Mono-white Myrs is one of the first decks I ever used when I was introduced to Magic by my friends (in fact one of them just gave me his deck after seeing me fall in love with it), so after many years I decided that Myrs should be the deck to help me step into a more competitive environment.
Originally the deck started off with just using basic Plains as it's manabase, and after experimenting with a few different colors I decided to stick with UW Tron for a while. It worked great against the small group that I usually played with, but it had a lot of consistency problems (Not due to bad colors, but due to the lack of cards to make it work better). Switching back to mono-white and adding in Expedition Map definitely makes it run faster. If anyone has any suggestions for color splashes, please feel free to suggest them.
Creatures Show
Hovermyr provides a little bit of evasion with flying and can be chumped at the same time if need be. Flying + Vigilance has always been a nice pairing.
Super satisfying to have all out on the board, super disappointing to have all of them in the graveyard.
Myr Servitor provides a little bit of reach without having to worry about losing creatures and make almost perfect blockers. In more control heavy match-ups I tend to save one in hand just in case the field gets cleared.
This big buffy boi is a 5/6 for only 2 mana, how could we possibly not run him? Thankfully his downside is easily manageable with the mana-producing creatures of the deck and of course
Prototype Portal to simply avoid it all together while pumping a
Myr Superion out every turn. He is certainly the superior Myr.
The biggest threat that this deck can put out, is this behemyrth on turn 3. There is a reason this guy gets so much love.
Myr Battlesphere makes some tokens, pumps himself, and can even burn the opponent when he attacks. You know that you are a true sadist when you feel the joy of draining the opponents last remaining hope by playing a second one next turn.
Most people are aware of the infinite combo between
Palladium Myr and
Myr Galvanizer, but he also works to put the big buffy boi out on to the field. The extra mana can also help out early on if you don't happen to get Tron by turn 4.
Running cards that require 2 or 3 of a specific mana color is risky when running Tron. Sometimes you'll have a bunch of mana but just not the right kind.
Gold Myr aims to fix that problem. He is most optimally played on turn 2, that way you can achieve Tron on turn 3 then put down a
Tempered Steel on turn 4 to start hammering the opponent.
Here is another example of what Myrs do best;
Going infinite. I mean sure, you can duplicate
Myr Propagator every turn, even get a free blocker while doing so. That's boring. Throwing him in with the Galvanizer and Palladium combo lets you make as many of the guy as you want. Even better if you have
Tomb of the Spirit Dragon on the field.
There is a lot that
Myr Galvanizer gives to the table, aside from an anthem effect. 2 of him + 1
Palladium Myr = infinite colorless mana. 2 of him + 1
Palladium Myr + 1
Gold Myr = infinite white & colorless mana. 2 of him + 2
Gold Myr = infinite white mana. With that mana you can... Mana combo +
Soul of New Phyrexia = Permanent indestructibility. Mana combo +
Myr Propagator = infinite Propagators. Infinite Propagators +
Tomb of the Spirit Dragon = infinite life.
Another fun tactic is to attack with all of your Myrs leaving one Galvanizer back, untapping them while the Myr Battlesphere trigger is on the stack, and then retapping them to buff and burn with the Battlesphere.
Most decks can't utilize
Soul of New Phyrexia's ability to it's utmost potential due to it costing 5 mana, but Myrs open up the gate for him to put in some serious work in protecting the homeland. Plus, it only makes sense for the Phyrexians to be paired up with the Myrs.
Misc.
Obelisk of Urd and Tempered Steel - They buff up your creatures.
Expedition Map - Lets you search for whatever land you need at the time, whether it be your last tron piece or another white source. Use it to find your second Tron piece ONLY if you need it.
Prototype Portal - Some key targets for this card are Myr Superion and Myr Galvanizer. Sometimes a Myr Battlesphere can get out of hand very, very quickly for the opponent and in more extreme scenarios an Obelisk of Urd to give you that extra power for the kill. Lets you dodge creature removal in game 1 but in most match-ups I take it out after sideboard. It will get shut down very quickly with the extreme artifact hate in today's meta. Even so, there is almost nothing more satisfying then getting your mana combo online, then imprinting a Prototype Portal onto your second portal.
True Conviction - Most of the time, your opponents will lose if they don't answer this immediately. All it takes is one combat step to completely change the game. Needing 3 white sources is certainly a risk with tron but is the bonus to running mono-white. They never see this coming.
Sideboard
This is definitely my biggest struggle in deck building, and that just comes from a lack of experience, so any suggestions for changes would be incredibly helpful.
Banishing Light - The absolute biggest bane against this deck, and most artifact decks in Modern, is Stony Silence. I run a play-set almost solely for this abomination. Planeswalkers too, but mostly Stony.
Ratchet Bomb - Good for dealing with multiple things on the board at once, I will definitely be replacing one with All Is Dust later down the road.
Rest in Peace - Graveyard based decks and Scavenging Ooze-like creatures suffer pretty badly against this, thinking about maybe replacing a Ratchet Bomb for a second one of these.
Myr Retriever - Lets you bring back anything that may have died or been removed back to your hand. Also lets you re-use your expedition maps. I usually put a couple in replacing the Prototype Portals.
Indomitable Archangel - She is great against some of the more slower match-ups, is a 4/4 flyer that protects your artifacts. Pair her up with Soul of New Phyrexia for maximum benefit.
Elesh Norn, Grand Cenobite - Beefs your Myrs while weakening your opponent's, doesn't get much better then that.