Majestic Myriarch

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper 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.

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Majestic Myriarch Discussion

geosojda on The Count of Discount - Mono-Green Kamahl

4 days ago
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Love this! I just put it together can't wait to try it out. I added a few cards (all budget ones)Finishers:

Majestic Myriarch - could be HUGE with all the tokens;

Ulvenwald Hydra - Gets a land and will be big with all the lands out;

Zendikar Resurgent - no brainer;

Jolrael, Empress of Beasts - another option for land transformation

Others

Imperious Perfect - More tokens and buffs

Harvest Season - Major deck thinner after a token swing

Cryptolith Rite - mana for days

Kukitan on Withered Away

2 weeks ago

Some suggestions from a deck I have similar to this but is standard:

Tenacious Hunter: Something is gonna have -1/-1, so a 4/4 vigilance and deathtouch is very nice

Majestic Myriarch: Gonna have plenty of tokens, so this guy gets big. Use him to clean house towards the end.

Dont fit the wither theme all too much but are nice to consider

flyingthing on Growing Tokens of Itlimoc

3 weeks ago

Majestic Myriarch? It would only be able to gain abilities from Oketra and Caracal, but theres good potential for it to get massive.

heyitsaking on U/G Control Aggro, anti control

1 month ago

Instead of Shapers of Nature, why not Empyreal Voyager? They give you flying and trample for the Majestic Myriarch. Then you could change Cascading Cataracts for Aether Hub for color correction, if you want to use the energy you potentially will get from Voyager.

MoGoose831 on Upping my ULTRA BUDGET!

1 month ago

Hey thanks for the indepth recommendations Kukitan!!!

I really like how dangerous Tenacious Hunter looks cant believe he has never crossed my path! Would you recommend him over Crocodile of the Crossing?

Majestic Myriarch and Channeler Initiate are both great cards but cards I dont think I will have the wiggle room for at least not a playset of either...

Driven is great and cheaper cmc wise than Overcome but that +2/+2 to all creatures just seems too good! I know I have a couple lying around and will test them both out to see which works better.

I've been playing Magic on and off since the Onslaught and dont like to get too competative so I keep the cost of my ULTRA BUDGET decks around $15 mostly as a deck building challenge for myself. Plus I love beating people's +$200 decks... Its the best!

Kukitan on Upping my ULTRA BUDGET!

1 month ago

I have a similar deck. In total it was around 20 dollars. I have a few cards that are different though. Most notable are these 4:

Tenacious Hunter : Since you are always going to have a -1/-1 somewhere, a 4/4 for 4 mana with vigilance and deathtouch is pretty nice. Can get a set for under 40 cents easy on tcg player.

Majestic Myriarch : This card is a bit more expensive but totally worth it if you are willing to go over a bit. It's power and toughness is * / * where * is twice the number of creatures you control. (So say you have 4 tokens and Majestic on the field, he's a 10/10! Not to mention deathtouch if a snake is on the field!). He's a great late game card. However he's like $1 per card so a bit more expensive, but it's beast in this deck.

Channeler Initiate : A better card all around than Exemplar of Strength but also like 50 cents per card. The extra mana is really nice when you need it early in the game and has come in helping alot.

Driven : Highly recommend this card. You get plenty of creatures on the field and some are bound to damage a player, especially deathtouch snake. First would be trample and card draw, which this deck needs badly sometimes. The other is menace with card discard and that really cleans up your opponents hand. This card is so very useful in this deck, especially since the card uses exactly the colors this deck uses. Also like 20 cents per card.

Other noteworthy cards are Hapatra's Mark to help clear up counters on your Ammit Eternal and Life Goes On for cheap life gain, which I've needed to stay alive a bit longer and create more tokens.

As for the suggestions you had earlier, I really would consider another 2 if not 3 Ammit Eternal additions to have a total of 4, they really do make this deck shine. It really depends where you want to spend that $3-$4 though. If anything, I would most likely recommend another 2 Ammit cards and a set of those driven cards.

GoldenDiggle on Riku's Forces

1 month ago

A friend of mine runs a very creature heavy Riku Build, and has a lot of success with Chancellor of the Forge because it creates tons of tokens. (Chancellor A enters, creates X tokens with X being creatures you control + Chancellor, Riku copy triggers and you pay , Chancellor B enters creating X more tokens, and you end up with 3/4 of your creatures being haste goblins.) Craterhoof Behemoth, Majestic Myriarch, and Champion of Lambholt all work well as huge beaters that get out of control, even with small fields.

Depending on what your manabase looks like, Boundless Realms can get you a ton of mana out of nowhere. On average it looks better for you than Traverse the Outlands (yes it is a good card, but let me explain). The average creature is below 3 power in your deck, and only 1 is above 5 power, not counting clones, with the biggest being 13 (Verdurous Gearhulk copied and putting all counters on 1 of them). This means you would be spending to get anywhere from 4 to the very rare 23 lands. (Though with bigger creatures this becomes no problem.) With Boundless Realms copied, you are going to get anywhere from 6 (assuming you play it turn 5 with an opening hand of Sol Ring, 2 Signets, Guilded Lotus, and 3 lands) to the rest of your basics in your deck for a mere more than Traverse the Outlands.

As far as ramp goes, Sakura-Tribe Elder, Farhaven Elf, and Yavimaya Elder are very good, perhaps even better some of the other cards you have, particularly the artifacts. Ramp in Riku needs to be both castable before turn 4, in the case that it's in the opening hand, but also worth the value of when it has the option of being doubled later in the game.

That being said, artifacts are nice, but only if they are legitimately better than a spell that can be doubled later game. I would drop the signets, possibly the Dynamo and maybe even the Lotus, they may be great, but the simple fact that they cant be copied later game (when running a Commander that literally copies) means that their value decreases as the game continues.

I admire that you want to value cantrip with cards like Preordain and Ponder, but it seems a bit tedious when you could focus on ramp to drop a Prime Speaker Zegana, or Shamanic Revelation, which when copied, both would flood your hand.

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