|Commander / EDH||Legal|
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|Commander (2016 Edition)||Uncommon|
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Artifact Creature — Myr
When Myr Retriever is put into a graveyard from play, return another target artifact card from your graveyard to your hand.
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Myr Retriever Discussion
3 days ago
Does the following loop work?
Sac the Wellspring to KCI for .
Draw a card.
Trigger Mirrorworks upon ETB.
Respond to the trigger by sacrificing Retriever to KCI for .
Get back Wellspring.
Pay for the Mirrorworks to make a copy of the Retriever.
Sacrifice the Retriever Copy to KCI for .
Get back the Retriever card from my graveyard.
Recast the Wellspring.
Draw a card.
Rinse and repeat for infinite draws through my deck, finding some other more lethal combo to finish everyone.
4 days ago
JollyD99: I was debating whether or not to add Disciple of the Vault to produce an infinite damage combo with Myr Retriever and Krark-Clan Ironworks. This would also be a potential solution to the second part of your question. Another faster combo (in multiplayer) is Bloodchief Ascension and Mindcrank which is absolutely insane if you can set it up early and protect it. Besides that there are classics like Leyline of the Void and Helm of Obedience. Do you think removing Sensei's Divining Top was a good choice?
Immortalized: I looked on your profile but could not find it, is it private maybe? Link it to me if you can. :)
1 week ago
Got a hold of Living Death, so that's in for Cloak and Dagger. I think Cloak was just a bit too gimmicky, more often than not Grenzo would already be on the battlefield so casting this for and equipping for just felt bad. The +2/+0 was kind of nice, but it only really mattered if I hit Flayer of the Hatebound because that's the only creature with power greater than 3 (and I almost always cast Grenzo for X=1). In the future I think Lightning Greaves has a place in this deck for the shroud ability at a much cheaper cost.
In other news I did some more play testing at my LGS and found In Garruk's Wake to be pretty good so far. I often have a lot of creatures out by virtue of Grenzo so keeping them around has proven useful. The added ability to kill planeswalkers I'm liking as well. By that same stroke Caged Sun has not proven to be quite as good as I had hoped, mana is a lot and I don't have any way to cheat out big artifacts. That said, a friend suggested Scrap Mastery which may be worthwhile, considering I'm running 26 artifacts that frequently get binned from Grenzo. Alternatively maybe putting in Arcbound Reclaimer for Myr Retriever might be worthwhile, I'm not sure.
Lastly, in a previous comment I misinterpreted the tribe of Shapeshifter to all have the Changeling ability (which they do not), only Taurean Mauler has this ability. I regret the error.
1 week ago
CynicalDog Probably not a bad idea to replace three wastes with the Urza's trio, even though I've never seen all three on the board at the same time.
MagesOfTheBeach The only real problem is exile. There isn't much we can do about people exiling all of our combo pieces. Null Brooch is the best protection we have as well as Conqueror's Flail (which I may add to the deck). But, every deck has that problem.
1 week ago
2 weeks ago
There are a few choices with the deck I find suspect. I'm still tuning my Arcum list (mine is nowhere near as pimped out, and I don't own a Workshop), but I've played mine against high tier decks since Engine's release and have found some pretty decent results. It's very easy to sneak Arcum onto the table when everyone is battling counters over a player's t3 Doomsday or Ad Nauseam, firstly. Secondly, it's that being able to win the same turn as casting Arcum, or at least the turn thereafter, is huge and the only reason I can viably play the deck in my current meta game that is full of Yidris, Jeleva, Karador, Yisan, Tazri, Leovold, Zur, etc..
For that reason, I dropped Mycosynth Lattice, Darksteel Forge, and Nevinyrral's Disk, and haven't looked back since. While Lattice has made for some fun games against Teferi/Derevi before I find it is unnecessary any longer to run this combo (I windmilled slammed a t1 Arcum in a game against Derevi and Karador, and didn't activate him on my second turn. Derevi did eot Enlightened Tutor into Null Rod, drew the Rod, and cast it. I pulled Mycosynth Lattice with his Rod on the stack- leaving the field as him having nothing, Karador had a mana dork (Wood Elves or something), and me having my 2/2 Commander on field. I swung Arcum at Derevi for a couple turns until he conceded, lol, he was desperately trying to think of a way around it).
Engine into Flute into 0 drops into infinite mana (I do Junk Diver and Myr Retriever loops with any 3 mana producing artifact for infinite mana, though Monolith-Rings works too) and Ballista/Staff+LabMan simply works much faster since you can combo out the same turn with significantly less support than Lattice+Forge+Disk requires to combo out the same turn (that combo requires support to work across 2 turns, let alone 1!).
So, just giving you some ideas, because while I love the Lattice combo and it was in my deck for the entire four years I've played Arcum in Commander, my deck has not required that combo to be in the deck to win in a single game since Engine's printing, so I'm simply offering my advice from the other side of the spectrum. Removing 2-3 of those cards would let you run:
Mystic Remora. If you're in a fast meta game that does lots of nonsense early (like mine with early Ad Nauseams, etc.), this card can be highly valuable gas for very little input.
Torpor Orb. One of the better silver bullets in the format. Lots of decks rely on ETBs to generate value, and Orb shuts them off handily. FC Tazri can't win through a protected Orb without a lot of trouble, for example, and Yisan, Tasigur, Brago, etc., have fits when such an artifact is on field. It's quite powerful, IMO.
Grafdigger's Cage is generally pretty useful. Low cost, so it's easy to grab with Reshape or Whir, if needed, and it shuts off Yawgmoth's Will and Past in Flames. Which, if you're in a Storm heavy meta, that's very valuable.
I figure you probably don't use the Lattice combo much since the Engine combo basically assembles anything for you (why lock the game down when you could use Staff and LabMan to win, or Ballista?) and is always faster than going for those other, separate pieces. Also, from my experience, people don't hit Engine/Flute, they hit Arcum because he's the easiest target to stop the ball from rolling in that combo. It's not hard to resolve Ballista or anything when you've drawn your whole library, have every counterspell in your deck in hand, and can cast Moxen, Lotus Petal, etc., to pay for your counters.
Just my $.02, though I probably spent too long in this post because I'm trying to make a comprehensive and convincing argument without sounding coercive like a jackass. my bad, lol.
2 weeks ago
Why don't go Full Combo mode here? Grand Architect is a great engine, but also allows for some other synergies with Heartless Summoning, like the Myr Retriever Combo + Altar of the Brood. Could use Trinket Mage to find the Altar, and Muddle the Mixture to find the other pieces of your preference.
The other Upside is the Alternate Wincons and resiliency of the 4 Myr Superion Strategy. Very few decks can recover from a Wurmcoil Engine turn 3 followed by a Metamorph.. Glint-Nest Crane is Also Amazing here without a doubt. i would Suggest:
3 weeks ago
If you want to keep red, it almost might be worth adding in the potential Infinite Wincon of Myr Retriever, Heartless Summoning, and Impact Tremors, and this would also allow you to stay in two colors. Couple this with Bridge from below, and even with Impact Tremors off the board, if you have Bridge in the 'yard with the Heartless Summoning and Myr Retriever sitting in hand, you just generate infinite zombies, hold the last Retriever in hand, and see what happens.