Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor
Dolf
BeJoSe
Columnists
Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
IQ
Aburame Shino
Rare Hunter
Tim Stoltzfus
WiCkEd
Judge Bill's Corner
Trading Card Game
Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports
Other
Color Chart
Book Reviews
Online Play
MTG Links
Staff
|
|
Dolf's Magic the
Gathering Deck Garage
Red Myr Deck April
29, 2011
This deck is about getting off
the Unlimited mana combo, unlimited token combo, or both.
Then finishing them with Igniter, Predator (switching for
another Igniter when I get another one), Zenith, Demonfire,
or Fireball.
Monsters:
Hellkite Igniter
Myr Battlesphere x2 (switching out for 2 more Propagators
when I can get them)
Predator Dragon
Myr Galvanizer x4
Palladium Myr x3
Myr Propagator
Myr Sire x4
Iron Myr x4
Other stuff:
Myr Turbine
Myr Reservoir x2
Concussive Bolt x3
Red Sun's Zenith
Demonfire x2 (switching out for 2 more Zeniths when I can
get them)
Fireball x2
Soul's Fire x2 (switching out for 2 more Turbines when I can
get them)
Lightning Bolt x3
Lands:
Mountain x23
Christopher
---------------------------
Chris,
Thanks for the submission and all the info here. I
definitely know exactly how you want this deck to operate
and you really already have the entire basis of it
set. I'm
just going to go through here and see if I can streamline
this into a final decklist and make a few suggestions to
help tighten it up.
Since this is a combo deck let's start with the cards that
make up said combo and get a full set of 4 into the deck as
we want to make sure we have the best possible chance to
find all the necessary cards each game. I'll also briefly
explain how the combo itself works for those who don't know
these cards offhand. We start with Palladium Myr which gives
taps to give us 2 colorless mana and combine it with 2 Myr
Galvanizers which for a tap and 1 colorless will untap each
other Myr you control.
So it works like this: tap the Palladium to add 2 colorless,
use 1 mana to tap the first Galvanizer which untaps your
Palladium, tap the Palladium again to add another 2 mana,
use 1 to tap the second Galvanizer which untaps your
Palladium and your first Galvanizer. From here you can just
continue repeating this into infinity netting yourself an
additional 1 mana everytime your Palladium gets tapped then
untapped. Add in a single red mana and you can cast a
Fireball or Red Sun's Zenith for an unnecessarily large
amount of damage.
Additionally we can make infinite tokens simply by adding
Myr Propagator to the above cards which for a tap and 3
colorless lets you put a token that's a copy of itself onto
the battlefield. Combined with the infinite mana and untapping provided by the combo above you can make as many
Propagator tokens as you want. Then either attack with them
all next turn or cast a Predator Dragon devouring them all
and attacking with an absurdly large and very hasty dragon.
Remember to leave at least 1 Propagator on the field so as
not to break your token engine just in case your opponent
has a timely removal spell for the dragon.
So we've got the basis of our combos and the finisher spells
here. Let's talk about the other cards. First off I think
the Hellkite Igniter is sort of redundant and subpar in this
deck as you need infinite red mana to make the igniter hit
hard enough. The only way to get that is to add the Iron Myr
into the mix with the combo above which already is going to
be producing you infinite colorless. So essentially you're
going to need 5 cards to go off (Propagator, 2 Galvanizers,
Iron Myr, & Igniter) as opposed to your other kill spells
which only require 4 cards all together to combo off. The
Iron Myr itself can stay as it's a two drop and gives us red
mana which will accelerate us into your other cards.
The battlespheres as you mentioned already can go as they
don't really fit with what we're trying to do here. I think
you'd actually be ok with only 2-3 Myr Turbines since they
don't combo, they cost 5, and their only real utility is to
find you a few
missing combo pieces. Four seems like
overkill. Another card that could fit well in here is Molten
Psyche. You can cast it to hopefully find the missing pieces
of your combo and given how many Myr you have you should be
able to get the metalcraft trigger off as well to do some
damage to your opponent as well.
I like the Myr Sire to stall the early game a bit and let
you survive long enough to start assembling your combo,
though you could also look at Perilous Myr. Concussive Bolt
on the other hand isn't really going to do much for you
until the late game where you want to be focusing on
assembling your combo anyway. I say you put in the original
and get a playset of Lightning Bolt in there as it can help
you out early on and the 3 damage can help finish off a
close game at the end as well. I'm a big fan of Lightning
Bolt if you can't tell from my e-mail address.
I like this deck a lot because even if you don't get the
full combo it can still win just by attacking and doing
damage with your spells whenever you can. Since we are
already playing nothing but mountains why don't we add in
another win condition with Valakut, the Molten Pinnacle.
We're going to be playing 22 Mountains already so 2 copies
of Valakut is an easy way to just get some additional
firepower in the deck and you should be able to find at
least one with Molten Psyche. So with that we could have
something that looks like this:
21 Creatures:
4x Iron Myr
4x Myr Sire
4x Myr Galvanizer
4x Myr Propagator
4x Palladium Myr
1x Predator Dragon
15 Spells:
4x Lightning Bolt
2x Fireball
2x Red Sun's Zenith
3x Molten Psyche
2x Myr Resevoir
2x Myr Turbine
24 Lands:
2x Valakut, the Molten Pinnacle
22x Mountains
That'll do it for this decklist. Try it out and play around
with the numbers until you get it running smoothly.
-Dolf
|