Majestic Myriarch

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Mythic Rare

Combos Browse all

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.

Majestic Myriarch Discussion

SP3CTR3_chelts on Vannifar Pod (T3 Combo)

1 week ago

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

EpicFreddi on Vannifar Pod (T3 Combo)

1 week 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

1 month 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

2 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

3 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?

theshadow2250 on gods

4 months ago

Sorceries: If you need some good board wipes for a reasonable cost (money wise, sadly not mana wise), I would look at something like Heaven//Earth (It couldnt find this card for some reason), You can take out flyers one turn and then save mana and let everyone forget that you have a nice boardwipe to cast right from your graveyard! In that vain of mana sinks Cut//Ribbons (It couldnt find this card for some reason) can also just end games if you can get enough mana for the second half of the spell, and as long as your graveyard isnt exiled you can get everyone at anytime. If you plan on having a good chunk of creatures tapped Harvest Season can be excellent ramp, as long as you are running a decent amount of basics. Never/Return is a good spot removal spell in your set as well, as you can take out any creature or planeswalker if needed. Beneath the Sands is a good ramp spell, that has cycling in case you don't need it. Hour of Revelation is also a great board wipe if needed.

Instants: If you want some counter spells, Cancel and Countervailing Winds are some of the better options available to you. Sadly there isn't a lot in the set to specifically target down artifacts and enchantments, but I do like Forsake the Worldly , Dissenter's Deliverance and Commit//Memory (It couldnt find this card for some reason). Hour of Glory seems like a good option for some creature removal as well, but there seems to be a lot of that from this block in particular

Artifacts/Enchantments: Seems good in these category might want to consider a mana rock like Pyramid of the Pantheon , it starts out slow, but can become a great mana source afterwards, as well as something like Sunset Pyramid for a bit of card advantage then some selection. Same goes for Riddleform , but instead of advantage it gives you a creature for a turn. and Cast Out can help take a permanent out for a bit if needed.

Planeswalkers: This one is a weird category for me to make remarks on. I know that not everyone likes Planeswalkers, but I love them. That being said though, this set has a few interesting ones, that might not be able to help you particularly much on one hand, Nicol Bolas, God-Pharaoh is an insane game closer, but is a bit expensive(both mana and money wise). Samut, the Tested can provide huge versatility, isn't too bad price wise, and is probably one of the better options for you. Gideon of the Trials is a pretty good flavor win, and has some good versatility but you have to pick between him being an attacker or protecting you from something big on board. and the only other one I'd even consider would probably be Nissa, Steward of Elements , not because shes that great, but because she can give you some card selection and even some good value with her [0] ability if used with her [+2]. I would only pick one or two of these though depending on the slots you have left from other stuff, as they give you some good value, but don't always progress your game plan with the deck by themselves.

Creatures: For the most part your creatures are fine. I'll just be putting in some suggestions for other options/utility. That being said Angel of Condemnation can be slow but ultimately help create mana ramp by flickering golos, then taking out some important creatures your opponents might lay down. Dreamstealer can offer some pretty good disruption against your opponents and make them have to keep a couple of creatures back as blockers. Majestic Myriarch might be a good finisher, but you might be good on those. Temmet, Vizier of Naktamun is also great for token decks.

Last but not least: Lands: These seem to be good, but watch out as too many utility lands can hurt your deck, and just make sure you add enough basics in for searches to actually grab the color you need. There are the cycling lands for this set, but they can be pricey :(

Gidgetimer on Why Was this Formatting Changed?

5 months ago

The two types of abilities are functionally different since CDAs (the "old" style with */*) operate in all zones and the 0/0s with static abilities only operate on the battlefield. Having said that, over the past 2 years new cards with either break down to:

CDA

Static ability

So, unless I missed a large number of cards the last 2 years of cards don't agree with your assessment.

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