|Commander / EDH||Legal|
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|Fifth Dawn (5DN)||Common|
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Artifact Creature — Myr
At the beginning of your upkeep, if Myr Servitor is in play, each player returns all cards named Myr Servitor from his or her graveyard to play.
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Myr Servitor Discussion
Hutz on LD Control
3 months ago
3 months ago
add Viscera Seer to make the Geralf's Messenger+Solemnity combo infinite. Fetid Heath seems a little pricey for this deck. Caves of Koilos, Isolated Chapel, and Temple of Silence all seem like decent options. Scrubland must be dropped, as it's not Modern legal. I'd throw in 1xBuried Ruin and 1xGhost Quarter. Maybe 1xNykthos, Shrine to Nyx. I'd suggest dialing back all the high CMC creatures to 2x, and add in more creatures that come back out of the graveyard or something. I can't think of much off the top of my head without doing a lot of searching, but Myr Servitor isn't the worst sac option.
4 months ago
Any time a card uses its own name in its text and doesn't otherwise specify, it is referring only to itself, not to other cards with the same name. You will only get a brick counter on the one you activate, and the second ability is looking for the number of counters on itself.
4 months ago
First of all if your ramping into door to nothingness you either want duel lands or tri lands and Mana rocks such as the various border posts or signets. Secondly you want a secondary win condition, and my advice is (staying in colourless theme) Darksteel Reactor. Although slow, many people will try to work out ways to eliminate it because it appears to be a threat. Finally you need more blockers to help protect your plan. Keeping theme, Etched Champion and Myr Servitor fit nicely here.
5 months ago
If you're looking at a heartless summoning combo, you could play with x2 Myr Servitor and build from there. What this provides is infinite flicker so if you could find a good vault piece for it, such as Impact Tremors or Altar of the Brood
5 months ago
To back up what Neotrup explained: the only times an ability will fail to resolve properly if its source gets destroyed are when the ability specifically checks to see if its source is still on the battlefield (Durkwood Tracker, Myr Servitor, etc.) or if part of the effect is subject to a specific game rule that says the object still has to be on the battlefield in order for it to work ("exchanging" control of permanents, the "fight" keyword action, etc.). The cards in your example don't fall into either of these categories, so the abilities will resolve normally if the source gets destroyed.
Also consider this: activated abilities that require you to sacrifice the source as part of paying the cost (Insolent Neonate, Crackling Triton, etc.) wouldn't be able to work at all if removing the source also stopped the ability on the stack.
6 months ago
Myr Servitor? Grave Crawler is also pretty good with the whole zombie theme. Then there are pricier cards like Collective Brutality, Bloodghast, and Liliana of the Veil that might be good. Transgress is good against Emrakul but maybe Brutality is better maindeck and you can sub in Transgress from the sideboard. You can also One with Nothing a Grave Scrabbler to get a Lupine Prototype back. Reassembling Skeleton and Dread Wanderer seem really bad compared to Grave Scrabbler shenanigans. This deck makes me happy, good luck
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.