Myr Reservoir


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Rare

Combos Browse all

Myr Reservoir


Tap: Add 2 to your mana pool. Spend this mana only to cast Myr spells or activate abilities of Myr.

3, Tap: Return target Myr card from your graveyard to your hand.

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Recent Decks

Myr Reservoir Discussion

Mobdrazhar on Myrpocolypse

3 weeks ago

TBH I could probably swapit for a Myr Reservoir but I still need some white mana for the deck anyway as I'm currently working on a potential sideboard and would need the white for Soulscour for either games where there is death touch or the like in the way.

Mr_Pony on Battle Chickens

5 months ago

Myr Matrix or Myr Reservoir could help

Gabe_The_Controller on Lands of Commander

5 months ago

Myr Reservoir is an artifact but you have it under tribal lands. Overall though this is a very helpful list although I would say a lot of the lands aren't staples as you labeled the list.

Virlym on Linessa the Janktastic

6 months ago

Just stopped by cuz I'm currently making my own Linessa, Zephyr Mage edh deck and was looking to see what kinds of things other people have done with her. I would probably go for making a less intensive set-up and cut back on cards that are only useful in the set-up. I would drop all the type changing things and the Myr Reservoir stuff as that doesn't really do you much good if you don't have the cards to pair with it.

Two other Linessa options I'm working with:
Tamiyo, the Moon Sage's emblem - with 10 mana, you can play Tamiyo, the Moon Sage and Deepglow Skate in the same turn, allowing you to get the emblem as soon as you play Tamiyo, the Moon Sage. Once you have the emblem, play Linessa, clone her, send the real one to your graveyard (hand thanks to the emblem), and infinitely activate the clone's Grandeur ability thanks to the emblem.

Alternatively, you can use a more card intensive combo (but the pieces themselves are fairly good on their own) of :
Library of Leng + Mind Over Matter + Arcanis the Omnipotent - With all 3 in play, a Linessa clone in play, and the real Linessa in your hand (I use Mirror Gallery to get the clone out and a bounce effect on the real Linessa). Discard Linessa for Grandeur, discard another card to untap Arcanis the Omnipotent (if needed), and discard a 3rd to untap a land (to ensure you don't mill yourself and gives you infinite mana if you need it). All three go to the top of your library due to Library of Leng. Draw 3 cards with Arcanis the Omnipotent. Repeat as many times as you want.

The best part about using these ways to combo is that the cards are helpful by themselves, outside of combos. Tamiyo, the Moon Sage is just a great blue walker, and her emblem will never be bad. Deepglow Skate is not needed, but I run a fair number of planeswalkers so it can get multiple ultimate abilities ready to go in one turn. Library of Leng is good for the maximum hand size increase if nothing else, but allowing you to reuse things is also great (helps avoid things like Relic of Progenitus and Bojuka Bog too). Arcanis the Omnipotent is an excellent draw engine even without the Mind Over Matter giving him super powers. Mind Over Matter is just an excellent tool that is super flexible.

Slidshocking_Krow on Linessa the Janktastic

6 months ago

Thanks! You're right about the Bracers' potential. I'm planning to slot in an Aphetto Alchemist to take advantage of that, since he goes infinite with basically anything at that point.

The Prototype Portal is mostly a goodstuff card. It can be handy for ramping up, redundancy for the Myr Reservoir (the weakest point of the combo, honestly- it's the only part that doesn't have some kind of redundancy), getting 5 blockers per turn with a Myr Battlesphere in there, whatever. It was one of my earlier rares I ever pulled, so I've got it in there as partly nostalgia even.

You hit it right on the head with this deck not needing to win all the time. It's so much fun to durdle with that you won't really care much if you only win 1 in every 10 games or so. That said, this deck relies heavily on card draw to assemble pieces. If you are planning to add counterspells, I would recommend something that refills your hand somewhat as well, just to dig down a little further.

Jin-Gitaxias, Core Augur also falls in that "goodstuff" category for the most part, except that he digs for combo pieces hard, and can disrupt their answers by discarding them all. Cyclonic Rift would probably be a better choice, but I already run enough of those in other decks and didn't want to flood my meta with more.

I would say run with it! Your alterations look like they could be a lot of fun. And if you do end up building and playing the deck, let me know how it goes! (And if it isn't too much of a bother, credit me with the original idea. I'm pretty darn proud of this thing. :D)

JediCat on We are Myr. Resistance is futile.

6 months 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.

6 months 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 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 =)

Darth_Savage on Myr 2017

10 months ago

I suspect that Silver Myr and Myr Superion are worth including, possibly Myr Reservoir too. Myr Enforcer could help you get the Metalwork Colossus out quicker too.

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