Kyren Toy

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mercadian Masques (MMQ) Rare

Combos Browse all

Kyren Toy

Artifact

(1), Tap: Put a charge counter on Kyren Toy.

Tap, Remove X charge counters from Kyren Toy: Add (1)(X) to your mana pool.

Price & Acquistion Set Price Alerts

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Kyren Toy Discussion

runninonwater on Kozilek, the Great Juicepresser

1 year ago

hark

Yes :) I think new Kozilek is way more fun, he still hits like a truck and people won't just scoop to you if you get in one annihilator. And i've noticed that he's indeed a threat, he's really strong.I really like how the deck is working at the moment, i've done some busted stuff and i love the lockpieces.

ZoakoTHEnotSogreat

Maybe, im gonna think about it. Kyren Toy hasn't been the best but it can be quite the ramp under certain conditions.At the moment the Kyren Toy is a proxy which has taken Batterskulls spot, but i think i need another lifegain effect... maybe i should cut Kyren and play Batterskull.

But i'll think about it! :)

Emrakul, i need a foiled one and i don't want to pay for one right now and what would i cut for it? i don't know x)

Stefouch on Revenantmike

1 year ago

I do not have a budget list, but here I can share some tips for a cheaper version of Sharuum Engine.
Unfortunately, it will be at the cost of explosiveness, and some cards have no replacement at all.

Look at my Maybeboard for cheaper ideas.

Budget version of Sharuum Engine

Filterlands, Fetchlands and Dualands/shocklands may be replaced by (in order of preference) more basic lands, checklands, painlands, tangolands, taplands, and bouncelands (from ravnica, those that give two-colored mana from a guild).
E.g.: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Arcane Sanctum, Underground River, Adarkar Wastes, Caves of Koilos, Dimir Aqueduct, Azorius Chancery, Orzhov Basilica, Dimir Guildgate.., Dismal Backwater.. etc...

Artifact lands are important if you plan to use Time Sieve and Mox Opal or if your meta has land-destruction cards (artifact lands are recurrable with Salvaging Station).

Ancient Tomb may be replaced with Temple of the False God

Bazaar of Baghdad --> Geier Reach Sanitarium

Wasteland --> Tectonic Edge or Ghost Quarter

Academy Ruins, Cavern of Souls, Gemstone Caverns, Mishra's Workshop have no replacement.

Urborg, Tomb of Yawgmoth is here for mana-fixing and allows non-producing mana to produce. E.g.: Workshop or Bazaar. You may get rid of this land without those expensive lands.

Inkmoth Nexus can be removed easily. It's an alternate wincon, but I rarely won with it.

Command Beacon isn't trivial to the deck.

Petrified Field isn't important if you do not use those expensive lands.

Very expensive ones: Mox Opal, Mox Diamond, Mana Crypt, Grim Monolith, LED, Metalworker
Other expensives: Chromatic Lantern, Gilded Lotus, Lotus Bloom, Mana Vault.

These are our ramp options. They are fragile compared to land-ramp spells, but more faster options, and sometimes recurrable with Sharuum/Salvaging Station.

Replacement ideas (bolded are my favorite): Talismans and Signets, Worn Powerstone, Thran Dynamo, Solemn Simulacrum, Hedron Archive, Wayfarer's Bauble (needs more basic lands), Burnished Hart, Kyren Toy, Semblance Anvil, Basalt Monolith, Dreamstone Hedron & similar, Mind Stone, Lotus Petal, Helm of Awakening... etc..

Those replacement can't allow you explosiveness unfortunately.

A sidenote about Voltaic Key. The key is very powerfull with Grim Monolith, Mana Vault and Gilded Lotus. Without those, it loses some efficiency, but the key is still very good with your artifact creatures and your 2-manas-producing rocks.

Creatures are all easily affordable, except for Metalworker.

Utility artifacts:

Crucible of Worlds may be removed. Without the expensive lands and the Fetchland, it is almost obsolete. Switch to Trading Post, or Clock of Omens.

Ensnaring Bridge --> another creature.

Rings of Brighthearth, like Crucible, it becomes obsolete without fetchlands. Also its power come from planeswalkers.

Sensei's Divining Top --> Crystal Ball

Tawnos's Coffin --> Conjurer's Closet

Sword of the Meek + Thopter Foundry + Time Sieve combo: This is our secondary combo for the win. It can be replaced by more creatures for a beating plan.

All planeswalker are difficult to replace. The best one in this EDH deck is Tezzeret the Seeker . If you have the budget to buy one, buy this one.

Karn Liberated --> Spine of Ish Sah

Venser, the Sojourner --> Any blink effect reusable (e.g. Crystal Shard, or Sanctum Gargoyle)

All Is Dust may be replaced with any wrath effect, but it really shines in this deck.

I will suggest to buy: Tezzeret v1, All is Dust, and Demonic Tutor. They are the best Price/Efficiency

You may drop to 33-34 lands without Bazaar and Workshop. But keep 14-16 ramp sources.

Stefouch on Stefouch

1 year ago

I do not have a budget list, but here I can share some tips for a cheaper version of Sharuum Engine.
Unfortunately, it will be at the cost of explosiveness, and some cards have no replacement at all.

Look at my Maybeboard for cheaper ideas.

Budget version of Sharuum Engine

Filterlands, Fetchlands and Dualands/shocklands may be replaced by (in order of preference) more basic lands, checklands, painlands, tangolands, taplands, and bouncelands (from ravnica, those that give two-colored mana from a guild).
E.g.: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Arcane Sanctum, Underground River, Adarkar Wastes, Caves of Koilos, Dimir Aqueduct, Azorius Chancery, Orzhov Basilica, Dimir Guildgate.., Dismal Backwater.. etc...

Artifact lands are important if you plan to use Time Sieve and Mox Opal or if your meta has land-destruction cards (artifact lands are recurrable with Salvaging Station).

Ancient Tomb may be replaced with Temple of the False God

Bazaar of Baghdad --> Geier Reach Sanitarium

Wasteland --> Tectonic Edge or Ghost Quarter

Academy Ruins, Cavern of Souls, Gemstone Caverns, Mishra's Workshop have no replacement.

Urborg, Tomb of Yawgmoth is here for mana-fixing and allows non-producing mana to produce. E.g.: Workshop or Bazaar. You may get rid of this land without those expensive lands.

Inkmoth Nexus can be removed easily. It's an alternate wincon, but I rarely won with it.

Command Beacon isn't trivial to the deck.

Petrified Field isn't important if you do not use those expensive lands.

Very expensive ones: Mox Opal, Mox Diamond, Mana Crypt, Grim Monolith, LED, Metalworker
Other expensives: Chromatic Lantern, Gilded Lotus, Lotus Bloom, Mana Vault.

These are our ramp options. They are fragile compared to land-ramp spells, but more faster options, and sometimes recurrable with Sharuum/Salvaging Station.

Replacement ideas (bolded are my favorite): Talismans and Signets, Worn Powerstone, Thran Dynamo, Solemn Simulacrum, Hedron Archive, Wayfarer's Bauble (needs more basic lands), Burnished Hart, Kyren Toy, Semblance Anvil, Basalt Monolith, Dreamstone Hedron & similar, Mind Stone, Lotus Petal, Helm of Awakening... etc..

Those replacement can't allow you explosiveness unfortunately.

A sidenote about Voltaic Key. The key is very powerfull with Grim Monolith, Mana Vault and Gilded Lotus. Without those, it loses some efficiency, but the key is still very good with your artifact creatures and your 2-manas-producing rocks.

Creatures are all easily affordable, except for Metalworker.

Utility artifacts:

Crucible of Worlds may be removed. Without the expensive lands and the Fetchland, it is almost obsolete. Switch to Trading Post, or Clock of Omens.

Ensnaring Bridge --> another creature.

Rings of Brighthearth, like Crucible, it becomes obsolete without fetchlands. Also its power come from planeswalkers.

Sensei's Divining Top --> Crystal Ball

Tawnos's Coffin --> Conjurer's Closet

Sword of the Meek + Thopter Foundry + Time Sieve combo: This is our secondary combo for the win. It can be replaced by more creatures for a beating plan.

All planeswalker are difficult to replace. The best one in this EDH deck is Tezzeret the Seeker . If you have the budget to buy one, buy this one.

Karn Liberated --> Any wrath effect or O-Ring effect.

Venser, the Sojourner --> Any blink effect reusable (e.g. Crystal Shard)

All Is Dust may be replaced with any wrath effect, but it really shines in this deck.

I will suggest to buy: Tezzeret v1, All is Dust, and Demonic Tutor. They are the best Price/Efficiency

You may drop to 33-34 lands without Bazaar and Workshop. But keep 14-16 ramp sources.

Gidgetimer on Why does this deck suck?! ...

2 years ago

You have too few lands for not having any mana rocks. I think the solution is actually more rocks, not more lands. I personally like starting with 40 lands and dropping one for every two rocks as a base point. If you find this ends up giving you too much mana you can always drop cards later. Without further ado here is a list of mana rocks at or under and $5 that are legal in your deck.

Sol Ring

Boros Signet

Coldsteel Heart

Fellwar Stone

Fire Diamond

Fractured Powerstone

Gold Myr

Guardian Idol

Iron Myr

Manakin

Marble Diamond

Millikin

Mind Stone

Plague Myr

Prismatic Lens

Star Compass

Thought Vessel

Alloy Myr

Boros Cluestone

Boros Keyrune

Commander's Sphere

Darksteel Ingot

Foriysian Totem

Heart of Ramos

Honor-Worn Shaku

Kyren Toy

Magnifying Glass

Mana Prism

Manalith

Opaline Unicorn

Palladium Myr

Phyrexian Lens

Pristine Talisman

Scuttlemutt

Seer's Lantern

Sol Grail

Spectral Searchlight

Thunder Totem

Tooth of Ramos

Unstable Obelisk

Vessel of Endless Rest

Warden of the Wall

Worn Powerstone

As you can see I went with creating a comprehensive list instead of picking which ones are playable. In addition to these there are a few more cards that have to do with creating mana that are't strictly mana rocks you may want to think about. The first two are the mana producing altars Ashnod's Altar and Phyrexian Altar. They provide a sacrifice outlet and allow you to turn your opponent's creatures that you have stolen into mana for casting your own spells. Ventifact Bottle allows you to have a big turn by tapping down any unused lands and transferring that mana to your next turn. Basalt Monolith does something along the same lines. It can only "store" exactly 3 mana, but can be use once after casting without further investment; does not "lose" any mana, and keeps the mana stored over multiple turns. Admittedly the last two cards I mentioned aren't very good, but they are interesting.