Everflowing Chalice seems to be a better choice to me. there are at least 2 cards that will add counters to cards with counters.
myr seems doable to me. There is a card that makes artifacts cost 1 less to cast which could help keep them in your hand till you need to get them out in a hurry or protect them because with a 4 card engine all it takes is one well timed doom blade or sleep to stop the engine.
Combined with propagator just generate a bunch of little 1/1 myrs then attack with the battlesphere and tapp all the little guys and it automatically deals a crap ton of damage to the defending player when attack is declared. Plus, if you don't have that many myrs out, give the Battlesphere poison for an auto win.
Honestly I think that the rare that makes an imprinted card type two less is far better than Chalice. You could effectively drop your entire hand, and splash blue for that wacky Time Reversal combo.
I too think that this deck is completely do-able. Blue would help you pack some counterspells and draw, and maybe even the Doppleganger.
Actually I've wondered if mono or mostly red wouldn't be more efficient, packing L-Bolts and Galvanic Blast (I mean, with all the artifacts, really why not?) and of course Splinter Twin. Myr Reservoir is of course nice for dropping tons of cheap Myr, or accelerating into a Myr Battlesphere, so even if you don't get the infinite combo you can still hurl pain straight to the dome through the burn spells, Myr tapping with Battlesphere, and having little Perilous Myrs running around.
I think it's doable in some fashion, and certainly presents a fun and cheap deck. I mean, my red version only has 5 total rares - 2 Spheres and 3 Reservoirs, and they're dirt cheap, too.
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Decks
Commander
Ezuri, Renegade Leader (Aggro/Combo - Favorite) Skullbriar, the Walking Grave (Sac and Grave hijinks) Azusa, Lost but Seeking (Landfall hijinks) Kaalia of the Vast (Heavily modded)
This is just a shell right now. I want to drop a battlesphere exile it with venser and get 4 more myr. The next turn i attack with the sphere and tap all my myr, 8 myr and then some and with venser make him unblockable. I am not sure about the myr propegator but i do need some other cards to fill the void in this deck to make it viable
How about this? I tried making a standard and sorta-cheap-but-its-looking-expensive-due-to-scalding-tarn-and-myr-battlesphere-and-tezzeret
It allows enough variability for
a.) infinite mana -> Fireball/ Golem artisan
b.) infinite creatures
c.) alot of myrs/creatures + myrsmith -> Tempered Steel
d.) Enough mana and myr for Myr Battlesphere -> Tezzeret's ult
Any comments on this? I might try to build this once I finish with my discard deck. Though my major concerns is that this seems way too slow for aggro bursts/infect.
How about this? I tried making a standard and sorta-cheap-but-its-looking-expensive-due-to-scalding-tarn-and-myr-battlesphere-and-tezzeret
It allows enough variability for
a.) infinite mana -> Fireball/ Golem artisan
b.) infinite creatures
c.) alot of myrs/creatures + myrsmith -> Tempered Steel
d.) Enough mana and myr for Myr Battlesphere -> Tezzeret's ult
Any comments on this? I might try to build this once I finish with my discard deck. Though my major concerns is that this seems way too slow for aggro bursts/infect.
I recently made a Myr deck from my friend's opened boosterbox. Even with the basics, a Myr deck, at least if its SOM-restricted, its HORRIBLY SLOW and fails badly to counters and burn/bursts/aggro red.
The thing with a Myr deck is that you desperately need to be able to land 2-3 myrs before the ball starts rolling. Its rather funny though to imprint a Myr Battlesphere, and be able to cast 2 of them for the next two turns.
While this deck will probably consistently lose to other faster decks or decks with more control/burst, i still like it coz myrs are undeniably cute! plus its cheap. converted dollar costs I spent for this is only around 25 USD.
Ofc I have to add one more Myr Galvanizer, 1 more Myr Battlesphere, and probably 1 more Kuldotha.
I recently made a Myr deck from my friend's opened boosterbox. Even with the basics, a Myr deck, at least if its SOM-restricted, its HORRIBLY SLOW and fails badly to counters and burn/bursts/aggro red.
The thing with a Myr deck is that you desperately need to be able to land 2-3 myrs before the ball starts rolling. Its rather funny though to imprint a Myr Battlesphere, and be able to cast 2 of them for the next two turns.
While this deck will probably consistently lose to other faster decks or decks with more control/burst, i still like it coz myrs are undeniably cute! plus its cheap. converted dollar costs I spent for this is only around 25 USD.
Ofc I have to add one more Myr Galvanizer, 1 more Myr Battlesphere, and probably 1 more Kuldotha.
Comments?
It does badly against removal, other than that...it wins. Against mono-green ramp, we win. Against low removal things, we win.
I also run a few things to combat removal, and that helps a bunch.
I guess OP wants it to be 'keyworded' like "dies" was. What word would you replace ETB with though?
When Aegis Angel is born?
When Huntmaster of the Fells arrives?
When Kitchen Sphinx lands?
When Faerie Imposter busts in?
When Dread Cacodemon pops in?
When Malfegor shows up?
Forget comboing out. Just play a myr aggro deck with tempered steel. You'll want to add galvanizers for the lord ability anyways.
Then, one can still add stuff like Splinter Twin or Myr Reservoir to the solid aggro skeleton for resilence and combo potential.
~Sylv
agree with this. infi combo is just for the lulz :)) but winning by your 1/1 creatures becoming insane 5/5 by having 2 tempered steel enchants online is more awesome. the artifact that lets you search for any number of artifacts and exile them to put that many 1/1 myr creatures would be awesome in this deck.
You forget one thing, it's infinite tapping if you aren't using a Myr Palladium.
It takes three mana-myrs and two galvanizers without Mr. Palladium.
No, it still would only take two mana myr.
I actually thought of building counterburn with this combo. Just have the silver and iron myr, maybe palladium myr, then toss in the new myr lord, put in plenty of counterspells (deprive, stoic rebuttal, mana leak) and some things to search out your pieces (Jace 2.0, card draw, etc.) and blaze. Boom. Palladium Myr isn't necessary, but if there's room for him, he wouldn't hurt. I'm just wondering what third color I would want to add and if I did, what cards that third color would have to get me my combo faster...
I just did the best combo ever with this trick, methinks... I just built the deck and was testing it out against my friend, and I had two Silver Myrs and two Myr Galvanizers... and I played Blue Sun Zenith. I decided to spawn 500 mana, and instructed my friend to draw the 500 cards. Needless to say, he lost because he could no longer draw any cards.
Win!
(I made it a Blue/White and also have White Sun Zenith, so I can infispawn 2/2 Cat creatures and attack with all of them!)
Unless you can get another galvanizer on the board or another welder that has imprinted a galvanizer, it's not terribly useful. I thought of this, too, when I saw it, but it doesn't mesh well with the splinter twin combo due to the fact that the copies won't have the imprint. It could work, but it's not ideal.
You don't need infinite mana to kill your opponent, especially when the combo relies on a number of squishy creatures. The only two colors that would kill an opponent with infinite mana are Black and Red, neither of which support a deck that requires digging/tutoring for specific combo cards.
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Currently Playing: UW UW Control WR Tempered Steel GR Valakut Ramp G Elves GU Momir Vig, Simic Visionary
You don't need infinite mana to kill your opponent, especially when the combo relies on a number of squishy creatures. The only two colors that would kill an opponent with infinite mana are Black and Red, neither of which support a deck that requires digging/tutoring for specific combo cards.
The way I've set up my myr deck (it is red/blue) is something like this.
Plan # 1: Splinter Twin + Galvanizer + mana myr = win
Plan # 2: Galvanizer + Galvanizer + 2 silver myr or 2 iron myr or 1 palladium myr + blue or red zenith (for blue you force them to draw their whole deck) = win
Plan # 3: ROAR fear my myrna ramping into Myr battlespheres
Plan 1 is pretty consistant when backed up by a healy dose of draw power and counterspells.
Oh and you can bring those creatures back to your hand using myr reservoir
Niv:
I can see by that stupid look on your face you're confused; "Why would I reveal this to you now?" Simply put, you have no chance to escape, I put my plan into motion 35 blocks ago.
You don't need infinite mana to kill your opponent, especially when the combo relies on a number of squishy creatures. The only two colors that would kill an opponent with infinite mana are Black and Red, neither of which support a deck that requires digging/tutoring for specific combo cards.
On the contrary, one of the reasons I like this combo so much is that myr are already so playable as a tribe. Mana myr are almost always welcome in the early game, and the lords just push them over the top.
I have a deck built around this concept just missing the palladium myrs (I have 'em just cant find 'em). The colors in the deck are r/b/u. I use fireballs, exanguinates, and blue sun zenith's in the deck along with preordain. Myrs are goofy cannon fodder alone, but when you get them together they are scary. Out of 6 matches with this deck, i lost only 2. the scary thing is half the time, i have not been able to get two galvanizers out. with only one galvanizer and a handful of mana myrs and your lands, is more than enough to cause some damage
Entirely unrelated to the infinite mana combo, another cool combo with myr, that can potentially be a turn one win, is Myr Retriever + Myr Retriever + Heartless Summoning + Altar of the Brood. Or, the same thing but with Impact Tremors instead of Altar of the Brood.
Heartless Summoning allows you to play one Myr Retriever for free, triggering either Impact Tremors or Altar of the Brood; however, it'll die immediately. Then, you play your second Myr Retriever, triggering either Impact Tremors or Altar of the Brood again, allowing you to return the first Myr Retriever from your graveyard to your hand; however, the second Myr Retriever will also die instantly. Now, just continue between playing and returning the Myr Retrievers for free until Impact Tremors kills or Altar of the Brood mills.
That seems nice in a control world, but I just feel like it would roll over and die to the aggro-er versions of this deck. tubemateget-mobdro.comauthorityapk.com
R Citizen Cane (Feldon of the Third Path)
myr seems doable to me. There is a card that makes artifacts cost 1 less to cast which could help keep them in your hand till you need to get them out in a hurry or protect them because with a 4 card engine all it takes is one well timed doom blade or sleep to stop the engine.
Combined with propagator just generate a bunch of little 1/1 myrs then attack with the battlesphere and tapp all the little guys and it automatically deals a crap ton of damage to the defending player when attack is declared. Plus, if you don't have that many myrs out, give the Battlesphere poison for an auto win.
I too think that this deck is completely do-able. Blue would help you pack some counterspells and draw, and maybe even the Doppleganger.
I think it's doable in some fashion, and certainly presents a fun and cheap deck. I mean, my red version only has 5 total rares - 2 Spheres and 3 Reservoirs, and they're dirt cheap, too.
Commander
Ezuri, Renegade Leader (Aggro/Combo - Favorite)
Skullbriar, the Walking Grave (Sac and Grave hijinks)
Azusa, Lost but Seeking (Landfall hijinks)
Kaalia of the Vast (Heavily modded)
Standard
Waiting for Innistrad...
Extended
Hah!
Modern
Living End Cascade (RGB)
Legacy
Burn
Vintage
None
Casual
WB Aggro-Control
Green Stompy
Pink Floyd (UWr Wall Control)
Lunch Box (Fatty ramp)
D-Bag (White Control)
Level 13 Task Mage
4 myr galvanizers
4 reseviors
4 battlespheres
4 silver myr
4 gold myr
4 Palladium myr
3 Venser
This is just a shell right now. I want to drop a battlesphere exile it with venser and get 4 more myr. The next turn i attack with the sphere and tap all my myr, 8 myr and then some and with venser make him unblockable. I am not sure about the myr propegator but i do need some other cards to fill the void in this deck to make it viable
5 Island
5 Mountain
7 Plain
4 Myr Galvanizer
4 Palladium Myr
3 Iron Myr
3 Gold Myr
3 Silver Myr
4 Renegade Doppelganger
2 Clone
2 Tempered Steel
2 Myrsmith
3 Fireball
2 Golem artisan
2 Tezzeret the Seeker
How about this? I tried making a standard and sorta-cheap-but-its-looking-expensive-due-to-scalding-tarn-and-myr-battlesphere-and-tezzeret
It allows enough variability for
a.) infinite mana -> Fireball/ Golem artisan
b.) infinite creatures
c.) alot of myrs/creatures + myrsmith -> Tempered Steel
d.) Enough mana and myr for Myr Battlesphere -> Tezzeret's ult
Any comments on this? I might try to build this once I finish with my discard deck. Though my major concerns is that this seems way too slow for aggro bursts/infect.
Tezzeret the Seeker is no longer in standard
even if it came out in the duel-decks, its still not considered standard? is that how it works? o.o
Duel deck cards are only legal in reference to their "regular print" counterpart. For example, Tezzeret is only legal where shards of alara is.
Legacy: :?mana:Affinity:?mana:
7 Forest
8 Swamp
4 Gold Myr
4 Copper Myr
4 Leaden Myr
3 Myr Galvanizer
3 Palladium Myr
1 Myr Battlesphere
2 Prototype Portal
2 Semblance Anvil
1 Myr Reservoir
1 Kuldotha Forgemaster
2 Necrotic Ooze
2 Genesis Wave
3 Exsanguinate
1 Untamed Might
I recently made a Myr deck from my friend's opened boosterbox. Even with the basics, a Myr deck, at least if its SOM-restricted, its HORRIBLY SLOW and fails badly to counters and burn/bursts/aggro red.
The thing with a Myr deck is that you desperately need to be able to land 2-3 myrs before the ball starts rolling. Its rather funny though to imprint a Myr Battlesphere, and be able to cast 2 of them for the next two turns.
While this deck will probably consistently lose to other faster decks or decks with more control/burst, i still like it coz myrs are undeniably cute! plus its cheap. converted dollar costs I spent for this is only around 25 USD.
Ofc I have to add one more Myr Galvanizer, 1 more Myr Battlesphere, and probably 1 more Kuldotha.
Comments?
It does badly against removal, other than that...it wins. Against mono-green ramp, we win. Against low removal things, we win.
I also run a few things to combat removal, and that helps a bunch.
agree with this. infi combo is just for the lulz :)) but winning by your 1/1 creatures becoming insane 5/5 by having 2 tempered steel enchants online is more awesome. the artifact that lets you search for any number of artifacts and exile them to put that many 1/1 myr creatures would be awesome in this deck.
No, it still would only take two mana myr.
I actually thought of building counterburn with this combo. Just have the silver and iron myr, maybe palladium myr, then toss in the new myr lord, put in plenty of counterspells (deprive, stoic rebuttal, mana leak) and some things to search out your pieces (Jace 2.0, card draw, etc.) and blaze. Boom. Palladium Myr isn't necessary, but if there's room for him, he wouldn't hurt. I'm just wondering what third color I would want to add and if I did, what cards that third color would have to get me my combo faster...
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
Win!
(I made it a Blue/White and also have White Sun Zenith, so I can infispawn 2/2 Cat creatures and attack with all of them!)
"Win More"
You don't need infinite mana to kill your opponent, especially when the combo relies on a number of squishy creatures. The only two colors that would kill an opponent with infinite mana are Black and Red, neither of which support a deck that requires digging/tutoring for specific combo cards.
Currently Playing:
UW UW Control
WR Tempered Steel
GR Valakut Ramp
G Elves
GU Momir Vig, Simic Visionary
The way I've set up my myr deck (it is red/blue) is something like this.
Plan # 1: Splinter Twin + Galvanizer + mana myr = win
Plan # 2: Galvanizer + Galvanizer + 2 silver myr or 2 iron myr or 1 palladium myr + blue or red zenith (for blue you force them to draw their whole deck) = win
Plan # 3: ROAR fear my myrna ramping into Myr battlespheres
Plan 1 is pretty consistant when backed up by a healy dose of draw power and counterspells.
Oh and you can bring those creatures back to your hand using myr reservoir
"Well it's viable in EDH."
On the contrary, one of the reasons I like this combo so much is that myr are already so playable as a tribe. Mana myr are almost always welcome in the early game, and the lords just push them over the top.
As for your last claim... Blue Sun's Zenith, White Sun's Zenith, Chimeric Mass, Gelatinous Genesis, Genesis Wave, and Strength of the Tajuru come to mind from Standard alone, and at least two of those are immediate kills. And I lol'd when you said that "black has no tutors"...
Heartless Summoning allows you to play one Myr Retriever for free, triggering either Impact Tremors or Altar of the Brood; however, it'll die immediately. Then, you play your second Myr Retriever, triggering either Impact Tremors or Altar of the Brood again, allowing you to return the first Myr Retriever from your graveyard to your hand; however, the second Myr Retriever will also die instantly. Now, just continue between playing and returning the Myr Retrievers for free until Impact Tremors kills or Altar of the Brood mills.
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