Majestic Myriarch

Majestic Myriarch

Creature — Chimera

Majestic Myriarch's power power and toughness are each equal to twice the number of creatures you control.

At the beginning of each combat, if you control a creature with flying, Majestic Myriarch gains flying until end of turn. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.

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Trade

Have (0)
Want (2) Miehen , samstarr19

Printings View all

Set Rarity
Hour of Devastation (HOU) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Majestic Myriarch Discussion

HELLcaster19 on abzan: ladybug's keyword soup

2 days ago

regalgorgon Would you perhaps consider adding in one of the shuffle Titans to add an additional method of replenishing your library once your commander's etb has resolved? There is no guarantee that the Saga will reach it's third stage and hit the shuffle trigger. :)

Maybe even an Elixir of Immortality for the added benefit of 5 life. This, with a shuffle Titan will help ensure that you can put those creatures back into your library and put them on to the field. Which is vital to your Odric, Lunarch Marshal and Majestic Myriarch in case your commander is no longer on the field by whatever means.

Perhaps also consider dropping just a few more creatures into the deck, as First Strike, Double Strike, Hexproof, Indestructible, Menace and Reach are all on the low end of the spectrum in terms of effects generated by your current creature base.

Aside from that minor input, I like the initial development! You shall get my vote and I will follow your progress as this particular creature is one I also hope to build!

GamingInTheDark on B/G Fun with deathtouch (3-1 at FNM)

4 months ago

I like the concept that you're going for here. I got a few ideas to help improve the deck. I do love me a good list so sorry if this post seems a bit long.

To get the obvious thing out of the way I think you should improve the mana base ever so slightly. Just throw in some Overgrown Tomb and maybe a set of Woodland Cemetery and call it a day.

I would take out Gnarlwood Dryad and put in a Foulmire Knight . You don't have a consistent way of turning on delirium so Gnarlwood Dryad is just gonna be a 1/1 deathtoucher (and nothing else) for most of the game if not all of it. Foulmire Knight at least gives the versatility of giving you card draw and/or providing a deathtoucher.

I like Ambuscade and Clear Shot as cards but since Clear Shot is an inherently better card (because it gives +1/+1 rather than +1/+0) you should be running 4 of it before you start adding copies of Ambuscade .

Moving on to the sideboard, I think you should drop Dissenter's Deliverance in favor of Return to Nature . You lose the cycling ability but gain the power to answer not only artifacts but also enchantments and graveyard strategies.

Would also take out the Majestic Myriarch and throw in a copy of Blossoming Defense to round out your playset and make fighting removal based decks easier.

Between the deck currently consisting of 19 deathtouchers (23 if you count Hissing Quagmire ) and 7 one-sided fight spells the deck has no shortage of creature removal. Because you're in black you should have at least some level of hand disruption for when you end up fighting either control or combo decks. To this end, I would go down some number of the Grasp of Darkness / Dead Weight / Fatal Push in your side and replace them with Thoughtseize (Or Duress if you don't feel like paying $120+ on those).

SP3CTR3_chelts on Vannifar Pod (T3 Combo)

5 months ago

OMG Majestic Myriarch is an amazing finisher much better than just 8 power

EpicFreddi on Vannifar Pod (T3 Combo)

5 months ago

SP3CTR3_chelts Actually, your comment got me thinking about a better combo-end. How about Majestic Myriarch ? It would be a 12/12 doublestrike, haste, vigilance (and maybe flying with goose) beatstick. That sounds better than "just" gearhulk. The Problem with this combo is clearly that Vannifar needs to stay alive an entire turn. I thought about more protection spells and/or counterspells, but I'm super unsure. I guess it just needs more testing.

king-saproling on X marks the spot

5 months ago

I love this style of deck! I have a similar deck in the form of Bruse and Tana if you want to check it out. I made a super budget version too that still manages to deal crazy amounts of damage pretty early.

Anyway, I think you'd like these cards: Rapacious One , Bravado , Hope Against Hope , Sigil of the Nayan Gods , Wild Beastmaster , Betrothed of Fire , Shamanic Revelation , Majestic Myriarch , Druids' Repository , Rishkar's Expertise , Return of the Wildspeaker , Utopia Mycon , Requiem Angel , Rage Thrower , Beastmaster Ascension

Also heads up, your list has 2x Fungal Sprouting

SirQuixano on Rayami Keyword Tribal

7 months ago

I'd recommend Cairn Wanderer , as he can get these abilities even if they stay in the graveyard. I'd also suggest Mowu, Loyal Companion for both Vigilance and trample. Majestic Myriarch might also be a good combo with your commander. Graveshifter May be useful for cards killed early on. I'd also recommend First strike Deathtouchers to make you commander awesome at blocking, such as Glissa, the Traitor and Xathrid Slyblade .

Tzefick on Evergreen keywords becomes Skills

7 months ago

With the reveal in Commander 2019 of Rayami. First of the Fallen it made me realize how strange it is that these evergreen keywords with static creature abilities have never been grouped and formalized. Whenever they appear en masse it is a clusterfuck of words.

Rayami's ability has appeared in different variations over the years; Cairn Wanderer , Majestic Myriarch , Odric, Lunarch Marshal , Soulflayer , Concerted Effort - and I probably skipped a few.

I thought it was time to formalize a word for these abilities. And what better way than by example on a card?

Talented Student Show

Now, it's quite easy to simply reject the idea of formalizing the group as it is a constantly changing group depending on what Keyword Abilities, WotC decides to introduce. As such you can never include all Skills that will ever be printed. One principle that WotC have practiced is that any printed card must explicitly say what they do when that effect is printed for the first time.

However when a Keyword has been used for a while, it gets the Evergreen status, and you simply mention the Keyword without explanation of its effect. By this time you expect your players to know or easily explain to others what that Keyword does.

Skills are exactly that, when the Keyword applies to a creature specifically. Thus Evergreen keywords such as Counter, that makes no sense on a creature by itself, is omitted as a skill.

It will take a long time and dedicated effort to implement this change.


Why should we do it? Just to have those 6-7+ cards mentioned before have a smaller word count? Why do we care?

Well there are a couple of things you could do by formalizing the group.

First of all you can reference it specifically on an ability;

"Creature X gets +1/+0 for each skill it has."

"If creature X has a skill, it has indestructible."

"Each creature you control have all Skills among creatures you control."

"Enchant Creature with a skill."

'

You could choose to double down and divide the Skills into groups and utilize that as additional design space.

Offensive skill - First Strike, Double Strike, Deathtouch, Trample, Menace, Fear, Intimidate

Defensive skill - Indestructible, Hexproof, Shroud, Protection, Vigilance, Defender

Utility skill - Flying, Lifelink, Reach, Flash, Haste, Landwalk

'

Dividing the skills into different categories again breeds new design space when you are able to reference them as a group.

"Creature X has +2/+0 if it has an offensive skill.

Creature X has +0/+2 if it has a defensive skill.

Whenever creature X deals combat damage to a player, if it has a utility skill, draw a card.

, discard a card: Creature X gains your choice of First Strike, Hexproof, or Flying."

Just to speak an idea.


This is a big change and obviously not everyone (or anyone?) will be positive about such a change. It's big and at this very moment, it doesn't seem to make a lot of sense.

This change has to come over time and with great effort. Preferably when the change happens the immediately following set needs to focus quite a lot on cementing it into people's mindset, utilizing the new design space.

Dividing skills into categories also present their fair share of issues and questions; Which keyword belongs to which category? Is there a fair spread of use of the keywords from all categories? Does underrepresentated categories demand much higher payoff?

This thread already represents a lot of questions and ideas and I hope people will engage in a constructive discussion.

What are your thoughts? Any ideas on improvements? Changes? Yay? Nay?

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