The thing is, even if you don't get two Galvanizers, with just one you can still have several pumped Myr and an easy way to untap them. Infinite mana might not be necessary when you still have access to a whole heap of it. Infinite combo is just a bonus.
Why do people keep thinking Key works. The only reason Myr Galvanizer works is because it untaps ALL other myr, and is a myr itself.
Who said the Key is intended to go infinite? The simple combo of Galvanizer and Key allows you to untap all your Myr twice for the price of :2mana:. That, in and of itself, is quite potent with mana Myr, especially Palladium Myr.
Who said the Key is intended to go infinite? The simple combo of Galvanizer and Key allows you to untap all your Myr twice for the price of :2mana:. That, in and of itself, is quite potent with mana Myr, especially Palladium Myr.
Well, the thread title does say, "Infinite mana combo with Myr Galvanizer????" so naturally people are going to assume that suggestions here are about an infinite mana combo.
Well, the thread title does say, "Infinite mana combo with Myr Galvanizer????" so naturally people are going to assume that suggestions here are about an infinite mana combo.
Honestly, the combo is the wrong thing to focus on, in my opinion. What everyone should be paying attention to is the amount of synergy amongst all the potential components; the infinite combo is part of that synergy, but it is not the only part.
Any combination of mana Myr, Myr Galvanizer, Voltaic Key, Steel Overseer, and most likely plenty of other pieces in Scars can form a potent combination. Having a multitude of synergistic interactions in a deck is more important than putting everything behind one big one, I feel. I know that I will be playing a Myr-tribal deck in standard, and I look forward to trying to maximize the synergy and interaction between all the parts of this well-oiled machine.
Also a tip for most people. When you say this is a four card combo, you are looking at it wrong, it can in fact be a three card combo... Here is what I mean.
i see the best thing about this combo as without going infinite it still accelerates. so you can only get one galvanizer out. big deal. you still get to tap all your (2/2) myr for mana twice. or tap them and then attack. or attack then untap them all to block. very versatile.
Perhaps this combo in an artifact agro deck with lodestone golems, coupled with eye of ugin, eldrazi temples and a couple of emrakul/ulamog/kozileks?
Oh, and throw in some all is dust while youre at it.
Actually, the synergy that Myr tribal has is pretty good. Just think about Shared Discovery, tap down four Myrs, draw three cards, then tap the Galvinizer. Makes Shared Discovery actually say 1U draw three cards. Seems pretty good to me.
I think the Splinter Twin combo is the way to go here. Effectively, it makes it a 2-card combo, since you would just need one of any (rather large) number of mana myr to complete the infinite creature production.
T2: Random mana myr
T3: Galvanizer
T4: Splinter Twin on Galvanizer. Infinite creatures. Attack.
I think the Splinter Twin combo is the way to go here. Effectively, it makes it a 2-card combo, since you would just need one of any (rather large) number of mana myr to complete the infinite creature production.
T2: Random mana myr
T3: Galvanizer
T4: Splinter Twin on Galvanizer. Infinite creatures. Attack.
Since you are playing a combo deck with a high number of artifacts, Mox Opal would be an excellent card for the deck. It provides you with the right color of mana and means you can combo off and possibly keep mana open to respond to your opponent trying to break your combo.
How good could this deck be? We'll have to wait for the entire set to be released (because there's likely going to be a handful of cards that are also very good against it), but an "I win" combo on turn 4 that is easily doable because of the natural redundancy the deck will have seems pretty good to me.
Also you dont really need a third card to win the game, the Galvanizer + Splinter Twin still puts another Galvanizer into play for just 1 colorless so for 4 colorless mana you essentially put 4 Haste 5/5s into play to bash your opponent.
Also you dont really need a third card to win the game, the Galvanizer + Splinter Twin still puts another Galvanizer into play for just 1 colorless so for 4 colorless mana you essentially put 4 Haste 5/5s into play to bash your opponent.
Means waiting one more turn though to get the mana to have it running. However, if that's the worst you have to deal with without a combo piece, that's not bad.
Quote:
Originally Posted by jokeeeer Also you dont really need a third card to win the game, the Galvanizer + Splinter Twin still puts another Galvanizer into play for just 1 colorless so for 4 colorless mana you essentially put 4 Haste 5/5s into play to bash your opponent.
Means waiting one more turn though to get the mana to have it running. However, if that's the worst you have to deal with without a combo piece, that's not bad.
Actually, no. All the splinter-twin created copies have haste, so you're winning that turn. In addition, you don't need the 4 colorless mana; you're untapping a mana myr with each iteration. Of course, if you're not going infinite because you've no mana myr(because mana myr + galvanizer +splinter twin is infinite), then you could do 'enough' with just splinter twin on galvanizer, + 4 mana.
Gemstone Caverns + Simian Spirit Guide/Elvish Spirit Guide + Flash + Protean Hulk would like to have a word with you.
iPhone users, if you use imtg or just want someone to play with on your iPhone, add me on the game center: Sgt black lotus.
Modern - WURG French Toast
Legacy - WURG Legacy Toast
EDH - UG Momir Vig, Simic Visionary
R Citizen Cane (Feldon of the Third Path)
Voltaic Key
iPhone users, if you use imtg or just want someone to play with on your iPhone, add me on the game center: Sgt black lotus.
Modern - WURG French Toast
Legacy - WURG Legacy Toast
EDH - UG Momir Vig, Simic Visionary
Three more words:
Not a Myr.
4 Palladium Myr
4 Silver Myr
4 Iron Myr
1 Chimeric Mass
4 Preordain
4 Mana Leak
3 Spell Pierce
2 Fabricate
4 Comet Storm
4 Halimar Depths
10 Island
6 Mountain
Why do people keep thinking Key works. The only reason Myr Galvanizer works is because it untaps ALL other myr, and is a myr itself.
Selling
-Legacy-
Merfolk
Zoo
Burn
Reanimator
:0mana:Karn, Silver Golem:0mana:
:symw::symr:Jor Kadeen:symr::symw:
Who said the Key is intended to go infinite? The simple combo of Galvanizer and Key allows you to untap all your Myr twice for the price of :2mana:. That, in and of itself, is quite potent with mana Myr, especially Palladium Myr.
R Citizen Cane (Feldon of the Third Path)
Honestly, the combo is the wrong thing to focus on, in my opinion. What everyone should be paying attention to is the amount of synergy amongst all the potential components; the infinite combo is part of that synergy, but it is not the only part.
Any combination of mana Myr, Myr Galvanizer, Voltaic Key, Steel Overseer, and most likely plenty of other pieces in Scars can form a potent combination. Having a multitude of synergistic interactions in a deck is more important than putting everything behind one big one, I feel. I know that I will be playing a Myr-tribal deck in standard, and I look forward to trying to maximize the synergy and interaction between all the parts of this well-oiled machine.
R Citizen Cane (Feldon of the Third Path)
Thought it was reprinted in M11. My bad for not checking.
Selling
-Legacy-
Merfolk
Zoo
Burn
Reanimator
:0mana:Karn, Silver Golem:0mana:
:symw::symr:Jor Kadeen:symr::symw:
Palladium Myr + Myr Galvanizer + Splinter Twin
The way it works is you put the splinter twin on the galvanizer, tap to make clone, tap Pall and there you go, infinite 3 card combo.
Even if you don't have Pall, just a mana myr you still get infinite creatures which is still good.
(Thx to Craven of Epic Graphics)
Oh, and throw in some all is dust while youre at it.
4 Iron Myr
2 Palladium Myr
4 Myr Galvanizer
4 Shared Discovery
2 Jace, the Mind Sculptor
4 Gold Myr
2 Eldrazi Monument
2 Splinter Twin
4 Mana Leak
1 Fireball
3 Tempered Steel
3 Scalding Tarn
3 Island
3 Plains
3 Mountain
4 Tectonic Edge
2 Mystifying Maze
3 Celestial Colonnade
In all actuality I'd probably take out the splinter twin for Steel Overseer, but I'd like to play around with the enchantment for a bit.
T2: Random mana myr
T3: Galvanizer
T4: Splinter Twin on Galvanizer. Infinite creatures. Attack.
Since you are playing a combo deck with a high number of artifacts, Mox Opal would be an excellent card for the deck. It provides you with the right color of mana and means you can combo off and possibly keep mana open to respond to your opponent trying to break your combo.
How good could this deck be? We'll have to wait for the entire set to be released (because there's likely going to be a handful of cards that are also very good against it), but an "I win" combo on turn 4 that is easily doable because of the natural redundancy the deck will have seems pretty good to me.
Means waiting one more turn though to get the mana to have it running. However, if that's the worst you have to deal with without a combo piece, that's not bad.
Actually, no. All the splinter-twin created copies have haste, so you're winning that turn. In addition, you don't need the 4 colorless mana; you're untapping a mana myr with each iteration. Of course, if you're not going infinite because you've no mana myr(because mana myr + galvanizer +splinter twin is infinite), then you could do 'enough' with just splinter twin on galvanizer, + 4 mana.
Me and a friend had almost the same idea, but some differences, just thought i'd post mine.
4 Gold Myr
4 Silver Myr
4 Ichorclaw Myr
2 Palladium Myr
4 Myr Galvanizer
2 Steel overseer
Other
4 Mana Leak
3 Tempered Steel
3 All is Dust
2 Eldrazi Monument
2 Contagion Engine
2 Ajani Goldmane
2 Marshal's Anthem
4 Tectonic Edge
3 Mystifying Maze
3 Celestial Colonnade
5 Island
7 Plains
15 ?
BUR Thraximundar
RBGMy Trades!UWX