Palladium Myr

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
Commander 2014 (C14) Uncommon
Scars of Mirrodin (SOM) Uncommon

Combos Browse all

Palladium Myr

Artifact Creature — Myr

: Add to your mana pool.

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Palladium Myr Discussion

superhuman21 on Heartless Myr

1 week ago

You technically couldn't hard cast Myr Superion, so you would want to discard him then reanimate him. Palladium Myr may be helpful here. Also while not the best counterspell, Countervailing Winds can be dangerous if you have a bunch of cards in your graveyard.

ghgiunco on HEARTLESS ARC V2

2 weeks ago

DuTogira - the problem i see on anvil, is lost a card of hand and Abrupt Decay (or any inumerou hate) eats the anvil (and the card exiled). I was looking for Palladium Myr with this purpose and serum too. I just dont know what to cut. The toolbox still working well, problem is my early for rly.

superhuman21 on Infinite Myr Tokens.

3 weeks ago

http://tappedout.net/users/Lilo/
I should note that there is the possibility for inifinite mana production, granted you couldn't cast a large/infinite token combo.

For the infinite mana potential you'd need the following
2x Palladium Myr
2x Voltaic Key

  1. 1xPalladium Myr. You have . Spent , 1xVoltaic Key. 2nd Palladium Myr. You have 1xVoltaic Key untapped and
  2. Use the of . 2nd Voltaic Key. At end you have floating. Repeat steps #1 and #2. Each loop PAST step #2 and you'll gain an addition .

Decrepit_Angel on [Primer] Colored Mana is for the Weak

3 weeks ago

I am very glad that my list was helpful to you.

I ran Endbringer for while but without a haste enabler it is fairly slow and only really shines when you have an Unwinding Clock. It is definitely a good budget option, but for a competitive meta, it is just not high enough of an impact card from my experience. It is great at sniping some mana dorks or combo pieces like Hermit Druid which is always a great feeling, but against most of the Tier1-1.5 decks, it is just too slow and too fragile for me to justify it. Also, I run The Tabernacle at Pendrell Vale and fetch it out fairly often due to the ridiculous impact that card has against creature based decks so I try to run creatures that are still + mana after paying for Tabernacle (i.e. Palladium Myr) or win the game (like and Eldrazi God) which fully justify the mana to keep them around.

And on the topic of the Spine of Ish Sah + Paradox Engine combo, I just realized that I forgot to list that in the combos section of the primer. That is definitely one of the strongest combos in the deck. I never really thought of using the Kuldotha Forgemaster line to get Staff of Domination though. I always just grabbed Krark-Clan Ironworks to complete the combo and just destroy all permanents I don't control. I guess the result is the same.

Oloro_Magic on White Ramp Aid

4 weeks ago

Decent is a stretch but Gold Myr and Endless Horizons can technically be called ramp. Other options are Solemn Simulacrum, Palladium Myr, and Everflowing Chalice. Other than those I think your better off including green for stuff like Birds of Paradise, Utopia Sprawl, and Noble Hierarch.

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.

Airakk on We are Myr. Resistance is futile.

1 month 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 mana...you 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 =)

superhuman21 on Myr!

1 month ago

If you want to play a mono white tribal myr deck consider Myrsmith, Ghostly Prison, Palladium Myr, Myr Propagator, Strionic Resonator, and Orzhov Signet or any other w/other color signet.

While myrsmith may break your colorless myr tribe, it is a huge benefit. Combine this with the (2) that comes from tapping palladium + propagator + orzhov and you'll be able to always drop 2+ myrs whenever you cast one from your hand. To top this off you could splash in Wake the Reflections to aid in bursting force propagators with;propagator + myrsmith + palladium + resonator + signet + reflections.

ultimately if you decide to go the above route then I'd toss an interesting land in the sideboard for amusing laughs. Westvale Abbey  Flip.

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