Myr Matrix made you pay five mana to get a Myr
token, This just requires that you tap it,
making it much easier to use, but much harder to
get more than one token per turn out of it.
Either way, Myr Turbine assumes you're playing
for the long game. If you're behind on tempo,
it's most likely just going to give you a chump
blocker a turn, making no progress towards total
Myr headcount but buying you time to draw
something that actually can swing the game in
your favor-- which isn't too bad, but is nothing
to stand up and shout about.
If you're already at parity or ahead, however,
the Turbine can slowly amass a surplus of Myr,
until you get the point where you can start
pulling more Myr directly out of your deck. So
which Myr will you get? Myr Battlesphere? Not
bad, since it brings four more Myr with it and
basically supplies you with enough Myr to tap to
go fetch another Battlesphere next turn. Myr
Galvanizer? Sure, then you can untap the Myr you
tapped to fetch another Myr, as well as set up
the infinite Myr-mana combo. But of course, if
you've got five spare Myr to tap, you were
probably already going to win without the
Turbine.
Myr Turbine is great if you just need something
to spit out a token every turn, in a dedicated
Myr deck as an extra source of Myr tokens (and
potentially a "Copper Myr Sun's Zenith" every
turn), or if you're relying on metalcraft-- the
tokens are artifacts, and Myr Turbine can give
you metalcraft even if it's the only artifact
card you draw all game.
I managed to get my hands on one of these last
week, and I've been thinking about what to do
with it. I was held back partly because I was
still sort of thinking of the original Mirrodin
block, where all the Myr were inexpensive small
creatures. If I'd realized that it was no longer
2004, and we have both the Battlesphere and a
Myr that untaps all its compatriots, my deck
ideas probably would have come out a little more
interesting. I expect the rest of you (who know
what year it is) will also find this a fun card
to play around with.
Welcome back readers today’s card
of the day is Myr
Turbine an interesting a powerful
artifact tool for searching out
Myr as well as generating tokens for
the deck. In standard artifacts
have seen a bit of play but
I feel this is too slow a t
producing tokens and requires a critical
mass to make it worthwhile, combined with
Tezzeret Agent of Bolas you
could conceivably creature a night
Invincible army and cause a lot of
life loss. In extended and eternal I
don’t foresee this card making
a large impact. In casual and
multiplayer this card is powerful as
It creates chump blockers or
an army for a battlecry rush, and
searches out changelings. In limited
It can create creatures which is nice and
can allow you to search through your
deck for bomb creatures such as
battlesphere or in the worst case
mana myr, overall an interesting
card that provides powerful
tricks for Myr enthusiasts.
Today's card of the day is Myr Turbine which is
a five mana artifact that can tap to create a
1/1 myr artifact creature or can tap to tap five
untapped myr to search your library for a myr
creature and put it into play. The first
effect can be a nice stall, but when played in a
myr deck with acceleration should come out early
enough to help apply pressure to the opponent.
If the deck can hold enough creatures in play
the second effect can get whatever is needed to
finish the infinite mana combo or whatever the
deck's theme is. Overall this is a great
support card for the myr theme and provider mana
myr are included it has no other drawback
outside of the cost.
In Limited this is card advantage and works
offensively and defensively depending on the
battlefield situation. An easy first pick
and should always be played in Sealed no matter
the build you are using. Tokens can and
will win in this format and at no cost after
playing it and not being on a creature this is a
very strong method of generating them.
The second effect is less likely to be used in
Limited compared to constructed as attacking
with five myr is often better than searching for
one in your library. If you have a myr
needed to win and this can search it out and you
have the myr in play to activate it then you'll
probably win the game, but that is a fairly
unlikely situation.
Today’s Card of the Day is
Myr Turbine from Mirrodin Besieged. This
artifact costs five mana. It taps to give you a
1/1 Myr artifact creature token. It also has a
tap ability that involves tapping five Myr to
get any Myr from your deck into play.
The main application for this would be of course to pull the
Myr Battlesphere. Myr Battlesphere would in
itself grant you another small army of Myr. I
feel this card could combo very well to ensure
you are pulling specific cards when you need
them. Using the Turbine to pull Shimmer Myr
grants you the ability to then flash in any
artifact when your opponent is tapped out to
avoid it being countered.
I think that Myr cards are poised to make a serious run soon on
tournament circuits, and Myr decks should be
popping up rapidly, especially with what they
can accomplish. This is just one of those Myr
cards to be on the look-out for.