Plague 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
Mirrodin Besieged (MBS) Uncommon
Mirrodin Besieged: Phyrexia (MBP) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Plague Myr

Artifact Creature — Myr

Infect

{T}: Add 1 to your mana pool.

Price & Acquistion Set Price Alerts

MBS

MBP

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Plague Myr Discussion

Bawx1235 on Jhoira, WC

1 week ago

drop Niv-Mizzet, Dracogenius with The Locust God, Return to ravnica niv is his worst incarnation and is less effective than his other 2 cards. drop Unwind with Counterspell. Brudiclad, Telchor Engineer could easily be dropped for Chasm Skulker or Hangarback Walker. The Weatherlight and Plague Myr should be replaced with mana rocks such as Sol Ring, MindStone, Hedron Archive. One thing I notice is that you have many of the right parts to make your deck work but it lacks ramp that is consistent. I recommend more rocks. Another thing I recomend would be cards that will cause your deck to go out of control Paradox Engine is your best friend. lots of mana rocks and paradox will let you go crazy. Rebuild and more artifact bounce cards allows you to keep gas in your hand.

linzattack on Ezur-in Trouble

1 week ago

KayneMarco is that because he basically tutors for ezuri at any time?

ZendikariWol I absolutely agree with your feelings toward infect as a strategy. That being said I do have a soft spot for a bit of infect in some of my decks, whether it be Skithiryx, the Blight Dragon or Putrefax. I absolutely love your Buttermilk Pancakes build though. I did change out most of the infect-y creatures in favor of a a build like yours, but I'm leaving in a couple like Plague Myr, Spinebiter, and Triumph of the Hordes. Aluren was there to combo with Shrieking Drake for infinite counters on Ezuri. How many cards with triggered abilities would warrant the inclusion of Panharmonicon?

KLR2808 on Enter, the Infection Arena!

4 weeks ago

Plague Myr was put in for the added ability to get more mana to use for sideboard after a Mastermind's Acquisition, but after testing it seems to make the deck too slow, so back in with the Plague Stinger (of which still helps out Gray Merchant of Asphodel!)

captainamerica on Enter, the Infection Arena!

1 month ago

I like the deck, but I think it might be a tad slow. I also don't really know your reason for playing Plague Myr over Ichorclaw Myr

Moosh528491 on Grunn Suits Himself Up On A BUDGET

1 month ago

greenjackal I took your suggestion, and I put in Plague Myr. It's only one alternate win-con, but it's something, and it's ramp which certainly helps in this deck.

Metroid_Hybrid on ALL HAIL YARGLE!!!

1 month ago

So I decided to embrace the new Dark Vanilla Legendary Overlord: Yargle, Glutton of Urborg, and as such, have crafted a Voltron strategy around him..

I’ve looked into several dedicated Voltron strategies that have already been popping up across the Internet, and to that point, here’s how mine broadly compares:

  1. Test’s positive: Infect is fully embraced here, but no Infect creatures outside of Plague Myr..
  2. This is not a budget-build..
  3. I’ve inserted some alternate wincons in case Yargle gets effectively hated out of the game..

(I think it’s also worth mentioning that I’m building this to be my go-to “competitive” deck for Commander..)

The alternate wincons mentioned above come in two forms, both of which builds off of the early game Mana-ramping that will be happening anyway: “-Burn” (Torment of Hailfire, etc), and Beaters that scale in size (Nightmare, etc)..


All I need now is a little help cutting a handful of cards from the list, sleeve it up, and beat face! YARG!!!


Nasty_Nate..

Commander / EDH* Metroid_Hybrid

26 VIEWS | IN 1 FOLDER


I also have a bare-bones outline of a Primer started that I will flesh out as I get to spend some time piloting Yargle..

FlyingBison on Aisling’s Atraxa Infect Test

2 months ago

The next step is to make sure your mana ramp is in order. It is really important to have at least 10 ways to ramp, and with Atraxa, you might even want to add one or two more in the future. For now, you should stick to 10 so you can test the deck’s other components.

Something I noticed is that you had Evolving Wilds and Terramorphic Expanse counting as mana ramp cards. These should never be thought of as ramp. Mana ramping is taking any action that puts you ahead of the amount of mana you could have available if you only dropped lands. Evolving wilds counts as your land drop, and while it fixes your mana by going to get any color you need, it does not put you ahead on your amount of available mana. In fact, it puts you behind because it comes in tapped. Fixing is great and important in a four color deck, but the more lands you have coming in tapped, the more you’ll set yourself behind. You can still run a good amount of taplands, but having a good ramp package can help soften the blow. Once you get good duals, the ramp starts to work even better.

It is always of utmost importance that your ramp is both cheap and long-lasting. The biggest downside to not playing green is not being able to ramp mana as effectively. This is because the other colors have to resort to mana rocks and mana dorks, artifacts and creatures that tap for mana. Using ramp like this can be fast and effective, but you are always vulnerable to board wipes and removal. One Vandalblast will ruin anyone's day if all their ramp is artifact based. Luckily, you are playing green, so you should never have to worry about rocks getting blown up. All of your ramp should be land focused, unless you have a really good reason for using something more synergistic. It is kind of a widespread unspoken courtesy that people do not actively use mass land destruction in EDH. Sure, there are those that do, but WAY more people come ready to blow up all artifacts/creature/enchantments when they need to. This makes throwing extra lands out a safe way to ensure you get ahead on mana and STAY ahead on mana.

Let's go down all your ramp one by one and see what better options you have:

1) Cultivate is exactly the kind of spell you want to be ramping with. It finds two of your colors, puts you ahead on mana, and guarantees you'll make your next land drop. You would be hard pressed to find a multicolor EDH deck with green that doesn't want this card.

2) Darksteel Ingot looks good on paper, but 3 mana is a lot to pay for a rock, even if it gives you all your colors and is indestructible. The Ingot may have indestructible, but stuff like Merciless Eviction or Play of the Game don't care anyway.

REPLACEMENT: There are, however, reasons to want 3 CMC ramp cards. For instance, Cultivate is so good, it didn't need a replacement. It is SO good, that you actually should use it's twin Kodama's Reach to replace the Ingot. It may seem like the flexibility of Ingot adding any of your four colors is worth it, but something like Kodama's reach, when working with a good mana base, can actually be more effective, because it can give you two of the colors you need simultaneously, instead of giving you access to one at a time. That's on top of being land based rather than artifact based.

3) Fellwar Stone is where we start to make exceptions for rocks based on power. In a 4 player game, Fellwar almost always taps for any color you need. The power of a rock skyrockets when it costs less than 3, can tap for multiple colors, and can be used right away. This one is a great call, and its benefit in the early game will outweigh it's vulnerability to mass artifact destruction.

4) Golgari Signet is a great rock, but not being able to tap right away and only getting two of your colors makes it not work as great as land based ramp. Keeping most of your ramp to 2 CMC will help you cast 4 drops (Like your commander) on turn 3. It also means you could be more likely to cast two ramp spells on the same turn and start flying ahead. It also means you could ramp and still have room to cast other spells. That kind of advantage doesn't seem like much, but it makes turns worth of difference.

REPLACEMENT: To keep this slot to 2 CMC, the best option would be Farseek. It can grab any Plains, Island, or Swamp and put it into play tapped. This will become super important once you acquire dual lands that have basic land types because it can go get a Plains/Forest or an Island/Swamp, giving you access to two more colors instead of just fetching a basic land.

5) Khalni Gem is just straight up bad unless you have a reason to bounce lands to your hand. 4 mana and returning two lands is way too steep a price. It doesn't even put you ahead on the turn you play it. On top of that, it can only add one color at a time.

REPLACEMENT: Rampant Growth is a shoe-in here. 2 mana, gets any color you need. It only gets basics, but that is fine as long as your mana base is built right and you know your deck well.

6) Manalith isn't good for basically all the reasons that Darksteel Ingot isn't good, but it isn't even indestructible.

REPLACEMENT: So this is a case where you can make a replacement that ignores the downfalls of the original card by being super synergistic with your deck. Might I introduce you to Astral Cornucopia! It will most of the time cost 3 mana just like Manalith, and tap for any color just like Manalith, but every time you proliferate, it will tap for more mana. This can get WAY out of hand with all the proliferating your deck is trying to do. You may find it becomes too hot of a target for removal, but the benefit here is super unique to your deck and is worth running until your playgroup starts to hate it out of existence.

7) Simic Signet has all the pitfalls of Golgari Signet

REPLACEMENT: Another easy 2 CMC option to slot in here is one of the best ramp spells you can have, Sakura-Tribe Elder A.K.A. STEVE! It is basically Rampant Growth on a creature. This makes it crazy good because you can play it and have it out as a blocker, sacrifice it after it blocks, and go get your land. You can sac it on the end step before your next turn after playing it and basically see the same benefit as a Rampant Growth, but with the added benefit of having had a creature out that whole time. Hell, if you don't need the land and would rather have a blocker, keep him out longer and sac him in response to anything that would kill him or exile him. On top of that, it could be something you give infect to in a pinch. Master Biomancer could even make him huge when he enters. Any powerful effect that can be stuck on a creature adds so many benefits, you'd be hard pressed not to want it.

8) Sol Ring is always amazing. Nuff Said.

9) Temple of the False God is pretty awful in a four color deck. It can make your opening hands terrible, and shouldn't even really count as a land in most cases. If you're not counting it as a land, then it should fall into the ramp category, but in this case it ramps you one mana ahead, but gives you no colors, and replaces your land drop. On top of that, it wont work until turn 5 at the earliest. This is will be a feel-bad card a lot of the time.

REPLACEMENT: Harrow is ridiculous good. It costs 3 mana, but leaves you with 2 more mana to use after it resolves, effectively making it cost 1. Sacrificing a land is a small price to pay to go get two lands and have them come in untapped. It can fix your colors, put you ahead, and allow you to cast more spells that turn. Basically all the good gravy.

10) In order to make the 10th ramp slot, another cut will have to be made. As cool a Plague Myr is in the deck, I think it is best to consider that most of the time it will just be a 2 mana 1/1 with infect, because you'll want to spread those poison counters. When you do need it to be a mana dork, it might not even give you the colors you need. This kind of low impact is not enough to justify crippling your ability to ramp effectively, so for now it should go to your maybeboard. I would continue to keep it in mind in mind for the future if you feel another 2 cmc infect creature might as well become something that taps for mana occasionally. For instance, this could come back in to replace black mamba in the future if playtesting deems it viable.

REPLACEMENT: There a few really great options left. Chromatic Lantern is going way down in price due to the upcoming reprint, so I would definitely have that at the top of the list for this slot. For now however, you can stick to a land based ramp spell that I can mail to you. Nature's Lore is fantastic because it costs 2, searches for a Forest rather than a basic land, and puts the Forest in untapped. This means it can go get dual lands with forest as one of their two types, or even something crazy good for your deck: Murmuring Bosk. Nature's Lore should take priority over rampant growth once you have enough good duals, but for now, Lantern and Rampant work better together.

If you get Lantern, don't use nature's lore until you have enough duals to make it worth replacing rampant growth with it. If you don't get Lantern, Use both Nature's lore and Rampant Growth.

These changes should make your mana much smoother and more effective in the long-term, as well as allow you to cast most anything when you need to. Continue to think about whether you should add 1 or 2 more after you've play-tested a bit.

TypicalTimmy on Land destruction: taboo or legit ...

3 months 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.

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