Ichorclaw Myr

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Common

Combos Browse all

Ichorclaw Myr

Artifact Creature — Myr

Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Whenever Ichorclaw Myr becomes blocked, it gets +2/+2 until end of turn.

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Ichorclaw Myr Discussion

JuanDiego_Montoya on Poor People Infect

4 weeks ago

Consider replacing red with blue, and replace most of the creatures with either Blighted Agent, Glistener Elf, and Ichorclaw Myr. You usually want to win as quickly as possible, so most of the enchantments can be deleted for things like Apostle's Blessing and Dispel to protect your dudes and Vines of Vastwood and Groundswell to give bursts of power. Distortion Strike is really good for getting through early blockers long enough to kill your opponent (since one should be enough to kill them within 2 turns). If you want more inspiration, you can look at the budget infect deck on my profile. Keep in mind it is made for modern as well as the fact that I don't know much about pauper.

DRACULA150704 on Easy Blue/Green Infect

1 month ago

I run a mono green infect deck that can consistently get turn 2-4 win, so i can help you with the green side of your deck. One thing to know is that in an infect deck you want maximun consistency so you should have all the cards in your deck to be in it 4 times.

Good buffs; Invigorate, Giant Growth, Groundswell, Scent of Ivy, Seal of Strength, Rancor

infectors: Ichorclaw Myr, Blight Mamba Glistener Elf

StoryArcher on Dueling Infect Strategies (Mono-Green)

1 month ago

Good morning all.

I enjoy making mono-green versions of lots of different kinds of decks and lately Infect has caught my attention. The core of the deck is pretty standard, but I'm torn regarding the inclusion of a handful of cards and the necessary changes to synergize well with them. Since I've played very little infect - with or against - I'm hoping that some on here can offer a better perspective.

Core of the Deck:

There are other key buffs, obviously, but which ones and how many are dictated by the cards I'm trying decide on. The first of these is Infiltration Lens. Its incredibly cheap and offers tremendous card-drawn, especially considering that the draws happen when a creature is blocked but before damage is assigned - considering how many instants this deck runs that's a real boon. It also has nice synergy with Ichorclaw Myr .

The way I'm planning on filling out the rest of the deck if I decide to include Infiltration Lens is below:

I'm also sorely tempted to include one or two Wild Defiance in this version of the deck, which can be seen here: The Green Sting.

On the other hand, there are two cards which seem potentially devastating with an Infect strategy, but don't interact so well with some of the usual deck staples. The first is Canopy Cover, which offers hexproof AND evasion for a fairly inexpensive price. The other is Livewire Lash, a fantastic piece of equipment that gives you an additional way to get your poison counters through, effectively turning all of your buffs into 'Poison Shocks' as well. The only drawback it has is that its just a tad slow for speed one normally expects out of an Infect deck, but these two cards definitely make the deck more powerful and more sustainable should you get into the mid-game. In this case I would add something like this:

This version of the deck can be seen here: The Green Sting II

I'm really torn between these approaches, between the outright speed of the first option and the inevitability of the second or some hybrid version where I ditch the equipment completely and tweaks the buffs around Canopy Cover. Whichever way I go, the card balance will be key. Any thoughts would be most appreciated.

SynergyBuild on Ultra-Budget: Teenage Mutant Ninja Wizards

1 month ago

I explained how card draw and ramp could help synergise with the deck, I don't know how to build simic, I am a mono-white player, with a tad of red & black, but I was trying to explain how to play modern, not how to make a modern deck, instead, if you want me to tell you how, I will:

Land base, for a land base in a budget deck mono-colors are your friends, trying to do otherwise will take of too much money or be to slow.

Abuse your color's strong suits, in green, abuse ramp, play x mana cost spells, or get card draw and drop your hand, run cards that are mana dumps, and ways to trample over your enemy, things like mono-green ramp/fatties for example. In blue you abuse card draw and counter spells, stalling your opponent hardcore. In red abuse damage and straight speed, in white abuse creatures, small ones that can be buffed, or big ones that can destroy. In black try to mess over your enemy with cards like Thoughtseize, or in a budget deck, Duress is a good option.

Get a subtheme, if your deck is mono-black reanimator, you can run a sacrifice subtheme, where you discard/drop then sacrifice creatures/dredge, then reanimate, then sacrifice, then reanimate, etc.

Another example of a subtheme in white is battalion, the main theme of the deck is drop small creatures and win, but then you have cards with battalion which then allow you to win easier, and with running multiple cards with battalion, when you attack with 3+ creatures, suddenly a bunch of buffs go on all of your creatures all at once.

Tribal is a subtheme, not a main theme as well. It is like running a white-green beatdown deck, and then you realize you have almost all humans, so you can replace the few Dryad Militant's you have for a few Champion of the Parish which makes all of your deck humans, and have elements of human tribal, but it still is white-green beatdown.


Card choice: You want things to either ramp, cheat out cards, or be <4 mana cost, otherwise it will be hard to play, you want your deck to synergise, but also be fast, because control/midrange is too expensive for a budget deck.


In this deck I would run cards that could abuse counters, like cards with double-strike or infect, in blue/green, there are good, cheap options are Ichorclaw Myr and Glistener Elf, or Necropede for infect.

aeonstoremyliver on Ye Olde Infect Deck

1 month ago

This isn't Modern legal... Berserk and Invigorate weren't printed in Modern legal sets. You may, however, play this in Legacy.

That being said, regardless of what format you choose to play this in, you still will want more than 4x creatures. Inkmoth Nexus, Ichorclaw Myr, Blight Mamba, and Rot Wolf are great as playsets of each if you're staying Mono .

marcopollo on Sram, Enchant heavy

2 months ago

I have found three different infect's that would work to your description: Plague Myr, Necropede, and Ichorclaw Myr. Which ones were you thinking of?

TheVectornaut on Cheap casual infect

2 months ago

I think without a really strong target like Invisible Stalker or maybe a trick like Cinder Elemental, Tainted Strike will be worse than just playing a strong infect creature to begin with. If you run more Plague Stinger, Ichorclaw Myr, Flesh-Eater Imp, Hand of the Praetors, and swap Contagious Nim for Phyrexian Crusader or Razor Swine, you'll be more resistant to removal and won't have to spend cards just to gain infect. You can use that mana instead on cheap pump spells like Titan's Strength and Vampire's Bite. If you do stick with the Strike, I'd probably go all in on creatures that benefit from it. Vexing Devil, Goblin Guide, and Monastery Swiftspear would be the usual suspects, but I have always wanted to test out Immolating Souleater myself. Grafted Exoskeleton could probably be replaced by or supplemented with Phyresis to speed things up, and I'd also look at Rogue's Passage for Whispersilk Cloak redundancy if flying isn't strong enough evasion.

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