Shimmer Myr

Shimmer Myr

Artifact Creature — Myr


You may cast artifact cards as though they had flash.

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Have (2) metalmagic , Azdranax
Want (1) _Peavey

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Mirrodin Besieged (MBS) Rare
Mirrodin Besieged: Mirran (MBM) Rare

Combos Browse all


Format Legality
Block Constructed Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Shimmer Myr occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Blue: 0.17%

Shimmer Myr Discussion

multimedia on breya deck

4 days ago

Hey, very good version of Breya.

Ignore the ridiculous inaccurate competitive meter that says this deck is only 39%. The power level is much higher than that especially with busted card additions of Demonic, Mox, Urza, Tezzeret and Blightsteel. I would put your deck in the 70-75% range.

There's 2x Darksteel Forge here which isn't legal in Commander. Could cut one for Goblin Engineer. Engineer can tutor for any artifact or best of all one of Deathmantle, Altar, Sword, Foundry of the combos putting it into your graveyard to then recur or reanimate. Engineer has good interaction with Welder and Emry. Could add Shimmer Myr as the 100th card since it gives Breya and all other artifacts flash. It's much more deadly to be able to combo with Breya at instant speed in response to anything an opponent plays.

Grand Architect + Deathmantle + Breya + two blue Thopters. Is a combo to kill all all your opponents, one at a time with Breya's 3 damage to target player mode. Breya and the two Thopters she creates are blue; with Architect can tap him, Breya and each Thopter to make . Which is enough to activate Breya and pay for Deathmantle. The combo works because Breya is an artifact, she can sac herself as one of the two artifacts. Tap her and the two Thopters to make . Activate Breya, sac her and one Thopter. Trigger Deathmantle, pay to bring back Breya and repeat.

If playing Thopter Assembly then consider adding Time Sieve? Without Sieve for the infinite turns combo I don't think Assembly is worth it since there's other much more powerful cards and interactions here. Arcane Signet is an upgrade for any Talisman or Signet. Glimmervoid and Spire of Industry are land upgrades to consider. They could replace the two Tainted lands since there's not a lot of Swamps here, but many artifacts.

Good luck with your deck.

Reznorboy on Wheely Wheely, Let me Stealy

2 weeks ago

I really like instant speed disruption strategies. I haven't seen this kind of deck before personally. I really like the win condition.

Other good decks for instant speed mass disruption strategies that may interest you are Sidisi, Undead Vizier (you can search for Shimmer Myr and play something like a Nevinyrral's Disk followed by Voltaic Key), or play Raff Capashen, Ship's Mage and do similar things. K'rrik, Son of Yawgmoth can also play lots of cards like Tragic Slip and Necropotence. Basically, any commander that has Flash-giving abilities, tutoring, and or mass mana giving and/or drawing capabilities can be built like this in the right conditions.

Dango on Tinybones Undertale

3 weeks ago

Thank you folks for your comments and suggestions! I'll be addressing both of you and each of your suggestions in order of appearance within this message for the sake of being concise.

theseax After much playtesting, I have made the seemingly controversial decision of cutting Cabal Coffers and Urborg, Tomb of Yawgmoth from the list. The pairing itself was a little too cute for my liking as I could never consistently boot it. Even then, on its own, Cabal Coffers requires three other land drops, specifically being swamps in order to net any sort of valuable return from it. Since the mindset of this deck is rather all-in, it often wants to pressure a win between turns 3 and 5, so I've personally opted in favor of a more consistent manabase by dropping the pair. As such, Manascape Refractor probably isn't for this deck I'm afraid. It sort of faces the same issue I had with running Urborg, making it rather dead outside of being used in conjunction with Coffers, especially since I wasn't on Mana Web either.

Meessee Chain of Smog is interesting, but I feel like it could often backfire onto me rather than being a comparable mass discard outlet. Arterial Flow seems solid, although I'm tending to favor permanents like Necrogen Mists and Bottomless Pit that can continuously accrue and churn out card advantage for me in the presence of Tinybones while disrupting my opponents. Tasigur's Cruelty is a rather high top end in the presence of Dark Confidant when I'm already running a risky top end on my curve with him.

Since I'm on Shadowbag, I greatly value the cleanup step at the end of my turn to serve as a sort of discard outlet in case I don't have Skirge Familiar or Zombie Infestation in play to do it for me. Anvil of Bogardan is probably not for my list.

Plain and simple, I like Karn, the Great Creator. Will consider.

For Geier Reach Sanitarium, I think my playgroup is going to appreciate me giving them looting effects a little too much, so I'm going to have to pass on that. I'm also not a huge fan of how Nezumi Shortfang  Flip targets a single player and I don't get to see their hand and choose which card they discard.

I don't feel as though I have enough creatures to sacrifice consistently to Contamination in order to keep that sort of effect around, and through a similar vein, Infernal Darkness becomes heavily taxing on me with its cumulative upkeep trigger. I want the stax pieces I'm running to not heavily impact my lines of play while also being able to stick on the board once they resolve without any sort of maintenance conditions associated with them if that makes sense.

Conqueror's Flail is a little too dicey to run in my opinion. It's a bit expensive to boot for a Grand Abolisher effect, and I'm often sacrificing creatures on my board to Razaketh or fast mana outlets so that would be an added layer to play around and pay attention to. I like Defense Grid in here though, considering in conjunction with Shimmer Myr I could play it as a sort of interruption at instant speed to protect my combo from folding to interaction. It's just one of those cards that I should only play when I think I'm going to win and not play it just because I have to mana open to play it. The table often relies on interaction so I could otherwise kingmake if I'm not careful about it. Lastly, Boseiju, Who Shelters All probably won't get enough traction in this deck considering most of my instants and sorceries are either tutors or disruption. A protected Goryo's Vengeance or Shallow Grave would be nice, but if I was on more impactful instants like Ad Nauseam my answer might be a bit different.

Hope I addressed everything fully. Thanks again!

valentin74 on Primer: KCI Teshar (cEDH)

3 weeks ago

Thank you very much for your detailed answers. I did a couple of test games with your deck and your Teshar-deck has won all my respect. Congratulations on this fantastic deck building! I quickly realized how strong Shimmer Myr, Emergence Zone, Shriekhorn, etc. are, which I was initially skeptical about. And indeed: Verge Rangers would be too slow on the deck. Too bad that Fiend Hunter has toughness 3. Creatures exiling permanently would be chic. One question remains: I saw the Claws of Gix card in other deck lists. What do you think of the card? I think, any-permanent-sacoutlet sounds pretty cool.

valentin74 on Primer: KCI Teshar (cEDH)

3 weeks ago

Beautiful deck. I have my own Teshar deck. A lot is similar, but I saw some interesting differences with you. I have the following questions about your deck building:

  1. Why do you play Path to Exile instead of Swords to Plowshares? Do you want to keep the option open to ramp yourself or shuffle your library?

  2. What is your experience with the Shimmer Myr and Emergence Zone cards? Do you really often use the flash effect?

  3. I play Verge Rangers in my Teshardeck. I am fascinated by how this card synergizes with "eggs", Sensei's Divining Top, Millcards, Fetchlands, tutors, etc. The key effect of the card is "You may look at the top card of your library any time". What do you think of the card? Have you already tested the card?

  4. Furthermore I play Heliod, Sun-Crowned in my Teshardeck. The card is a historic spell and Heliod, Sun-Crowned goes infinite with Walking Ballista. Otherwise, the card does little. I'm not sure if Heliod, Sun-Crowned is good enough. What do you think?

  5. What is your experience with the Shriekhorn, Codex Shredder and Ghoulcaller's Bell? Sure, the effects are good. But are the effects really worth filling three card slots? I will try out the three cards myself and am curious to see how they will works.

  6. I have seen the Banisher Priest card in several deck lists, but I have never tried it myself. Is the card that good? And if so why?

I would be happy if you would give me answers to my questions.

sjettm on Urza?!

1 month ago

I made a relatively similar deck with Kinnan, Bonder Prodigy as commander. Mishra's Workshop might be good in your deck, but it is very expensive. I also found that Shimmer Myr or Vedalken Orrery go very well with Unwinding Clock. Looks good!

ioniboi on Eldrampzi

3 months ago

multimedia Thanks so much for the suggestions. I really appreciate them.

I don't even argue that card draw and flexibility early wouldn't be a nice asset to have and some of the games i really could use some extra cards to get faster to Kozilek. The problem is just: the only times i got stuck on my way to 10 mana is when my board gets wiped midgame or someone removes a key piece and sets me back. There's been times where that took me out of the game completely.

But if my board does end up getting wiped, most of the times it would remove these tools as well. Not even mentioning how these cards need the synergy with each other. They all run danger of doing a lot of nothing by themselves. My personal experience was (and that might very well be local meta related) that my number one goal is to get to 10 mana, cast Kozilek and try to slowly get a stable grip on the game.

I've had Unwinding Clock and Basalt Monolith in a very early version of the deck and i cut them because i've had so many situations where they didn't do a whole lot.

Desolation Twin - i agree actually. I wish it was a little better. It usually ends up being a slow clunky play. I would cut it.

Pathrazer of Ulamog is quite nice here, because i got so much haste sources and Annihilator effects are my bread and butter.

Platinum Emperion is one of the nicest cards i've recently added to the deck. It single handedly saved my ass in so many games. (But again: might very well be my local meta)

Bane of Bala Ged a cheap annihilator-ish effect for mid game. I kinda love that one.

Wastes - I'm down to cut one.

Overall i really like the idea of making the deck more flexible and quick. Especially with the Deal Broker, Unwinding Clock and Shimmer Myr combination, but to be honest i would have to go back to an older version of the deck like Ashlen's Kozilek I Game Knights #24 (it was actually my jumping of point), which had much more artifact synergies like the Unwinding Clock in it.

The way it's set up right now i would describe as one of the dumbest, yet okay decks in EDH. Ramp and bam! So in a way your suggestions are basically too smart. ;)

multimedia on Eldrampzi

3 months ago

Hey, consider cutting a few of the less good high CMC cards for more support?

Deal Broker, ignore the bullshit draft text, it can be a repeatable source of draw and it's an artifact. Unwinding Clock is good in muliplayer Commander when playing many mana rocks to make mana on each of your opponents turns to pay for mana sinks or cast cards. Use it with Broker to draw into your deck. Unwinding untaps artifacts that don't normally untap such as Mana Vault. Basalt Monolith is another source of colorless mana that doesn't normally untap.

Shimmer Myr is a way to use mana from rocks on each of your opponents turns to cast artifacts. Shimmer is very good with Mystic Forge. Mind's Eye repeatable source of draw and Unwinding with rocks gives you mana to pay on each opponents turn.

Cards to consider cutting:

  • Desolation Twin
  • Pathrazer of Ulamog
  • Platinum Emperion
  • Bane of Bala Ged
  • 1x Wastes

Good luck with your deck.

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