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Merely Myr (EDH / Commander) [Revisión 15]

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Viendo una revisión 15. There is a more recent version of this deck.

(formatting for ease of viewing to be editted at a later time)
Karona, Master of Mirrodin

This is a WUBRG Myr Tribal Commander deck with Mirrodin & Karona flavors.

Construction Philosophy:
I fell in love with the Myr creature type and synergies when I first encountered them in the Scars of Mirrodin expansion and block as a whole. I would later discover that they had existed in the earlier Mirrodin block and this gave me enough fuel to light up this commander deck.
You may have noticed the way in which I've categorized the cards in the list. This is the way that EDHREC does so. The main reason that I started posting my decks online is that I was tired of not seeing Karona, False God as "suggested" or "top" Commander for Myr. I discerned that this site is one of which they use as a resource. Here's a breakdown:

Commander:
Why Karona, False God?
5 Colors: In order to fill up the creature slots, I had to use nearly every Myr printed. While some could have been cut, I couldn't bring myself to do so. So, if I wanted to include all the mana producing Myr, I needed to be in all 5 colors.
Tribal: Even though the deck is artifact heavy, at it's core the deck was going to be tribal. That was going to be the central theme. Most of my tribal decks tend to have a subtheme within them as an alternate win condition and unique play experience (like a pirate tribal deck that also has all the treasure cards to win with Revel in Riches). This deck was going to be Myr Tribal at all costs.
The only 5-color Tribal commanders, that did not force a creature-type change in order to work, were Morophon, the Boundless & Karona, False God. Since there is only one Myr with any color in their casting cost, Morophon was really only going to provide a +1/+1 benefit to the Myr.

Having settled on Karona we immediately see that she is going to, much like her lore, leave in a fit of self-discovery after she is cast. This gives us 2 options: never cast her, or work to retain her.
In my opinion, if you have a commander as a color identity placeholder and nothing more (here's looking at you, The Prismatic Piper), what's the point?
So we know we are going to cast her, but 6 mana to include each color is going to take some work. This is probably not a goal to strive for, but something to build towards. She will be there as a coup de grâce to finish off the game, or to throw the table into chaos if the cards fall right. Assault Suit equipped onto her ensures she doesn't come your way nor can the opponent just sacrifice her - forcing you to have to recast her. Homeward Path can allow you to grab her from a player that may gain too much benefit from her (Such as another tribal player). Sanctum of Eternity can allow you to just snatch her up after your attacks so that she avoids needing to be passed on (As well as a decent removal failsafe on your turn). Drop a Temple of the False God as a flavor win.

Creatures:
Every Myr printed and 2 non-Myr that create them. OK, so besides the blind love affair with the creature type, why include every single Myr? Fuel. Canonically, the Myr were created by Memnarch as worker ants to assist in the management of Mirrodin. Later they assisted in the manual labor of his schemes. And, under New Phyrexia, nothing much has changed (except maybe for an oil change and the addition of fleshy bits). While the synergies and powerhouses of Myr Battlesphere, Myr Galvanizer, and Shimmer Myr are apparent, seemingly lackluster ones like Alpha Myr, Myr Servitor, and Omega Myr should not be overlooked. Played after Vanquisher's Banner is on the field, for example, they have earned you a 3/2, 2/2, or 2/3 creature for 1 or 2 mana that drew you a card. If played early, they are unassuming. If played late, they will cheaply and exponentially add to your board.
While Myrsmith and Brudiclad, Telchor Engineer will not gain any of the benefits of the tribal themes, they will contribute to them. After a few games, you will find your opponents targeting the gentle Myrsmith for removal in an effort to prevent you from relentlessly dropping power on the board.

Spells:
Why even spells? You're right. This could easily have been "oops all artifacts". But, as before, Tribal was our theme, not artifacts. So I gave myself a rule that I would include an Enchantment of each color and an Instant or Sorcery of each color. 3 were auto includes as they already had a Myr theme, 2 trigger combos detailed later, and rest are simply the best tribal cards of their color that still fit the deck. As for, "Why not ___ card instead?" Drop your question below and I'll respond in depth if it's not already covered.

Choice Artifacts:
Oops, almost all artifacts. Besides the 7 auto-include Myr Artifacts, I grabbed the best tribal ones I could find. Door of Destinies is a Tribal staple if including artifacts and going wide. Herald's Horn just turns into card draw when more than 1/3 of the deck is creatures. A couple of artifacts are included to get to a game winning combo easier and will be detailed later. Forsaken Monument is a fluke that ends up getting the deck much more attention than wanted. But it has value. Mystic Forge can easily spiral into so many plays if you have enough mana. Stoneforge Masterwork gives Brass Squire and Myr Adapter something to do and is the most tribal of Equipment for a go-wide strategy (especially effective on Lodestone Myr).

Planeswalker:
I used to swear against Planeswalkers. They were usually quite expensive and they didn't seem thematic. The player was the Planeswalker, after all, and the main character of the story. But, strict adherence to opinions leads to stagnation. So, I decided that each of my decks would include a single Planeswalker and no more. Tezzeret the Seeker can either help you to get over the hump to your win-con or help you tutor for it.

Lands:
Honestly, the lands didn't matter too much. A very small percentage of the cards required a specific color and there are many mana producing Myr. So I decided to lean on the theme. Besides Brudiclad's alternate timeline, Myr have only ever been on Mirrodin. I included EVERY land that was printed in either the Mirrodin or Scars of Mirrodin blocks. Even the ones that have no synergy nor theming. Feel free to substitute as you wish. Since there are only 28 Mirrodin lands, the lands under the "Utility Lands" section fill out the land requirements and actually play a role in the deck's performance.

But there's not enough/too much:
There are opinions about how much of certain card types that should be included in decks. You'll not get that here. I build on a theme. Heavily. If that theme lacks answers, then so be it. I have the most fun seeing synergies and triggers on triggers. That's my jam. But certain players & colors lean towards specific playstyles. If you know what you'd include/remove to make it better (or more geared towards your playstyle) then I'd love to hear your ideas below.

Strategy:

  1. Stay under the radar & avoid attracting too much attention. Shrug off suspicions about being "up to something". This is easy enough to do as a majority of the Myr are low costed and don't do much.
  2. Be wary of the player who will look for the "easy win" to take you out early. Be willing to chump-block. They are not, necessarily, gone for good.
  3. It's sometimes better to hold onto a card. Myr Servitor is easy enough to cast, but if played late it could add to the Door of Destinies, draw you a card off of Vanquisher's Banner, net you an additional token from Genesis Chamber, or all three at once!
  4. You can tutor for specific Myr with Myr Turbine.
  5. You can retrieve Myr with Myr Reservoir

Combos:
Why can't I hold all these Myr? (Brudiclad, Telchor Engineer + Myr Incubator): Usually a desparation play but, there are 60 Artifacts in the deck. Depending on what else you have played, you can crack the Incubator with many hasty chonky boiz.

So long and thanks for all the Myr (Peer Pressure + Genesis Chamber): This is the simplest combo but won't necessarily win you the game. Drop the Chamber early and watch the tokens propagate around the board. Then, when you're ready to swing out, put on the Pressure in Pre-combat Main and swing. Especially effective after Kindred Dominance. But, if you're tapping 11 mana, you should be winning. If you lack Peer Pressure, you can keep Genesis Chamber tapped down with Lodestone Myr.

Unlimited Power! (Myr Galvanizer + a copy of Myr Galvanizer + mana Myr producing 2 mana): Tap the mana Myr to get 2 mana. Activate Galvanizer, untap mana Myr. Tap mana Myr for mana. Activate Copy, untap mana Myr. Repeat. Mana in pool continues to increase by 1 mana of a mana Myr's color. More mana pooled if more mana Myr are tapped. Use Mirror of the Forebears or Mizzium Transreliquat to make the Galvanizer copy. Dump the mana into Myr Propagator(s) (who will untap with the rest of the Myr), Tribal Unity &/or Myr Matrix.

Never ending Mana, Myr, & Breadsticks (Myr Matrix + Mana Echoes + 5th Myr enters the battlefield): As the 5th Myr enters the battlefield you will receive 5 colorless mana. Create Myr token with Matrix. As token enters, receive 6 mana. Repeat increasing mana in pool and tokens on field. Use mana as above. Save a red mana to cast Roar of the Crowd (counting infinite Myr) or, if Brudiclad, Telchor Engineer is on the field, swing immediately with infinite tokens for the win.

Weaknesses:
Sickness. Your Myr are typically low power/toughness. A sickness effect that decreases toughness across the board (Elesh Norn, Grand Cenobite) will keep the Myr down for a while.
Artifact Hate: 60% of the deck is Artifacts. You will lose against a deck that has continuous artifact destruction.
Can't reach tall shelves: With only 1.5 flyers, a Tribal Flying deck will wreck you. Angels, Demons, Dragons, Birds, Thopters. Either make them your friend or make sure everyone else sees them as the enemy.
What was the question?: The deck lacks many answers. You will be leaning on the other players to deal with problems. That's why it is important to not be perceived as the threat.

Play:

Rule 0: While Myr puns are welcome (It was a Myr-acle!), pronunciation must be adhered. No player should be surprised if they get punched in the throat after uttering "meyer" or "mer". J/K if we wanted physical contact in our game, we wouldn't be laying plastic-sheathed pieces of thin cardstock paper (some of which are shiny) onto oversized mousepads ;)

Opening Hand: This deck can start firing on as little as 2 mana. Especially if you are holding any of the 6 - 2 cost mana producing Myr. 3 more ramp options show up at 3 mana. Look for 3 mana producers in your opening hand. With at least 2 being land.

Pregame: There are no beginning of game shenanigans to look for. No Leylines, Chancellors, etc.

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