Myr Turbine

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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

Plazmasoul on Myr Warmachine

1 week ago

Wurmlover Zur is there to grab Arcane Adaptation and some other enchantments that I'll slowly be adding. As cool as sydri is, the real commander of the deck is Myr Turbine, zur is just here to help with consistency

Plazmasoul on Myr Warmachine

1 week ago

I really appreciate all the feedback, its really helped me find new and fun options for the deck, but one thing I wanted to say/ask is that you keep in mind that the deck is at its best when it can tutor up creatures with effects on them. Vedalken Orrery is a great card, but Shimmer Myr gives most of the deck flash and can be tutored for by Myr Turbine. thanks again for the suggestions Suns_Champion DrkNinja DrukenReaps

Plazmasoul on None

1 week ago

Built this as my first commander deck as a fun way to abuse Myr Turbine Any help is much appreciated, and let me know what you think of the deck! Myr Warmachine

enpc on Menstruating Mind Masters

3 weeks ago

I have never been a fan of bannign a particualr play style. I get that some players do not like combo, however banning it rather than forcing other players to adapt seems counter porductive to developing each player's skillset. But this is also an ongoing arguement that I don't think will be reseolved any time soon. So working within these guidelines:

  • I would look into cards like Runechanter's Pike nad Cranial Plating in conjuction with commander Damage. The benfit of a commander is that they are recastable and that commander damage sticks around. While volton isn't the strongest strategy in the world, you can devote a small card pool to making your commander do a lot of damage, which closes out games very quickly.

  • In addition to voltron effects, cards which let yo ugo wide are much more valuable than a single (non commander) beater. They are harder to remove and single cards let you buff your entire boardstate. For example, 10x 0/1 tokens (from say an Avenger of Zendikar) with a Dragon Throne of Tarkir lets you output 50 damage. that's two cards. There aren't many two cards big fatty combos that let you do that much damage. Not to mention wide is harder to block, gives you more options when blocking and is more resilient to removal. Obviously you can't run Avenger of Zendikar, but you can run Hangarback Walker, Myr Battlesphere, Myr Turbine as well as some of the other token producing cards you already have. Thopter Spy Network and Sharding Sphinx are both awesome here, I would keep them in the deck.

  • when it comes to counterspells, unless the spell is THAT good (Mindbreak Trap), cheap cost is generally better than lots of flash. Having to make the tradeoff between being about to play this turn or leaving mana open for counterspell sucks. So cheap spells are good. 2 CMC is the goal (for your meta at least) but ther are some good 3CMC ones. Dissipate, Void Shatter, Disallow are all awesome.

ThinkJank on The Gall Ta Play Artifacts in Green!

1 month ago

TheRedGoat, thank you so much for taking the time to write your thoughts, plentiful as they are. You raise a lot of good points, so I'll try to share my thinking on all of them.

First of all, you're right about Mycosynth Lattice and Mycosynth Golem, and it's a big part of why I haven't decided to included them in the deck or not (aside from the cost, of course; 15 is a bit more than I'm willing to spend.) Inspiring Statuary is less good in this deck than it could be, but I think it's still worth an inclusion for now.

I should probably go back into the primer and reword the section about building the deck around Ghalta. I tried to strike a happy medium between the artifact side of the deck and the powering out my commander half. Metalwork Colossus is the epicenter of these two halves, and it's basically the only reason I went the artifact route in the first place. That being said, I agree with your analysis on various types of artifact decks in EDH, and I think moving forward, I'll be placing a stronger emphasis on the Value Town aspect of artifacts. I've already got a bit of a sacrifice subtheme, with Krark-Clan Ironworks and Trading Post, so it probably wouldn't take too much reworking. I may bolster that a bit as I move forward with the deck. Part of my reasoning is that Metalwork Colossus also lends itself to sacrifice engines very nicely as well.

I think that a voltron artifact deck would suit Ghalta pretty well, and to be honest a decent part of why I'm reluctant to go that route is because I'd need to rework the deck so heavily. I'm already suited more to a value game than an aggro, even if my commander can end things quickly. You mentioned removing Triumph of the Hordes for more consistent infect enablers as a way to lean into aggro, and I agree that it's one of the weaker cards in the deck. On the list of potential removals, it's pretty high, but it's mostly in here as a "gotcha" to take out an opponent or two out of nowhere. The amount of hate that Infect gets makes me reluctant to run a more potent effect, though. It'll probably be removed whether I focus more on aggro or value, to be honest.

I like the idea of some power/toughness value cards, and I do think this deck is slightly lacking in card advantage. Life's Legacy could be a nice effect, but since I already have Rishkar's Expertise I don't know if I'd want more than two mega-draw cards. Traverse the Outlands is cute, but it only has tons of value after I've cast my commander, at which point I probably don't need much more mana.

Moving away from artifact discussion,Pump spells are kind of neat as rituals. I'd never considered that idea before, and I think Primal Bellow at the very least deserves testing. I think that Bellow is the only one I'd be interested in testing, since it has the additional potential of being used to give Ghalta +9/+9 and turn him into a one-shotter (lands willing, of course.) Token generators are another way I could generate some extra power, and it's a big part of the reason Myr Turbine is in the deck right now. You mentioned Avatar of Might as well, and it's funny - when I first started drafting the deck, I originally toyed with the idea of a deck based around cost reduction, rather than artifacts. As the focus shifted, I dropped it in favor of other things, but I'll test it to see if it might be worth an inclusion. (Best case scenario, it ends up being Ezuri's Brigade part 2.)

Once again, thanks a million for taking the time to share your thoughts. There's a lot of great ideas here, and I'll be taking some time over the next few days to test them. You really went above and beyond discussing options for Ghalta acceleration and Artifact synergy, and I appreciate the time and effort that went into this. Happy brewing!

RazortoothMtg on More combo help!

2 months ago

Suns_Champion: Alloy Myr also works to power up Puppet Conjurer for infinite. Similar to Puppet Conjurer you also have Ghoulcaller Gisa, Lich Lord of Unx, and Myr Propagator,, although those last two are gonna need a lot of mana dorks. I can think of Leaden Myr, Silver Myr, Alloy Myr, Apprentice Wizard (if you have a producer it gets you to the for Propagator), Crystalline Crawler, Cultivator Drone (Propagator only), Gold Myr, Magus of the Coffers, Lotus Guardian (painfully expensive), Opaline Unicorn, Scuttlemutt, Vesper Ghoul (although limited), and Kozilek's Channeler.

Another possibility I forgot is Drana's Chosen. The cohort part is easy with Zur as the commander, just tutor Arcane Adaptation and you have another Ally and an infinite combo.

Myr Turbine could be great as well. After playing it, Zur tutors Animate Artifact, Ensoul Artifact, or Tezzeret's Touch and puts it on Turbine, which then goes infinite with Intruder Alarm. Same idea with Summoning Station and Throne of Empires

hookedonkronix on Daretti, King of Scrap

3 months ago

One thing i might consider for this deck would be a Myr Turbine for the sac outlet. You have a lot of cards in here that would benefit from having cheap myrs to sac out. Skullclamp, Kuldotha Forgemaster, and Trading Post just to name a few.

Pieguy396 on Myr Invasion

5 months 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.

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