Myr Turbine

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin Besieged (MBS) Rare
Mirrodin Besieged: Mirran (MBM) Rare

Combos Browse all

Tokens

Myr Turbine

Artifact

T: Put a 1/1 colorless Myr artifact creature token onto the battlefield.

T, Tap five untapped Myr you control: Search your library for a Myr card and put that card onto the battlefield, then shuffle your library.

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Myr Turbine Discussion

Pieguy396 on Myr Invasion

1 month ago

If you're generating infinite mana, a great way to kill your opponent is by forcing them to draw their entire library with a card like Blue Sun's Zenith. I'd recommend taking out Myr Propagator, Myr Welder, and Steel Overseer for 4 copies of the Zenith, as well as taking out Mirrorworks Myr Turbine, and Myr Matrix for 4 copies of Serum Visions, which can really help you find your combo pieces.

Depolo on Artifact tokens ETB and sacrifice

1 month ago

Sorry I didn't make the combos clear Buufreak. Rings of Brighthearth copies the untap abilty, not the mana ability, of Basalt Monolith. As for Dross Scorpion and Myr Turbine, it does work.

110.5f A token thats in a zone other than the battlefield ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)

I think you misunderstood the final combo. I am only using Mycosynth Lattice to make Goblin Welder and artifact, which allows me to untap it on the Dross Scorpion trigger. I am not sacrificing the goblin.

That being said, I may still be missing something.

Airakk on We are Myr. Resistance is futile.

1 month ago

okay! what you say about Welding Jar is right! i use it because i have some boardcleaner in my deck an i forgot it X)

Dispatch is the same like Thoughtcast: there are other cards doing the same but more consistant... in this case Silkwrap, Journey to Nowhere or classic Oblivion Ring.

before you reach the point where Tempered Steel becomes usefull, you need more than just Myr Battlesphere to get more than 1, maximum 2 myr each turn. for this reason Myr Matrix becomes much more interesting than Myr Turbine... Ring of Three Wishes or Citanul Flute are better (in my opinion) than Myr Turbine because you dont need to tap a lot of creatures which are needed for more important quests... and there are a lot more cards which let you search your library for a creature.

here is a small list of cards you should know and maybe you can make something awesome out of it ;)

Soul Foundry

Prototype Portal

Sculpting Steel

Ghostfire Blade

Myr Welder

Memnite

Ornithopter

Buried Ruin

Darksteel Citadel

i notice that there are not so much cards who throw out myr weenies other than Myr Matrix, Myr Turbine and Myr Battlesphere... or crap cards like Myr Sire

JediCat on We are Myr. Resistance is futile.

1 month 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.

oo7x7oo on oo7x7oo

2 months ago

No problem. I would love to mention your deck as a more budget variation.

Examples of the Clock of Omens and Myr Turbine combo: with Blasting Station/Grinding Station + Clock of Omens + Myr Turbine you get infinite army.

Or

Krark-Clan Ironworks + Nim Deathmantle + Myr Turbine + Sharuum the Hegemon also makes infinite army.

Clock of Omens + Sword of the Meek + Thopter Foundry with any artifact ramp = infinite life and army (also infinite mana if the artifact taps for 2+ mana)

There are more for you to discover =)

oo7x7oo on oo7x7oo

2 months ago

Congrats on your new deck! It looks more a lot more control and protection.

I would suggest use Swords to Plowshares over Path to Exile.

Also my older list I had Clock of Omens and Myr Turbine which I think can be nice for your deck because they are both utilities and combo pieces that fit better in your deck.

MartialArt on Prevailing Selves

2 months ago

How would you steal their stuff with Bludgeon Brawl and the lattice? You still can't equip those since they are not under your control. And even if you would you would still get +0/+0 from equipping those since the mana cost of a land is 0.

If you want ramp use some more mana rocks instead of myrs since the do not die that easily. But I am not sure if you even need that much ramp to begin with.

And hoping to get Myr Turbine together with Skullclamp is just a gamble here with this less tutors. I would not count on it. If you want tokens then there are a lot of enchanments and the like that get you more of them. Your Elspeth is better for example.

MindAblaze on Prevailing Selves

2 months ago

You're probably right about War Report. My group has a saying when it comes to "lifegaining scum," and the payoff with this particular card is that it puts you so far ahead that you should have time to do whatever you need. We're not really an infinite combo group, aside from a few peoples decks.

Bludgeon Brawl is for the magical christmas land where I also have Mycosynth Lattice/Puresteel Paladin and I steal all their stuff and beat them down with it for some silly amount of commander damage. Most of the time it's not good though.

Like any mana source, the Myr are less effective late game, early game they're a tad slow. Most of my ramp is colorless, so you don't think I need the coloured mana?

For some reason in my testing whenever I play Myr Turbine I also seem to be able to get Skullclamp for a silly draw Engine. That being said, there are many tokens in here.

For me, Clone Shell is one of those pet cards that I like to try places. I like the potential of Blade of Selves into sac outlet (but I don't have enough of those unfortunately) so it may not fit here.

This is a first draft so I appreciate the feedback. Let me ruminate a bit, so I can decide what the slot in over the above. Instant speed equips is probably up there, and possibly the other Nahiri and the cat equipment lord.

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