After scars comes out you are probably going to be pushing your artifact section quite a bit. A card that you should think about including (and it should probably already be in your cube anyways) is Mishra's Workshop. You proxy cards so get someone to photoshop a Workshop with a Myr jumping out of it or something.
That's not a bad inclusion! Too bad it's even more expensive than any card in a normal cube (or at least most.) I'm thinking about more artifact hate too.
So far this is what I'm guessing your looking at from the spoiler.
Glint Hawk (maybe?)
Tempered Steel (OMG autoinclude)
Myr Smith (It's like they knew you were building this cube)
Painsmith (yep)
Ember Smith
Galvanic Blast
Carapace Forger (maybe)
Ezuri Brigade (8/8 for 4?)
Etched Oracle (2/2 pro all colors for 3, seems good)
Kuldotha Forgemaster (The cost is almost free ont his guy)
Molten Tail Masticore (1. you can pitch myrs to it, 2. it creates this odd tension between lots of free myrs and charing your opponent)
Myr Battlesphere
Mox Opal
Myr Galvanizer
Origin Spellbomb
PalladiumMyr
Rusted Relic (maybe, I'm not sure on how good metalcraft is)
Throne of Geth (Don't know how many counters you have)
Myr Reservoir (what is this, the second card you would add to your cube after Myr Galvanizer?)
I'm 90% sure you will be playing the entire smith cycle. Any idea about how big your willing to push the artifact section? Also with all the tribal myr cards it might be worth looking at the mana myrs.
Also, I herd you think workshop is too expensive?
if you don't like the placment of the Myr just tell me and I'll move it.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Myr Smith is when I almost cried in joy of how awesome this set is for this cube. It's so good, but not broken, but best of all it fits in this cube like candy.
I'll push the artifact section as big as it needs to be, I don't care if my cube was all artifacts, as long as I'm including all good cards. I am so excited for the rest of the smith cycle. Galvanic Blast is just too much fun, this cube needs some more removal and here is a very nice one.
Awesome proxy! I need to learn to proxy cards really nicely though. Haven't done any nice ones yet.
Kudos to your cube, makes me wish I can build one or join one of your drafts.
Just to put it out there, but have you considered cabal Therapy?
Thanks! No I haven't, I do however think it'll get a home due to being able to play it on turn 2 dropping all the Myrs you have into the grave. Flashback is nice too.
This looks like such a cool idea to build; I am trying to come up with reasons not to copy your list and begin my own Myr cube.
Do you think replacing all the basic lands with the associated Artifact Lands would make the cube better or worse? The idea seems novel, but I'm not sure if it would be a good idea.
This looks like such a cool idea to build; I am trying to come up with reasons not to copy your list and begin my own Myr cube.
Do you think replacing all the basic lands with the associated Artifact Lands would make the cube better or worse? The idea seems novel, but I'm not sure if it would be a good idea.
I love the idea, but not sure if it would hurt more than it out be interactive. There are plenty of artifact destruction in my cube. Ratchet Bomb and friends would have to be taken out for sure.
this is a great cube idea. I was inspired the first time i read about this and went about building a version of it. I have drafted it a few times and will be weeding out issues before posting a thread.
One of the noticable thing about this combo cube was how quickly you would lose with certain unchecked cards.
I ran your list with about 10 cards extra in each colour and came across alot of cards that were virtually unbeatable and resulted in unfun games.
Have you had a similar experience with this?
Ban hammer for my Myr cube include
Goblin Bombardment
Blasting Station
Grinding Station
Skullclamp
Each of these resulted in a clock of 1-2 turns as early as turn 4.
I agree, there defiantly needs to be a ban hammer and those are great ideas to put on them. I would love to see your cube. I haven't worked on mine and I don't have too much motivation. I would however, fix and use mine if I get to see yours. It's hard to build such an unusual cube without another guy with one too.
You don't like Sprout Swarm in here? For me it feels like an auto-include. You should at any time have enough Servitors out to massively increase your army through the Convoke mechanic. It also is an Instant which allows End of Turn/Blockerphase Shenanigans with your Servitors.
Hmm. On second thought it may be pretty good. I'll throw it in.
those updates look great. i love how this cube includes more and more cards situational to the theme of the cube that would probably be awful outside it as time goes on.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
I was digging through cards and I found Skeleton Shard, this cube is just too fun. Even looking for the cards has been magnificent. My friend and I have been playing and found that most graveyard removal has been way too strong. I have a bunch of testing further to do and wish that everyone with some extra sleeves makes a Myr cube. They're really really cheap. I have spent about $30 on buying the cards I did not already own and already have about 200 or so cards. The real problem is I do not know which cards are good and which are bad.
Black is the strongest, it is the equivalent of the normal cube's blue. Sacrifice effects, graveyard hate, big creatures, and board sweepers all in the same color. Blue is close behind with crazy crazy card advantage. I drew 8 cards from Distant Melody. Red is somewhere behind that with good face damage and some removal effects and a ton of sweepers. White is after that with lots of pumps but no way to get creatures through on it's own. Then green... green has a lot of Overrun effects but it usually forces you in heavy green. I have some other ideas for green but it's a huge hole right now.
Death Spark kills a lot of the hazardous creatures and if you keep track of it can be played every turn. Carrion Feeder is obviously good, being able to sacrifice creatures before damage so your opponent's Myr survive and yours come back has been amazingly good. This is good as to untap your dudes, keep their dudes in play so yours come back, and so theirs do not leave play (stops triggers from opponent's) and come back into play (stops more triggers).
Dispersing Orb.... that card is amazing. It's like playing Capsize with buyback for 2 less! Lightning Coils has been amazing too. Usually attacks for 15 on the next turn.
Edit: I just found Gravegouger in my stack of cards. Thank you Wizards. That card rules.
those updates look great. i love how this cube includes more and more cards situational to the theme of the cube that would probably be awful outside it as time goes on.
I agree, some of the cards fascinate me as to how powerful or just plain good they are. Coffin Purge is just fascinating, usually that card is the scum of Earth and probably should have never been printed but in this format it's good! Thanks Wizards for printing bad cards (sometimes).
I am also removing all of the 1 for 1 artifact destruction spells, they're not powerful in this cube unless they exile or destroy more than two artifacts. Some examples of what I like to play are Shatterstorm, Dust to Dust, Nullmage Shepherd, and Revoke Existance. Some cards that I do not like are Disenchant, and Oxidize. They're hardly played on the Myr and I am removing them to make room for the Borderposts.
The Advocates are freaking awesome. In a single card (pick any one of them), it translates so much about how twisted from normal the quality of cards are in this cube. I read it and I'm like, "YES. THIS IS IT."
The Advocates are very very creative. I am glad you had posted the Disenchanting one as it is probably one of the best. I really appreciate what you have done to my Myr cube because it has turned into a different direction. Some important pieces that I have fixed, some with your help, some with playing the cube:
- Graveyard hate is fine, just keep it very very small! (Gravegouger)
- One-for-one artifact destruction is not worthwhile (Disenchant), but exiling them is awesome (Revoke Existence).
- Temporary pumps are bad, especially if they're sorcery. (Righteous Charge)
- Ban cards! There are many that are way too powerful! (Survival of the Fittest)
- All colors need ways to exile the Myrs, even red. (Magma Spray)
Haha man I also used the wrong form of apology, my lack of sleep due to early classes has taken a toll.
Anyways here is a questionable change! There aren't many good protection from artifact cards out there, this one is meant to be pumped or whatever, and four damage is a nice amount anyways. I would like to see how it does. I also really enjoy the art and flavor text. Haha it's so lame.
Although some of the cards I "took out" have already been "taken out" I assume you that I am staying organized. I took a chunk of cards out that were either too good or horrible and am replacing them as I go. Those cards are still on my front page cube list but are not being played in the cube.
Anyways this cube has improved a ton over the last week and has only been a ton of fun to play with.
That's not a bad inclusion! Too bad it's even more expensive than any card in a normal cube (or at least most.) I'm thinking about more artifact hate too.
Glint Hawk (maybe?)
Tempered Steel (OMG autoinclude)
Myr Smith (It's like they knew you were building this cube)
Painsmith (yep)
Ember Smith
Galvanic Blast
Carapace Forger (maybe)
Ezuri Brigade (8/8 for 4?)
Etched Oracle (2/2 pro all colors for 3, seems good)
Kuldotha Forgemaster (The cost is almost free ont his guy)
Molten Tail Masticore (1. you can pitch myrs to it, 2. it creates this odd tension between lots of free myrs and charing your opponent)
Myr Battlesphere
Mox Opal
Myr Galvanizer
Origin Spellbomb
PalladiumMyr
Rusted Relic (maybe, I'm not sure on how good metalcraft is)
Throne of Geth (Don't know how many counters you have)
Myr Reservoir (what is this, the second card you would add to your cube after Myr Galvanizer?)
I'm 90% sure you will be playing the entire smith cycle. Any idea about how big your willing to push the artifact section? Also with all the tribal myr cards it might be worth looking at the mana myrs.
Also, I herd you think workshop is too expensive?
if you don't like the placment of the Myr just tell me and I'll move it.
Calvin and Hobbes
Cube Tutor
http://forums.mtgsalvation.com/showthread.php?p=6738094
I'll push the artifact section as big as it needs to be, I don't care if my cube was all artifacts, as long as I'm including all good cards. I am so excited for the rest of the smith cycle. Galvanic Blast is just too much fun, this cube needs some more removal and here is a very nice one.
Awesome proxy! I need to learn to proxy cards really nicely though. Haven't done any nice ones yet.
White
Indomitable Archangel
Tempered Steel
Elspeth Tirel
Myrsmith
Glint Hawk
Blue
Vedalken Certarch
Argent Sphinx
Grand Architect
Riddlesmith
Black
Painsmith
Red
Embersmith
Galvanic Blast
Oxidda Scrapmelter
Kuldotha Phoenix
Green
Ezuri's Brigade
Viridian Revel
Artifacts
Liquimetal Coating
Molten-Tail Masticore
Myr Galvanizer
Myr Battlesphere
Myr Reservoir
Kuldotha Forgemaster
I thought about the following cards. Maybe some of them could fit:
Field of Souls
Plagued Rusalka
Scorched Rusalka
Mycoloth
Sprout Swarm
Caller of the Claw
Just to put it out there, but have you considered cabal Therapy?
I like all the cards except Sprout Swam. They will find a home.
Thanks! No I haven't, I do however think it'll get a home due to being able to play it on turn 2 dropping all the Myrs you have into the grave. Flashback is nice too.
Do you think replacing all the basic lands with the associated Artifact Lands would make the cube better or worse? The idea seems novel, but I'm not sure if it would be a good idea.
I love the idea, but not sure if it would hurt more than it out be interactive. There are plenty of artifact destruction in my cube. Ratchet Bomb and friends would have to be taken out for sure.
Draft my cube!
Watch me stream!
Crumble
Divine Offering
Elvish Scrapper
Nature's Claim
Overload
Oxidize
Scavenger Folk
Thoughts?
I am sorry. I meant to say Powder Keg, and other effects like Disenchant would be quite powerful.
I agree, there defiantly needs to be a ban hammer and those are great ideas to put on them. I would love to see your cube. I haven't worked on mine and I don't have too much motivation. I would however, fix and use mine if I get to see yours. It's hard to build such an unusual cube without another guy with one too.
Hmm. On second thought it may be pretty good. I'll throw it in.
Calvin and Hobbes
Cube Tutor
Now that is brilliant. I love it. Thanks a lot.
I was digging through cards and I found Skeleton Shard, this cube is just too fun. Even looking for the cards has been magnificent. My friend and I have been playing and found that most graveyard removal has been way too strong. I have a bunch of testing further to do and wish that everyone with some extra sleeves makes a Myr cube. They're really really cheap. I have spent about $30 on buying the cards I did not already own and already have about 200 or so cards. The real problem is I do not know which cards are good and which are bad.
Black is the strongest, it is the equivalent of the normal cube's blue. Sacrifice effects, graveyard hate, big creatures, and board sweepers all in the same color. Blue is close behind with crazy crazy card advantage. I drew 8 cards from Distant Melody. Red is somewhere behind that with good face damage and some removal effects and a ton of sweepers. White is after that with lots of pumps but no way to get creatures through on it's own. Then green... green has a lot of Overrun effects but it usually forces you in heavy green. I have some other ideas for green but it's a huge hole right now.
Suggestions are always welcomed. If anyone who has seen the original Myr cube can suggest unusual cards I would love to hear it.
Some interesting cards that are really really good: Death Spark, Distant Melody, Carrion Feeder, Dracoplasm, Skullmulcher, Wonder, Sage of Lat-Nam, Dispersing Orb, Lightning Coils.
Death Spark kills a lot of the hazardous creatures and if you keep track of it can be played every turn. Carrion Feeder is obviously good, being able to sacrifice creatures before damage so your opponent's Myr survive and yours come back has been amazingly good. This is good as to untap your dudes, keep their dudes in play so yours come back, and so theirs do not leave play (stops triggers from opponent's) and come back into play (stops more triggers).
Dispersing Orb.... that card is amazing. It's like playing Capsize with buyback for 2 less! Lightning Coils has been amazing too. Usually attacks for 15 on the next turn.
Edit: I just found Gravegouger in my stack of cards. Thank you Wizards. That card rules.
A giant update! There are more in store soon too!
Official Changes 2/2/11
In ----> Out
Tar Fiend ----> Mind Slash
Minions' Murmurs ----> Grave Pact
Culling the Weak ----> Ritual of the Machine
Misinformation ----> Gate to Phyrexia
Plagued Rusalka ----> Salvage Titan
Moriok Rigger ----> Hunger of the Nim
Gravegouger ----> Attrition
Phyrexian Broodlings ----> Emissary of Despair
Skeleton Shard ----> Endemic Plaguen
Myrsmith ----> Disenchant
Devout Witness ----> Fortify
Palladium Myr ----> Voltaic Key
Thrumming Stone ----> Serum Tank
Embersmith ----> Dwarven Weaponsmith
Electrostatic Bolt ----> Goblin Bombardment
Granulate ----> Smash
Pyrotechnics ----> Close Quarters
Death Spark ----> Krark-Clan Engineers
Scorched Rusalka ----> Goblin Tinkerer
Meltdown ----> Rupture
Lightning Axe ----> Goblin Artisans
Arc Lightning ----> Tooth and Claw
Disintegrate ----> Fireball
Nullmage Shepherd ----> Molder
Fangreen Firstborn ----> Krosan Grip
Gaea's Blessing ----> Earthcraft
Tribal Forcemage ----> Fecundity
Lifesmith ----> Steely Resolve
Riddlesmith ----> Vedalken Mastermind
Rebuild ----> Transmute Artifact
Qumulox ----> Opposition
Three Wishes ----> Brainstorm
Soratami Cloudskater ----> Master Transmuter
Keep Watch ----> Tolarian Academy
Compulsion ----> Inkwell Leviathan
As this cube is no proxy here is a list of cards I am planning to add but do not have the card (PM me if you wish to donate!): Pulsemage Advocate, Spurnmage Advocate, Shieldmage Advocate, Treasure Hunter, Sanctum Gargoyle, Signal Pest, Shimmer Myr, Steel Sabotage, Piston Sledge, Heap Doll, Skull Catapult, Ooze Garden, Magma Spray, Reito Lantern, Mnemonic Nexus, Hammer Mage, Avenger en-Dal, Kuldotha Rebirth, Steamclaw, Ezuri’s Brigade, Mycoloth, Nullmage Advocate, Collective Unconscious, Glimpse of Nature, Aura of Silence, Leonin Relic-Warder, Return to Dust, Revoke Existence, Brawn, Golem's Heart, Infested Roothold, Tel-Jilad Defiance, Yavimaya Scion, Into the Core, Hissing Iguanar, Galvanic Blast, Creeping Corrosion, Fracturing Gust, Cephalid Broker, Magus of the Bazaar, Mask of Memory, Bloodbond March
Huge list below, mostly notes for myself.
Intuition - Perfect synergy
Aether Vial
Chalice of the Void - Not actually too harmful as it does not prevent them from entering the battlefield through other means.
Unearth - My friend and I found our self wanting to recur the Myrs a lot, the cheaper the better.
Mortiphobia - This card is perfect. I think it's very balanced too.
Steamclaw - It's hard to evaluate how powerful the graveyard cards are. I find this one balanced.
Kuldotha Rebirth - More creatures to sacrifice!
Malevolent Awakening - I can imagine this being fun... black is pretty packed though
Ooze Garden - Is paying 1G too much for a 1/1? I think it's pretty good.
Phyrexian Altar - Ashnods Altar and this are great
Phyrexian Vault - I am unsure if this card is powerful enough, Serum Tank doesn't seem powerful enough (3 is too much).
Plunge into Darkness Is this too powerful?
Sanguine Praetor - Decent black finisher
Shivan Harvest - Too powerful I think, but would like something like this.
Skull Catapult - Unsure of powerlevel
Thoughtpicker Witch - Very interesting card. Mills and it exiles Myr for a fair price.
Stir the Grave - Cheap reanimation spells are great, not sure how many is too many though.
Dwarven Shrine - It's almost a Meddling Mage
Bitter Ordeal - Can become very powerful, too powerful or too weak?
Magma Spray - Exiling red spells are needed.
Scorching Lava - Good
Carbonize - Pretty bad but it's needed
Disintegrate
Red Sun's Zenith
Demonfire
Yamabushi's Flame
Avenger en-Dal
Cannibalize
Cemetery Reaper - Too powerful?
Citanul Flute
Hammer Mage - Wow! Awesome
Lose Hope
Meltdown - Love this
Pyrostatic Pillar
Morality Shift - Hmmmmm
Temporal Cascade - Expensive shuffle effects are what I am looking for! This is quite fun
Time Reversal - I am unsure yet but looks good.
Primal Command - Balanced Graveyard removal
Mnemonic Nexus - I think this is balanced though 4 at instant is very very good.
Oversold Cemetery
Counter Spells that Exile/bottom of lib
Dissipate
Faerie Trickery
Liquify - Close to what we want but costs too much
Grip of Amnesia - Unsure if this is good. I'll give it a try
Syncopate
Assert Authority - Have to have 4-5 Myr in play for this to be worthwhile
Hinder
1 for 1 exile on battlefield is good
Swords to Plowshares
Exile
Last Breath
Reciprocate
Swords to Plowshares
Vengeful Dreams
Condemn
Some graveyard removal I really need to add:
Cremate
Shadowfeed
Skullsnatcher
Coffin Purge
Misinformation
Beckon Apparition
Fade from Memory
Headstone
Nantuko Tracer
Reito Lantern - Love thos
Grave Robbers
Grazing Kelpie
Heap Doll - Great with combos
Junktroller - Duh!
Merrow Bonegnawer - Interesting. Does not target so it isn't broken but it's really powerful.
Phyrexian Furnace - Hmm
I think these graveyard removals are too powerful:
Decompose - 3 for 1 exile is too powerful imo
Rapid Decay - 3 for 1 exile
Dwell on the Past - 4 for 1 shuffle is too powerful?
Stream of Consciousness - 4 for 1 shuffle
Shred Memory - 4 for 1 exile, way way powerful
Suffer the Past
Ebony Charm
Banned Cards (it's going to be a huge list)
Banned due to extremely powerful combo with Myr: Time Sieve, Survival of the Fittest, Artificer's Intuition, Gaea’s Cradle, Tolarian Academy, Fecundity, Genesis Chamber, Disciple of the Vault, Opposition, Glare of Subdual, Contamination, Aura Shards, Earthcraft, Arcbound Ravager, Goblin Sharpshooter
Banned due to excessive Myr hate: Beacon of Unrest, Tormod's Crypt, Extirpate, Relic of Progenitus, Bojuka Bog, Counterbore, Lobotomy, Splinter, Thought Hemorrhage, Haunting Echoes, Memoricide, Nine-Ringed Bo, Yamabushi's Storm, Eradicate, Loaming Shaman, Reminisce, Shimian Specter, Thran Foundry, Identity Crisis, Moratorium Stone, Nihil Spellbomb, Withered Wretch, Bazaar of Wonders
Banned due to powerful sac outlet: Goblin Bombardment, Skullclamp, Grinding Station, Blasting Station, Mind Slash, Attrition, Nezumi Bone-Reader
Banned due to other reasons: Mishra's Workshop
New cards to consider:
I agree, some of the cards fascinate me as to how powerful or just plain good they are. Coffin Purge is just fascinating, usually that card is the scum of Earth and probably should have never been printed but in this format it's good! Thanks Wizards for printing bad cards (sometimes).
More cards that I need to add:
Summoning Station
Raid Bombardment
Shared Animosity
Ad Nauseam
Gutless Ghoul
Pulsemage Advocate
Spurnmage Advocate
Shieldmage Advocate
Sanctum Gargoyle
Treasure Hunter
Lodestone Myr
I am also removing all of the 1 for 1 artifact destruction spells, they're not powerful in this cube unless they exile or destroy more than two artifacts. Some examples of what I like to play are Shatterstorm, Dust to Dust, Nullmage Shepherd, and Revoke Existance. Some cards that I do not like are Disenchant, and Oxidize. They're hardly played on the Myr and I am removing them to make room for the Borderposts.
Awesome.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
- Graveyard hate is fine, just keep it very very small! (Gravegouger)
- One-for-one artifact destruction is not worthwhile (Disenchant), but exiling them is awesome (Revoke Existence).
- Temporary pumps are bad, especially if they're sorcery. (Righteous Charge)
- Ban cards! There are many that are way too powerful! (Survival of the Fittest)
- All colors need ways to exile the Myrs, even red. (Magma Spray)
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
It's cool. Heap all the mistaken praise you want on me.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Anyways here is a questionable change! There aren't many good protection from artifact cards out there, this one is meant to be pumped or whatever, and four damage is a nice amount anyways. I would like to see how it does. I also really enjoy the art and flavor text. Haha it's so lame.
Official Changes 2/3/11
In ----> Out
Yavimaya Scion ----> Acidic Slime
Official Changes 2/4/11
In ----> Out
Glint Hawk ----> Disenchant
Dust to Dust ----> Fortify
Leonin Sun Standard ----> Roar of the Kha
Tempered Steel ----> Shared Triumph
Field of Souls ----> Remembrance
Vedalken Certarch ----> Coastal Piracy
Infernal Tutor ----> Decree of Pain
Mortiphobia ----> Culling the Weak
Last Laugh ----> Dread Return
Faerie Macabre ----> Dark Triumph
Cremate ----> Hecatomb
Galvanic Blast ----> Rupture
Reckless Abandon ----> Hearth Charm
Hissing Iguanar ----> Krark-Clan Stoker
Kuldotha Phoenix ----> Furnace Dragon
Ooze Garden ----> Creeping Mold
Nullmage Advocate ----> Krosan Grip
Myr Galvanizer ----> Serum Tank
Skull Catapult ----> Coat of Arms
Kuldotha Forgemaster ----> Arcbound Ravager
Culling Dais ----> Genesis Chamber
Myr Reservoir ----> Altar of Demetia
Although some of the cards I "took out" have already been "taken out" I assume you that I am staying organized. I took a chunk of cards out that were either too good or horrible and am replacing them as I go. Those cards are still on my front page cube list but are not being played in the cube.
Anyways this cube has improved a ton over the last week and has only been a ton of fun to play with.
Wish to add: Conclave Phalanx