Myr Reservoir

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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Myr Reservoir


Tap: Add {{2}} to your mana pool. Spend this mana only to cast Myr spells or activate abilities of Myr.

{{3}}, Tap: Return target Myr card from your graveyard to your hand.

EtchedMyr on JLK's Urtet | Game Knights #60

1 year ago

I am a big fan of Urtet, and I am so glad that there is finally a Myr commander that is a Myr.

There are some deck building decisions I am curious about.

The first of which is the purpose of Temur Sabertooth. I may just be missing it, but I don't see any of the usual suspects when it comes to Temur Sabertooth synergy. I know that generally it provides good value by giving you several casts of Myr, though is that the sole purpose? I can see a three card combo with the likes of Urza and some artifact cost reducers to make the cost to do the flickering rather cheep. Though I don't see it going infinite with the current deck construction. (Which might be on purpose! I don't know what the standards of Game Knight's lists are.)

Intruder Alarm seems really good for this deck. Is it cut for power reasons? I think cards like this make Temur Sabertooth make more sense, since you could get a good mana engine going with Temur Sabertooth, some existing mana dork creatures, and intruder alarm. If you have any of your draw effects too you could basically go through your deck. (Which may be the reason it's not in there!)

Is there a reason for not running artifact matters synergies? I am aware of there being the cycle of artifact lands, and artifact dual lands. I feel like this list could take easy advantage of metalcraft cards, affinity etc for cool payoffs! Is that an intentional decision due to cards like Karn, the Great Creator?

Do cards like Elesh Norn and Crystal Shard make the cut for you personally off the show?

Big fan looking to build the deck myself and would love any insights you could give on why the deck was built the way it was. I may lean into the Myr tribal synergies more, but that is just because I love the tribe so gosh dang much. I plan on including cards like Myr Matrix, Genesis Chamber and Myr Reservoir

InrolamJr on A fistful of Myr [Urtet, Remnant of Memnarch]

1 year ago

I’ve been working on a list on my side: 22-01-23-eKY-myr The list is not final

Some interesting cards for the deck:

Other Utilities: Alibou, Ancient Witness and Karn, Living Legacy Both let you go some damage or removal while helping you ramp or scry your deck

Flavuss on Myrtron

1 year ago

lagotripha I removed 1x Myr Turbine and 1x Myr Reservoir to add 1x The Immortal Sun and 1 x Forsaken Monument , two cards a friend lent me. And of top of that I removed 1xMyr Superion for 1x Lodestone Myr !

Flavuss on Myrtron

1 year ago

lagotripha You're absolutely right , sometimes It feels like the hand or the board is missing the bigpayoff. I thought about adding some green but I'd love to stick with the colorless , at least for a couple of months to try to figure it out how to make the list work decently. The Idea behind this , and feel free to correct my point of view, is to have a few big threats to drop using the lands but still being able to play around the tribal synergies of the little creatures if im out of big threats or tronlands , so that the deck could be played even with an aggro/token style without relying purely on the big hitters. The cards in the list are the ones I currently own and I was considering to maybe remove one Myr Superion , oneMyr Reservoir and one Myr Turbine . The first to avoid being stuck with an hand that dont let me cast the creature the other two to avoid too much redundancy. Kuldotha Forgemaster is a card I'm considering to make easier to play the big payoff but I was afraid that It could've been to much paired with Myr Turbine and Inventors' Fair considering that the only ''real'' big payoff I have is the Myr Battlesphere

As a good big payoff Im considering Myr Incubator too , that theorically seems to have good synergies with the way i want to deck to go. It could thin the deck , let me swarm with tokens and help the Myr Turbine to search the deck for the Myr I need. Lodestone Myr could also benefit from that card. Mimic Vat Is a card I'd love to try with the deck but I dont know how really could improve it ( maybe I just love that thing ahah) Bonders' Enclave is another card I'm thinking of . Genesis Chamber too but for now I think is a bit risky for how the deck is built. By the way thank you for your time , i'll appreciate any advice you would give me :)

to_regatha_and_beyond on Art-Infect

1 year ago

Infect decks usually tend to be a lot more aggressive. Maybe add another Blighted Agent and 3 more Phyrexian Crusaders as those are your aggressive plays here? Make sure to get a playset of Glistener Elfs as those tend to end up doing a bunch of poison damage over the course of the game. I think you could add those in instead of Season of Growth, Square Up, Coretapper, and Myr Reservoir. Those all slow down your game, and Coretapper esoecially tends to do nothing at all.

wallisface on Infinite Myr

1 year ago

Some thoughts:

  • Personally, i’d ditch all of Remove Soul (too situational), Silent Departure (bad card that gives you card-disadvantage), Anointed Procession (too slow, limited usefulness in this deck), Myr Matrix (far too weak for its mana cost), and Myr Reservoir (not particularly useful).

  • cards that might be worth considering include Welding Jar (your mana dorks aren’t cheap to cast so you don’t really want them to die), Aether Spellbomb (can act as a cantrip or used to stall), Thoughtcast (card advantage). I’d also suggest running the full playset of Emry, and also raising your land count to around 23 (20 feels waaay too low considering how dependant you’ll be on playing lands for the first 3-4 turns)

wallisface on Art-Infect

2 years ago

Some thoughts:

  • As has already been said before, infect decks generally want to be just running creatures that can deal infect damage - you currently have a LOT of cards that have no place in an infect deck, namely Alloy Myr, Coretapper, Darksteel Myr, Evolution Sage, Obelisk Spider, Shimmer Myr, Titan Forge and Myr Matrix are all creatures (or make creatures) that are completely useless for an infect strategy.

  • You seem to have a lot of cards that are just 1-ofs and 2-ofs here. That's going to lead to a really inconsistent (and so weaker) deck. Aim to mostly play playsets of cards if you can.

  • You seem to have a bunch of cards that have no real place in either Infect or Modern in general. Mana rocks like Dimir Signet, Coalition Relic, Myr Reservoir certainly have no real place in an Infect deck, and don't really make it into any Modern deck unless they're doing something particularly janky. Leyline of Abundance, Force of Vigor, and Dimir Charm are all also really weird spell choices.

  • You have nothing to do one turn 1. Infect decks are known for being fast and reliably threatening lethal on turn-2 or turn-3. Not being able to cast something on turn-1 reliably is going to put you ages behind and put your opponent at a huge advantage. You should have at least 8-12 cards you can cast on turn-1 (so far you have 0, meaning you're always starting a turn behind your opponent). Furthermore, sooo many of your lands enter play tapped that you won't even be able to reliably do something on turn 2... fix that landbase!

  • Your mana curve goes waaay too high. I would suggest ditching all of your 4 and 5 mana cards, and at least halving your amount of 3-mana cards (if not removing them entirely).

  • You're running waaay too many creatures for infect, and you don't have nearly enough ways to pump them. This is going to cause you all sorts of problems. Infect creatures are generally weak, so you want to aim to end a game quickly, and going-wide doesn't help you achieve that.

An example of where to start with infect is here - this page lists 3 infect decks of various budgets, and should give you a good idea of the direction the deck should head in.

ZenYoLife on Myr Tokens Budget

2 years ago

IHATENAMES, Forsaken Monument would work better in a Myrtron deck that isn't white in my opinion. Tempered Steel is cheaper and can stack as it is not Legendary.

Myr Reservoir and Myr Retriever do what Return to the Ranks can and are artifacts. I think the goal LeechBoy is doing is sticking with somewhat mainly Myr and artifact creatures as the base of creatures which capitalizes on Tempered Steel.

The Antiquities War Would probably work better with an Esper or Azorius control deck as you can have tons more of noncreature artifacts in that type of deck.

With White Tempered artifact decks, you want to go massive pump so the bots can teabag with their big nuts and bolts.

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