Leaden Myr

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Common
Planechase (HOP) Common
Mirrodin (MRD) Common

Combos Browse all

Leaden Myr

Artifact Creature — Myr

Tap: Add {{B}} to your mana pool.

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Leaden Myr Discussion

TypicalTimmy on Land destruction: taboo or legit ...

1 month ago

The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.

I run one in Modern. Rakdos () LD.

You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.

The majority of LD spells in red cost 4. This means you aren't doing anything until T4.

Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.

Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.

Bleh.

Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.

Uuuugh... On a phone. Fml

NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.

This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).

Ugh, this was a poor decision to type it all out on my phone...

Okay. So let's ask a question: Why Rakdos?

There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.

In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.

You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.

Now it is true that green has LD as well. Acidic Slime, Creeping Mold, Reap and Sow, Spreading Algae, but again they are either slow and require ramp or are very specific in nature.

The more colors you add, the more fixing you need, and the less specialized your deck is.

That's why we don't run green. Stick to res as your main color with black support.

I'd focus on red LD sorcerys, and black instant creature removal for cheap, such as Fatal Push and Terminate.

Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.

Goblin Offensive and Krenko's Command are good. Two 1/1s for 2 CMC? Decent.

Overwhelm and go wide. It's cheaper and saves you Mana for LD.

If you want and can work it in, Reverberate and Increasing Vengeance copy spells so you can hit twice in one turn.

I'm not going to build a deck for you, but I hope I helped a lot.

It's a legit strategy, but needs to be precisely honed and even than may be too slow.

Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.

That's where you attack.

As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.

MurrSheep on Card creation challenge

1 month ago

Holy crow, that is crazy!

Anyways, here goes nothing. It's a Myr card (try not to act so surprised.)

Shifting Myr

Artifact Creature - Myr

Kicker

Vanishing 5

When Shifting Myr enters the battlefield or leaves play, if you paid its kicker cost, search your deck for a copy of Gold Myr, Silver Myr, Leaden Myr, Iron Myr and Copper Myr.

2/2


For my challenge, let's visit our old pal Repentant Vampire. I love his threshold ability, but he can be better. Help him out and make him stronger while keeping a similar idea for his threshold ability.

Grifoneis on Endrek Sahr, Master Breeder custom

1 month ago

Charcoal Diamond sucks dong, coming in tapped kills it.

Take a look at Carnival of Souls because you've got some life to play with

Tainted Remedy might be good if the meta gets too life-gain-y

If you want stupid high costed spells for fun I'd throw in a Worst Fears.

Mind Slash could be good to fuck up a blue player's hand.

Shadows of the Past is really good because you're constantly saccing shit for free deck digging, scry is super under-rated but in the late game you can almost guarantee a good top deck.

Bojuka Bog and Tormod's Crypt are important because you don't have a way to deal with graveyard decks like Muldrotha/Sidisi/Karador/Meren.

Leaden Myr isn't that great of a mana dork, Ogre Slumlord is okay but a lot of your sac'd creatures are tokens so I don't know how useful it'll be.

If you want another mana accelerator there's Nirkana Revenant.

Torment of Hailfire can just win you the game too.

Necropotence might be just out of your budget but boy is it a fucking good card.

Black Sun's Zenith is another boardwipe that gets around indestructible and it shuffles back in for later which is always good.

Debo on Modern Mill 2-Pc Draw Combo

3 months ago

Turns out that Shelldock Isle was just too slow.

Testing out Underground River to be faster, or Grier Reach Sanitarium to increase the draw.

Also, it seems that the deck just wasn't ramping fast enough, so were removing Swans of Bryn Argoll for Leaden Myr and Jace's Erasure for Talisman of Dominance.

Feyamius on Indulgent Tormentor PDH

5 months ago

Hey there and welcome to the PDH home base.

Here are some ideas for your deck.

Removal: Ghastly Demise over Serrated Arrows, Vendetta over Chill to the Bone

Discard: more "each opponent discards" over the "target player discards" stuff

Draw: there is Vulturous Aven as well (can exploit itself)

Recover: Urborg Uprising over Gravedigger or Cadaver Imp

Stuff: Wayfarer's Bauble over Armillary Sphere. More ramp, like Thought Vessel, Leaden Myr, Bog Witch, Kozilek's Translator

hoardofnotions on Garna the Heartless Sneakflame Bloodrender

5 months ago

talisman of impulse is probably supposed to be Talisman of Indulgence

are alloy myr and opaline unicorn better than Iron Myr and Leaden Myr?

is Treasonous Ogre something this deck would want?

Cloud Key and Foundry Inspector are extra jhoira's familars

do you need all the wincons? if you have more ways of drawing cards when you're comboing off i think you'd need less wincons

Overall super clever deck! It's refreshing to see how every commander has a combo that goes with it lol

multimedia on Vela's toys bring her pleasure and you pain

6 months ago

Hey, If you're worried about speed then consider decreasing the avg. CMC here? It's currently 4.2, this means consistently you will not be able to play any cards until turn four. I see that you're playing a lot of high CMC artifacts to cheat them into play, but this requires that you have one of the three enablers to do this: Transmuter, Metalworker or Heartless. Forgemaster is another enabler, but it's really slow. The problem is if you don't have one of these enablers then consistently you'll be stuck with a hand of a lot of high CMC cards which you can't play.

I suggest adding more two drops cutting some of the less good high CMC artifacts.

Cards to consider adding:

All these are two drop artifacts and all them except Strix are also ramp.

Cards to consider cutting:

  • Thopter Assembly
  • Golden Guardian
  • Elbrus, the Binding Blade
  • Myr Incubator
  • Stuffy Doll
  • Phyrexian Juggernaut
  • Darksteel Juggernaut

Good luck with your deck.


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