Myr Incubator

Legality

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

Printings View all

Set Rarity
Mirrodin (MRD) Rare

Combos Browse all

Tokens

Myr Incubator

Artifact

(6), Tap, Sacrifice Myr Incubator: Search your library for any number of artifact cards, remove them from the game, then put that many 1/1 Myr artifact creature tokens into play. Then shuffle your library.

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Recent Decks

Myr Incubator Discussion

ay.lobo on Purphoros, God of the Tokens [EDH PRIMER]

4 months ago

Hey, WestHo. Hmm, it is a decent WinCon, but it's ultimately a more expensive Snake Basket. As 6 drops go, the only one I have is Descent of the Dragons which replaces heavy threats and my possible 1/1 tokens for 4/4 flyers, and it's difficult to add more expensive cards, because the way this deck plays, fast and fast. What card would you replace to put in for Myr Incubator?

WestHo on Purphoros, God of the Tokens [EDH PRIMER]

4 months ago

How about add Myr IncubatorYou have 18 artifacts in your deck, it means the deck usually have at least 10 artifacts in the deck each game, this card can dealt more than 20 damages!!

Wolfrage76 on Vela's toys bring her pleasure and you pain

5 months ago

Thanks, multimedia. You say the only enablers are Transmuter, Metalworker or Heartless. Those 3 help, sure. But Aether Vial, Tezzeret the Seeker , Proteus Staff, Quicksilver Amulet, Semblance Anvil, Foundry Inspector, Kuldotha Forgemaster, and Mycosynth Golem also either help cheat in stuff or help reduce the CMC. So a 4+ average CMC isn't nearly as bad as it seems. But could be better. I do need to cut back on a few things that are higher CMC in order to have a few more smaller drops.

Well, Thopter Assembly I can't cut as it's part of a wincon (Thopter Assembly + Time Sieve + Vela the Night-Clad ). Elbrus, the Binding Blade  Flip probably shouldn't be in this deck but it's fun heh. Myr Incubator works as a final strike (being able to get out 20-30+ artifact creatures at Instant speed is nice, and it combos with Darksteel Juggernaut. Baleful Strix doesnt' really fit the theme of unblockable colorless.

JediCat on We are Myr. Resistance is futile.

1 year ago

My God, that's a lot of thoughts)

So, I admit that you nailed some of things right on the head. Like, I totally do need one-drops. I just wasn't able to find any worthy enough: Myr Servitor for example is nice and such, but with his ability unreliable at best, he's just a 1/1 for 1. I'm seriously considering dropping blue and transferring into red because it gives access to Inventor's Apprentice and Shrapnel Blast.

After you say it, I'm actually going to agree with Myr Reservoir being generally inferior to Palladium Myr. I had this beautiful idyllic picture of landing Myr Battlesphere turn 4 with Reservoir:Turn 1: LandTurn 2: Land, Mana MyrTurn 3: Land, Reservoir, tap Reservoir and Myr to get the Galvanizer out.Turn 4: Land, ta-da, seven mana, Battlesphere.

But it requires god hand and of course is unreliable. So guess I'll have to pop my dream bubble and switch the Palladiums in.

I disagree about Welding Jar though. Judging by all the information I've read on the forums, deckbuilding primers and such, a card should either be vital to your battle plan (such as our mana myrs' ramp is irreplacable, and therefore we could tolerate them even though there's a high chance we'll topdeck them later with no use for them), or that card should be welcome to be drawn at almost any point of the game. Welding Jar with its one-shot effect and occassional Metalcraft/Affinity helping just doesn't cut it IMHO, I would be very sad to draw it say Turn 8 or else.

I don't get why you dislike Dispatch. We must be viewing it very differently then. IMHO a deck with no removal is a no-go at all, because there WILL be big bitches that need to be removed, or some little utility bastards that threaten to throw up the game. And Dispatch is like the best you can get with an artifact deck. I can't see myself possessing less than 3 artifacts at most points of the game barring board wipes. My reasoning behind using it that it will almost never be a dead draw (except maybe hardcore control ones with no creatures).

Also I must say that I mostly don't rely on the combo to win, it doesn't even happen in most games because getting 2 Galvanizers is hard and not getting them nuked immediately is even harder. Usually A LOT of myrs pumped by Tempered Steel or a Battlesphere swing does it for me.

Could you give me advice about Myr Turbine? If I fill in more myr such as Servitors, Superions and Palladiums, I'll be highly likely to have 5 Myrs the time Turbine lands. Then I can chain-tutor the Battlespheres. But of course it will suck getting multiple Turbines in the opening hand and it will be even sucker to have them without Myrs. Plus, the steep cost of 5 offsets me.

Myr Superion is definitely going in with Palladiums.

Myr Incubator suffers from the same problem as the Turbine. Of course, it is overkill if you do crack it and the Myrs don't Drown in Sorrow or dealt with other way. BUT Incubator needs two turns to be devoted to it. On the other side, those two turns can be fourth and fifth with all the ramp we possess, so I'll reconsider it.

Thoughtcast is an another card on which our views differ greatly. I don't see it as a situational Divination, because there rarely (very rarely) would be times I don't have at least two artifacts on the battlefield. Instead, it's a Divination for usually two or one mana that helps not to run out of gas. Myr IMHO don't have enough early aggro to rely on it alone, and should have their means to transition into midgame.

Maybe half of my text is just incoherent babbling, but I tried my best to explain myself. Sorry if it sounds insane, I rarely could get my thoughts about Magic organized and clear.

Airakk on We are Myr. Resistance is futile.

1 year ago

PS: the best thing with Myr Incubator is not to have a lot of myr in play, no!

the best thing with Myr Incubator is that you can throw out all cards you dont need and raise the % chance to draw you win-combo (Myr Incubator is a badass card to win the game as well)

Airakk on We are Myr. Resistance is futile.

1 year ago

okay at 1st:

you need more firstdrops. wasting a turn can kill you every turn X( my myr deck has not so much firstdrops as well, but it has nearly twice the number of firstdrops than your deck.

your mana-curve should be able to be better... and you have to use a lot of mathematic to make your deck awesome =) and i wanna help you with it.

for example: you have nearly 1/3 (33%) mana in your deck... so every 3rd card is a mana card. so you have 1 mana in turn 1, 2 mana in turn 2, 3 mana in turn 3, 4 mana in turn 5(!) and 5 mana in turn 8(!) (and from there every 3rd turn one mana more...)

and than you need cards for all of this "mana-levels". for example: you need just 1 card which costs 1,2 mana, but you need 2 cards which costs 3 mana because you have two turns instead of one untill you have the 4th mana... and than you have three turns untill you reach the next higher "mana-level"

these are very simple and short examples, but it shows how to deal with the mana-curve.

a very important thing you shouldnt forget is that you have a bit of time to draw a 5-mana-card. but your 1-mana-cards have to be available in turn one which means 1 of 7 cards have to be firstdrops. than your 2nd turn begins (you draw your 8th card) and 1 of 8 cards should be a two mana card. than you draw your 9th card in your 3rd turn and 1 of these 9 cards should be a 3-mana-card......

in a myr deck its a bit different, because you have mana-ramp. if you take care to have a myr like Gold Myr on your hand whenever you reach turn 2, you can skip your "3-mana-level" and instead you go from 2 mana to 4 mana in turn 3.

thats all about the mana level...

okay now 2nd:

you should try out(!) more cards for example like Myr Superion Myr Incubator Welding Jar and than, when the BASE of your deck is complete and you know its weaknesses (no color can deal with all weaknesses , because of this a lot of decks have a "splash of a color") you can invite other colors AFTER completing the base. the "splashes" are important, i know, but the holy moly most important thing is your base and your strategie to win!

two useless cards in your deck (in my opinion) are for example Myr Reservoir and Thoughtcast. Myr Reservoir is useless because you can use Welding Jar to keep your myr safe and the first ability gives you 2 mana but your only myr using this mana for an ability is Myr Galvanizer and he needs just 1 mana... and mostly if you use his ability you have infinite mana...you can easily replace Myr Reservoir with Palladium Myr because you can use his mana for everything and you have a myr mor to activate your infinite combo and last but not least one more creature to attack, block or to bring your opponent to doubts ;)

Thoughtcast is just useless xD there are black cards like Sign in Blood or blue cards like Divination and they are way more consistant than a 5-mana-card which is just able to be cheaper :)

okay now your war to victory:

you have found a way to win. thats nice =) but if a deck is just full of infinite and game-ending combos, its a very weak deck too...

notice that you have to go a way to your win... and that way is very weak in your deck... your combo is infinite and powerfull, but you are not save enough to reach this point often or fast.

so you need a ballance between two types of cards: the 1st type is cards which protect you on the way to your combo, and the 2nd type is your combo.

Dispatch for example just taps a creature... and if you have 3 artefacts in play, you could play a better effect than exiling a single creatur... maybe a white card which gives your (at least three) creatures (most of your artefacts are creatures) protection from a color, which gives you a bigger edge than exiling a creature.

these are the very basics in very short to give you inspiration ;)its important to know a lot.. A LOOOOT of cards to know the best ones for your deck =) and you need to know how to use them =)

and if you want me to help you concretely with your deck and with single replacements, thats no problem for me =)

MagicalHacker on Dealing 120 DAMAGE in 4 Turns?! (Purphoros Primer)

1 year ago

Flagellum, exactly! I had a deck with those in the deck, but I found that the answer of killing the control player was much faster than the trade off of including cards that didn't trigger Purphoros.

I don't have Genesis Chamber, because it didn't do enough on its own. Mogg War Marshal is a good example of what 2 mana does in the deck. Having to cast more creatures to pay off the inclusion of the chamber is harder when the deck is less than a third creatures.

Winterblast, I didn't cut lands per se, but I chose to include non-land mana sources as part of my equation for lands. In that way, I am running 39 cards in my manabase (2 more than I usually play), 10 of which are nonlands. Mox Diamond has been okay, but I personally don't like the card disadvantage it gives me, even at the advantage of speed... However, I'll take my lumps if it is the right thing to do.

Having an artifact subtheme would actually work pretty well. I chose to do half creature etbs and half spellslinger, but artifacts is another option as well. I would highly recommend building an artifact-based Purphoros deck with Myr Incubator.

Mage_in_Training, yes, targetting myself with Mogg Infestation is super good! Imagine how it goes with an activation from Dual Casting in response!

Funkydiscogod on Tron for Poor Orphans

1 year ago

You know what would be funny? A Myr Incubator to go along with the Myr Battlesphere. You could exile all the cards that don't do anything late game, like extra incubators and expedition maps.

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