I really don't know how to describe this deck in a way that both does it justice and also seems necessary. It's a deck made up of a bunch of Myr and Myr related cards, all just doing what Myr do, which is work together to do what Myr do best.

Ugh, ok, I guess I'm going to have to go into more detail. First and foremost, the obvious: completely colorless deck; and an analogy: it's like a clock, incredibly complex at a glance with countless little components that require the other components to fully function, but elegant in its simplicity once you're able to truly and fully understand its inner workings.

Let's start with the mana base. Only sixteen lands, but three quarters of that are a playset of each of the Urza lands, so that right there is a ton of ramp in a deck that requires no colored mana. The last four are a pair of Radiant Fountain and Tomb of the Spirit Dragon for lifegain. That's not all of the mana production, though. There's also a playset of Myr Reservoir and another of Palladium Myr (we'll come back to each of them later on), making for a total of twenty-four mana producing cards, twenty of which produce more than one (or at least have the potential to). Plenty of mana for a deck with an average CMC less than tw- wait, this isn't the deck with an average CMC below two... Oh well, still more than enough mana...

Now, normally at this point I would go over the creatures and then the noncreatures, but they're so codependent in this deck that they're nearly inseparable. So I'm just going to go over the rest of the deck as a whole instead...

The first thing I'm likely to put out is a Hovermyr because it's cheap, it has vigilance so it can both attack and block, it's the only thing with flying in the deck, and it otherwise has no greater purpose. Once I have three mana to spend I can really start building. Palladium Myr is always my preference, but in a pinch a Myr Galvanizer will work too. The Palladium Myr is my go to for two reasons: one being Myr Superion because obviously, and the second being the infinite combo that is one Palladium Myr and two Myr Galvanizers; tap Palladium for two mana, use one to tap one Galvanizer, tap the Palladium again for mana to use towards whatever else you want, use the second mana from the first Palladium tap to tap the second Galvanizer, rinse and repeat. That's usually the point at which people scoop.

But in the event that they're willing to tolerate me generally doing whatever suits my fancy, Lodestone Myr is next on my plate, either immediately preceded or followed by one or more Genesis Chambers. That way, I can leave them untapped to give me all the Myr I want and then tap them with the Lodestone to stop anyone else from getting any.

The Myr Reservoirs main reason for being in the deck is not, in fact, to provide mana, but to retrieve the Myr Retrievers used to get all of the other artifacts (Myr included) from the graveyard.

And of course, let's not forget the deck's coup de grace: the Myr Turbine. On its own, it's fairly nasty, as so long as I have five or more Myr, I can pull out a Myr Battlesphere for five more. Give me a Clock of Omens on top, though, and I can pretty much put my entire deck on the board.

And then a pair of Unwinding Clocks for the giggles.

There you have it, like clockwork...

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Date added 8 years
Last updated 6 years
Exclude colors WUBRG
Legality

This deck is Modern legal.

Rarity (main - side)

22 - 0 Rares

16 - 0 Uncommons

22 - 0 Commons

Cards 60
Avg. CMC 3.36
Tokens Myr 1/1 C
Folders Modern, artifacts
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