Palladium Myr

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) Uncommon
Iconic Masters (IMA) Uncommon
Commander 2014 (C14) Uncommon
Scars of Mirrodin (SOM) Uncommon

Combos Browse all

Palladium Myr

Artifact Creature — Myr

: Gain .

Price & Acquistion Set Price Alerts

CM2

IMA

C14

Ebay

Palladium Myr Discussion

DangoDaikazoku on Multifarious Infinite Combos

4 weeks ago

fangshway thank you for your suggestions. Intuition is already being considered, and I will probably pass on the Teferi's Puzzle Box since it puts cards on the bottom of my library rather than the graveyard like you mentioned. While Forgotten Creation is good for sifting through my deck, I think Jace's Archivist fulfills that role already while also serving as a Necrotic Ooze target when it's in my graveyard. I originally thought Jace, Vryn's Prodigy  Flip was bad for this deck, because Ooze would only be able to use his ability once, get "transformed" which would be an illegal board state, and essentially just get exiled and returned to the battlefield untapped and affected by summoning sickness. However now that I think of it, say I have Necrotic Ooze and Training Grounds on the battlefield with Blighted Bat and Jace, Vryn's Prodigy  Flip in my graveyard. Training Grounds would effectively reduce the bat's haste enabling ability to zero, which means I would be able to use Jace's ability an infinite number of times and deck myself out. I'm not sure if this is a more favorable strategy than a Merfolk Looter combo with Pili-Pala and Palladium Myr to fulfill the same outcome, but you have given me much to think about. Thanks again!

Sylvanrush on Multifarious Infinite Combos

1 month ago

DangoDaikazoku:

"When Cathartic Adept is in the graveyard, along with Palladium Myr and Pili-Pala, you can not only mill yourself, but you can mill everyone else at the table and just pass to them for the win since getting Laboratory Maniac on the field would just add more unnecessary steps."

Silly question - you need Necrotic Ooze on the battlefield for this to work as well, correct?

DangoDaikazoku on Multifarious Infinite Combos

1 month ago

You use Necrotic Ooze who effectively shares both Pili-Pala and Palladium Myr's abilities when they are both in the graveyard, and the same goes for Grimgrin, Corpse-Born and Bloodline Keeper  Flip when they are in the graveyard as well. I explained step by step how the combos work in a comment above for reference. If you need any further clarifications please let me know, but I assure you the combos work with Necrotic Ooze as well as Lazav, the Multifarious as a copy of Ooze.

DangoDaikazoku on Multifarious Infinite Combos

1 month ago

Palladium Myr + Pili-Pala + Walking Ballista : In this combo you have use Palladium Myr's tap ability to pay for Pili-Pala's untap ability to get one floating mana and repeat this process until you get infinite mana and spend that on Walking Ballista's ability and pay for infinite counters to ping everyone to death.

Bloodline Keeper + Grimgrin, Corpse-Born + Triskelion : this combo is a little different, but has a similar effect. Essentially you will tap Ooze to produce a Vampire token with Bloodline Keeper  Flip's ability, then sacrifice the token with Grimgrin, Corpse-Born's ability which places a +1/+1 counter on him and untaps him, and then you can repeat this process infinitely and then ping everyone to death with either Triskelion or Walking Ballista in the graveyard.

There are more combos that work similarly to produce this outcome, but these are the primary combos and the most straightforward to follow.

DangoDaikazoku on The Deckwatch [Home Base]

1 month ago

I'm thinking that Vampiric Tutor could set up his surveil ETB trigger and I could pick up Necrotic Ooze that way. The Buried Alive package with Palladium Myr, Pili-Pala, and Walking Ballista can take care of the rest under ideal circumstances. I'm also thinking that I'll end up packing the deck with lots of self mill just to dump targets for ooze. With enough mill I could probably even go for a Laboratory Maniac win by copying him too. So much versatility with this guy!

DangoDaikazoku on The Deckwatch [Home Base]

1 month ago

As much as I like the whole sneaky Phage wins with Lazav, you can probably pull off a gross Necrotic Ooze combo by copying ooze with Palladium Myr + Pili-Pala + Walking Ballista in the graveyard to generate infinite mana, infinite +1/+1 counters, and deal infinite damage. Correct me if I'm wrong, but hey man if this combo works I'm building it.

TypicalTimmy on Land destruction: taboo or legit ...

1 month ago

The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.

I run one in Modern. Rakdos () LD.

You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.

The majority of LD spells in red cost 4. This means you aren't doing anything until T4.

Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.

Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.

Bleh.

Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.

Uuuugh... On a phone. Fml

NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.

This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).

Ugh, this was a poor decision to type it all out on my phone...

Okay. So let's ask a question: Why Rakdos?

There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.

In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.

You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.

Now it is true that green has LD as well. Acidic Slime, Creeping Mold, Reap and Sow, Spreading Algae, but again they are either slow and require ramp or are very specific in nature.

The more colors you add, the more fixing you need, and the less specialized your deck is.

That's why we don't run green. Stick to res as your main color with black support.

I'd focus on red LD sorcerys, and black instant creature removal for cheap, such as Fatal Push and Terminate.

Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.

Goblin Offensive and Krenko's Command are good. Two 1/1s for 2 CMC? Decent.

Overwhelm and go wide. It's cheaper and saves you Mana for LD.

If you want and can work it in, Reverberate and Increasing Vengeance copy spells so you can hit twice in one turn.

I'm not going to build a deck for you, but I hope I helped a lot.

It's a legit strategy, but needs to be precisely honed and even than may be too slow.

Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.

That's where you attack.

As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.

mtg_artifacts on Healing Indestructible Artifacts

2 months ago

Minihorror227 I have all five types because I have full art ones that are all the same theme. I also went and added Ruthless Invasion to add a opportunity to attack for my six 3/4 pests wile also not having to use red mana. (I buff them by imprinting Chief of the Foundry to Soul Foundry) I replaced that Burnished Hart for another Palladium Myr. I asked for Expedition Map and my game store did not have it, but when I do have it I will replace it with Luxa River Shrine When I get my hands on those urzas lands I will replace it with my Radiant Fountain.s. If you think I should do something else please tell me! Keep in mind that I don't need too much mana, Mage-Ring Network does a great job at casting things like Darksteel Forge when I need too. Speaking of Darksteel Forge that's the only card that stayed in the deck after I first made it, but thanks to people like you that saw a deck with a Darksteel Forge and random junk like Will-Forged Golem and Neurok Replica, then told me to shape it into the deck it is today. Thanks for all of the help!

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