Galvanizer #1 and the mana dorks (2 mana floating)
- Tap both mana dorks again to add two more mana to your pool
- Spend one of those mana to activate Myr Galvanizer #1 ability which untaps Myr Galvanizer # 2 and the mana dorks (3 mana floating)
Just keep doing that until you have 1,000,000 mana!
its a really cool combo but at the same time makes for really lame scenarios. i hope FNM doesn't become who can get the first infinite fireball or chimera off first.
Well, yeah, Fireball is obvious. Or you could throw in an Eldrazi Monument, and you have Myr Weenie.
Basically, it probably looks like this in it's barest form:
Just to be a jerk I'm gonna build an extended deck with a pile of myrs, artifact fetches, so I can combo off and draw my whole deck with Mind Spring and fire off one Banefire for the win.
It should only take two regular Myr, you gain 1 mana each time you untap. You start with two mana from the two dorks, use one to tap the first Galvanizer, make two more (giving you 3 total) then use 1 to tap the second Galvanizer (thereby untapping the first Galvanizer and the two dorks) so you end that cycle with 2 mana, then you tap the dorks again for a total of 4 mana, using one to tap the first Galvanizer which untaps the two dorks and the second Galvanizer (ending with 3 mana) etc. etc., so you should, at least need two dorks and two galvanizers w/o Palladium Myr or one Palladium Myr and two Galvanizers.
As I just posted in the Myr Galvanizer spoiler thread in the rumor mill, don't forget about Splinter Twin
1 Mana Myr + 1 Myr Galvanizer + Splinter Twin
Play Splinter twin on galv, tap mana myr for mana, make 1 hasty galv token. use hasty token to untap the splinter twinned galv and mana myr. make new token and new 1 mana. make new galv. repeat.
By the end, if uninterrupted, you have a huge amount of hasty HUGE/HUGE Galv tokens to attack with. GG.
It should only take two regular Myr, you gain 1 mana each time you untap. You start with two mana from the two dorks, use one to tap the first Galvanizer, make two more (giving you 3 total) then use 1 to tap the second Galvanizer (thereby untapping the first Galvanizer and the two dorks) so you end that cycle with 2 mana, then you tap the dorks again for a total of 4 mana, using one to tap the first Galvanizer which untaps the two dorks and the second Galvanizer (ending with 3 mana) etc. etc., so you should, at least need two dorks and two galvanizers w/o Palladium Myr or one Palladium Myr and two Galvanizers.
... Yeah now I see my calculation error. I'm sorry I was wrong. I was wondering where people were getting the idea of infinite.
Didn't we already have this combo with ROE and it didn't work then.
4 card combos never work....ever.
The difference here is that there are only two cards in the combo that have to be something specific: the two Galvanizers. For the rest, you can have any combination of different mana Myr. That's a lot of redundancy in your combo pieces. Not to mention that even if you don't have the combo ready, you still are likely to have multiple Myr in play being pumped.
I'd foresee a Myr Aggro deck that happens to include this combo as an alternate win condition. Mana Myr can accelerate and become more threatening even with just one Galvanizer, and the untap effect can provide lots of Myr mana even if you don't go infinite. Myr aggro/ramp is looking to be a real possibility.
The difference here is that there are only two cards in the combo that have to be something specific: the two Galvanizers. For the rest, you can have any combination of different mana Myr. That's a lot of redundancy in your combo pieces. Not to mention that even if you don't have the combo ready, you still are likely to have multiple Myr in play being pumped.
I'd foresee a Myr Aggro deck that happens to include this combo as an alternate win condition. Mana Myr can accelerate and become more threatening even with just one Galvanizer, and the untap effect can provide lots of Myr mana even if you don't go infinite. Myr aggro/ramp is looking to be a real possibility.
True that is. All that is really missing is a Myr finisher. We've got Ichorclaw Myrs that have infect become 3/3s (4/4s with Galvenizer) when blocked.
I really want the idea to happen considering I'm a Myr. Yet, to me it just feels like a few vital pieces are missing to make a ramp/aggro deck viable.
The difference here is that there are only two cards in the combo that have to be something specific: the two Galvanizers. For the rest, you can have any combination of different mana Myr. That's a lot of redundancy in your combo pieces. Not to mention that even if you don't have the combo ready, you still are likely to have multiple Myr in play being pumped.
I'd foresee a Myr Aggro deck that happens to include this combo as an alternate win condition. Mana Myr can accelerate and become more threatening even with just one Galvanizer, and the untap effect can provide lots of Myr mana even if you don't go infinite. Myr aggro/ramp is looking to be a real possibility.
If there is going to be myr aggro deck, there better be something like a Skullclamp or Priest of Titania, or Glimpse of Nature just for myr, because myrs by themselves are pretty weak right now.
Like bblustein said, Splinter Twin works as Galvanizers 5-8, and Rite of Replication worls as 9-12. If we think we can pull of a win on a specific turn, we could even use Renegade Doppelgangers. I mean really, even Clone or that new Quicksilver Gargantuan work if you really need them. Getting multiple copies of a nonlegendary creature, or that creatures effect, is not particularly hard.
I think this'll definitely work as some sort of RUx build.
Tempered Steel would certainly help out an aggressive Myr deck. As for finishers, you can use some of the big artifact creatures that have been revealed so far; you can quickly ramp out a Wurmcoil Engine, or use that infinite mana to pump a Steel Hellkite.
There's potential here for some serious ramping, but we don't have enough myr to support it yet. We'll need to see what else is coming, and probably we'll need to wait until Besieged before we have a real deck on our hands. I'm pretty optimistic. Keep in mind though, there's a lot of other good ramp in this format that it'll be competing with.
I don't see going infinite as a realistic core for the deck. More like a huge ramping engine with the potential to randomly go infinite out of nowhere. Lots of colorless spells makes the deck a good fit for a manabase filled with all sorts of Eldrazi Temples and Tectonic Edges and good stuff like that, which is a potential advantage.
If nothing really turns up good for myrs, there is always Myr-Ramp Eldrazi.
EDIT: It works with Palladium Myr, which helps you generate three mana instead of two. It's not the greatest thing since sliced bread though as it is not really a Myr and won't benefit from the galvanizer.
I see this as red-green. Your first plan is to go infinite with myrs and untapping myrs and stuff: your 'backup plan' is to bash people with, say, 4-mana 8/8 tramplers. Seems good enough as these things go ...
[katt, the voltaic key's not a myr.]
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All is Dust, everyone, All is Dust. That would be the key to getting a deck like this to work in standard. The mana myr provide ample accel to make it playable, and it would be a one-sided Planar Cleansing when it does.
I see this as red-green. Your first plan is to go infinite with myrs and untapping myrs and stuff: your 'backup plan' is to bash people with, say, 4-mana 8/8 tramplers. Seems good enough as these things go ...
[katt, the voltaic key's not a myr.]
If you're planning on going infinite as a primary tactic, UR would be better since it gives you access to Rite of Replication and Renegade Doppelganger along with Splinter Twin to make Galvanizers, and gves you the counter backup you need.
If you want Myr/Drazi beatdown with a splash of Infinite Mana, then I think RG is the way to go, what with a mass of twinned Galvanizers fueling your Overwhelming Stampede.
I mean, really, you could just have a full transformative sideboard since over half the deck is colorless anyway, so even doing both is a possibility.
obvious statement: If the galvanizers die, combo over.
obvious statement that offers something for debate: If you go aggro, Red/Blue might work. Use a Silver Myr, Galvanizer, and Splinter Twin for the combo. to get infinite galvanizers, then Distortion Strike another Myr. Game Over.
Lemme expand on the first statement (previously read "game over" instead of "combo over"): Without two Galvanizers, you can't do the infinite combo. I'm sure a smart player can see that. I also think a smart player might tend to hold off on certain removal spells until you play a second one. Sure you can get a nice mana generator to power out a high cost card earlier (If you have a palladium myr and a color myr out, that's 3CC (5 total) from that combo + lands) but it's still not the same as the Twin Galvanizer combo. Protecting those is the key to your plan, so i can't really see it in any color combo that doesn't include blue...
You can get two galvanizers out turn 4 (T1: land, T2: Land, Color Myr, T3: Land, Palladium Myr (with 1 mana left open), T4: Land, 2 Myr Galvanizers (1 mana left open)) and if you are blue you have just Dispel and Spell Pierce to block some kill spells. Just saying that though, Depending on board position then (i could even see putting the Myrbomb out turn 1, activating it T3 at the end of their turn, then T5, Pumping out a Strength of the Tajuru on the Myrbomb token or something) you can go for the win next turn. (U/R would probably be the best way. you can set up a couple of different Galvanizer combos in your deck.)
It's basically a control build that would rely on either this combo or Contagion Engine + Everflowing Chalice getting out Emrakul to finish. All Is Dust, the Engine, and the Maze keep opposing creatures on lockdown, while Eye of Ugin can offer some tutoring to finish the job.
pay 1: tap: untap each other Myr you control.
So.... here's the situation as minimal as possible:
- You control 4 creatures: two Myr mana dorks and two Myr Galvanizers
- Tap both mana dorks to add two colors of whatever to your pool
- Spend one of those mana to activate Myr Galvanizer #1 ability which untaps both mana dorks (1 mana floating)
- Tap both mana dorks again to add two more mana to your pool
- Spend one of those mana to activate Myr Galvinizer #2 ability which untaps Myr Galvanizer #1 and the mana dorks (2 mana floating)
- Tap both mana dorks again to add two more mana to your pool
- Spend one of those mana to activate Myr Galvanizer #1 ability which untaps Myr Galvanizer # 2 and the mana dorks (3 mana floating)
Just keep doing that until you have 1,000,000 mana!
Basically, it probably looks like this in it's barest form:
24 Lands
4 Myr Galvanizer
4 Palladium Myr
4 Copper Myr
4 Iron Myr
4 Silver Myr
4 Autumn's Veil
4 Fireball
4 Mana Leak
4 Eldrazi Monument
I mean, really, this a terrible deck as it stands.a But it is a 10 on the Johnny Budget Scale. And can be improved.
It takes three mana-myrs and two galvanizers without Mr. Palladium.
Modern - Green & Taxes:symw::symg:
Standard - Illusions:symu::symb:
4 card combos never work....ever.
It should only take two regular Myr, you gain 1 mana each time you untap. You start with two mana from the two dorks, use one to tap the first Galvanizer, make two more (giving you 3 total) then use 1 to tap the second Galvanizer (thereby untapping the first Galvanizer and the two dorks) so you end that cycle with 2 mana, then you tap the dorks again for a total of 4 mana, using one to tap the first Galvanizer which untaps the two dorks and the second Galvanizer (ending with 3 mana) etc. etc., so you should, at least need two dorks and two galvanizers w/o Palladium Myr or one Palladium Myr and two Galvanizers.
1 Mana Myr + 1 Myr Galvanizer + Splinter Twin
Play Splinter twin on galv, tap mana myr for mana, make 1 hasty galv token. use hasty token to untap the splinter twinned galv and mana myr. make new token and new 1 mana. make new galv. repeat.
By the end, if uninterrupted, you have a huge amount of hasty HUGE/HUGE Galv tokens to attack with. GG.
That must mean 3 card combos always work then with Palladium.
... Yeah now I see my calculation error. I'm sorry I was wrong. I was wondering where people were getting the idea of infinite.
Yes, splinter twin does work as well.
Lets throw in a Darksteel Forge to the mixture.
The difference here is that there are only two cards in the combo that have to be something specific: the two Galvanizers. For the rest, you can have any combination of different mana Myr. That's a lot of redundancy in your combo pieces. Not to mention that even if you don't have the combo ready, you still are likely to have multiple Myr in play being pumped.
I'd foresee a Myr Aggro deck that happens to include this combo as an alternate win condition. Mana Myr can accelerate and become more threatening even with just one Galvanizer, and the untap effect can provide lots of Myr mana even if you don't go infinite. Myr aggro/ramp is looking to be a real possibility.
R Citizen Cane (Feldon of the Third Path)
True that is. All that is really missing is a Myr finisher. We've got Ichorclaw Myrs that have infect become 3/3s (4/4s with Galvenizer) when blocked.
I really want the idea to happen considering I'm a Myr. Yet, to me it just feels like a few vital pieces are missing to make a ramp/aggro deck viable.
If there is going to be myr aggro deck, there better be something like a Skullclamp or Priest of Titania, or Glimpse of Nature just for myr, because myrs by themselves are pretty weak right now.
I think this'll definitely work as some sort of RUx build.
R Citizen Cane (Feldon of the Third Path)
I don't see going infinite as a realistic core for the deck. More like a huge ramping engine with the potential to randomly go infinite out of nowhere. Lots of colorless spells makes the deck a good fit for a manabase filled with all sorts of Eldrazi Temples and Tectonic Edges and good stuff like that, which is a potential advantage.
I think it's worth experimenting with.
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If nothing really turns up good for myrs, there is always Myr-Ramp Eldrazi.
EDIT: It works with Palladium Myr, which helps you generate three mana instead of two. It's not the greatest thing since sliced bread though as it is not really a Myr and won't benefit from the galvanizer.
[katt, the voltaic key's not a myr.]
and eyes are full of death besides
but luckily the soul is wise -
it sees beyond my blindness and
forced failure makes a better guise,
so as i come again alive,
it feels like life's a decent plan
If you're planning on going infinite as a primary tactic, UR would be better since it gives you access to Rite of Replication and Renegade Doppelganger along with Splinter Twin to make Galvanizers, and gves you the counter backup you need.
If you want Myr/Drazi beatdown with a splash of Infinite Mana, then I think RG is the way to go, what with a mass of twinned Galvanizers fueling your Overwhelming Stampede.
I mean, really, you could just have a full transformative sideboard since over half the deck is colorless anyway, so even doing both is a possibility.
obvious statement that offers something for debate: If you go aggro, Red/Blue might work. Use a Silver Myr, Galvanizer, and Splinter Twin for the combo. to get infinite galvanizers, then Distortion Strike another Myr. Game Over.
Lemme expand on the first statement (previously read "game over" instead of "combo over"): Without two Galvanizers, you can't do the infinite combo. I'm sure a smart player can see that. I also think a smart player might tend to hold off on certain removal spells until you play a second one. Sure you can get a nice mana generator to power out a high cost card earlier (If you have a palladium myr and a color myr out, that's 3CC (5 total) from that combo + lands) but it's still not the same as the Twin Galvanizer combo. Protecting those is the key to your plan, so i can't really see it in any color combo that doesn't include blue...
You can get two galvanizers out turn 4 (T1: land, T2: Land, Color Myr, T3: Land, Palladium Myr (with 1 mana left open), T4: Land, 2 Myr Galvanizers (1 mana left open)) and if you are blue you have just Dispel and Spell Pierce to block some kill spells. Just saying that though, Depending on board position then (i could even see putting the Myrbomb out turn 1, activating it T3 at the end of their turn, then T5, Pumping out a Strength of the Tajuru on the Myrbomb token or something) you can go for the win next turn. (U/R would probably be the best way. you can set up a couple of different Galvanizer combos in your deck.)
4 Myr Galvanizer
4 Palladium Myr
4 Silver Myr
3 Emrakul, the Aeons Torn
3 Contagion Engine
4 All is Dust
4 Mana Leak
4 Negate
2 Eye of Ugin
3 Mystifying Maze
It's basically a control build that would rely on either this combo or Contagion Engine + Everflowing Chalice getting out Emrakul to finish. All Is Dust, the Engine, and the Maze keep opposing creatures on lockdown, while Eye of Ugin can offer some tutoring to finish the job.
Galvanizer Myr + Galvanizer Myr / Splinter Twin + Lodestone Myr + Palladium Myr
yeah infinitetly large dudes with all but two of them not being lords isn't armageddon at all.[/sarcasm]