Artifact Creature — Myr
When Myr Retriever dies (is put into the graveyard from the battlefield), return another target artifact card from your graveyard to your hand.
|Have (2)||, metalmagic|
Combos Browse all
- Heartless Summoning + Myr Retriever + Myr Retriever
- Kuldotha Forgemaster + Myr Retriever
- Krark-Clan Ironworks + Myr Retriever
|Commander / EDH||Legal|
Latest Decks as Commander
Myr Retriever Discussion
5 days ago
Scarecrow1779 - I'm wondering if I worded it incorrectly. You need to still pay the cost of the artifacts you're recasting. You only net spirits and mana if you have reducers.
Play Myr Retriever
Return Workshop Assistant to hand and get a spirit.
If you sacrifice Myr Retriever you get from Ashnod's Altar but without the reducer you'd still need to sacrifice the spirit to get more to cover the cost of the Assistant and after that you'll be using it to pay the cost of the loop. I'm tired >_<
3 weeks ago
SmashRadiation Not exactly. Regeneration specifically negates the "Destroy" effect, not a creature dying (a.k.a. being put into a graveyard). Sacrificing a creature is different from that creature being destroyed. Both have the same result, a creature goes to the graveyard, but how they get there is different. That's why Diabolic Edict and other such edict effects are so good. You have to put it into the graveyard, no way around it. Fun fact, WotC used to call this "Burying" a creature because it got put into your graveyard without any arguments. Regeneration didn't work to save it. So if you ever see an old card with the word "Bury" on it, now you know that gets around regeneration and indesteuctible.
One way to make the combo work is with two Myr Retriever s and two Foundry Inspector s but that's a lot of hoops to jump through. If you're not strapped for cash, Ashnod's Altar and two retrievers is a more manageable combo, with Reckless Fireweaver or Impact Tremors on the field, but that gets away from the theme of your deck.
My advice is to go with a bunch of cheap artifacts that cantrip like Ichor Wellspring and Chromatic Star , fill up the Atog with fuel and let 'er rip with Fling / Temur Battle Rage . Definitely run Great Furnace and Darksteel Citadel for extra munchies. Your biggest threat is all the cheap removal that runs around in Pauper, so flinging might be the best way to go.
1 month ago
Hey jakeyuki12! I do use the standard London mulligan for my commander games. While I would normally agree with you in the fact the land count is rather low, with this particular deck being so low to the ground we can consistently hit our curve. You'd be surprised at how quickly you can run out of things to do if you've got too many lands.
With my mana base, I've got a lot of 0 drop and 1 drop artifacts, and cards like Thrill of Possibility to pitch to the grave to fuel my 3D printer, so it's normal to open with a hand of 1 or 2 lands and have 3 artifacts we can cast on turn 1. Additionally in playtesting I didn't really like using Faithless Looting , simply because I didn't want to run many sorceries in the deck, we've got a handful of targets for Isochron Scepter and with the way I'd play this deck I'd much rather be casting instants over sorceries.
Osgir has a unique ability to crack open an artifact and turn it into 2, in the Mana Weaving section of my deck description we cover all the ways we can do this. We end up with a lot of mana, and most of the time it's not even from the land base. With this being a high-power deck as well, we look for a turn 5-7 win, not technically cEDH, but we don't want to drag it out too long.
I have a scenario actually from a night of commander games. Taught me to really take in everything going on at the table. The board just got wiped by an Ashling the Pilgrim boosted by a Dictate of the Twin Gods and the active player healed a ton through Basilisk Collar , my board had a bunch of artifacts that stuck around. Notably 2 Thousand-Year Elixir s, 4 Sol Ring s, 8 Wurm tokens from 4 copies of Wurmcoil Engine , 2 Coveted Jewel s, Boros Signet and I believe Rings of Brighthearth , nothing of value in hand, also only on 4 lands at like turn 6 or 7, not an uncommon occurrence. In my grave I had a ton of artifacts, one of them being Mirage Mirror . Life Totals for the 3 players remaining were 158 for the Ashling player, 28 for the player across from me, and I was at 14. So doing the math my turn, I had to kill everyone somehow, I drew and it wasn't Basalt Monolith , which would give me infinite mana for my Walking Ballista in the grave I could get out with Myr Retriever ... so first thing was first, I recast Osgir for 6 mana tapping those Coveted Jewels. Then I used my lands and my signet to reconstruct Mirage Mirror 4 times thanks to Rings, paid 8 mana into 4 different Mirage Mirrors to make copies of a thing. We chose to make 4 Dictate of the Twin Gods and swung 3/3 Wurms for the win. Doing the math, one 3/3 dealt 96 damage with 5 Dictates in play. With all of this situational stuff it doesn't explain much, but it shows that the land base doesn't matter all the time, 1 land and 2 land opening hands in paper magic are a common thing for this deck, and that's fine, we make more mana along the way. Not everything has to be statistically accurate when it comes to making your own mana.
1 month ago
Big thanks for the comment / upvote on Full Metal Alchemy, and listing it in your own deck description. Very much appreciated!
I really like the Myr Retriever + Workshop Assistant + Krark-Clan Ironworks + Ugin, the Ineffable / Foundry Inspector / Cloud Key line. You could also add Quicksmith Genius to this to draw / discard your whole deck.
I see your running Steel Hellkite which can be an awesome infinite mana sync. If you have the budget for it Walking Ballista can also be an awesome mana sync and ultimately win you the game. Aurelia's Fury could be a more budget friendly way to close out games too if you have access to infinite mana.
Your land count seems good (I run 33 lands with Valakut Awakening Flip as an optional 34th). I personally wouldn't go lower than that because missing land drops can be pretty detrimental. I would probably swap all the tap lands for ones that have the ability to come into play untapped when the conditions are met. Clifftop Retreat / Furycalm Snarl / Needleverge Pathway Flip / Rugged Prairie / Spectator Seating are a few I'd recommend if you have the budget for them.
Your ramp package seems solid, but if you feel like it's too much maybe add some more card draw? Or a few more "heavy hitters"?
Anyway, just some random thoughts and suggestions. Cheers.
2 months ago
I love the interaction between your commander and Yidaro, Wandering Monster . This is a beautiful case of thinking out of the box, veeery cool.
2 months ago
There's the old KCI combo with Krark-Clan Ironworks , Scrap Trawler , Myr Retriever and any 0 mana rock or mana positive rock. There's also Ashnod's Altar , Nim Deathmantle , and Eldrazi Displacer combos involving your commander Breya that go infinite. You've got Time Sieve and Thopter Assembly as well as Sword of the Meek and Thopter Foundry . Skullclamp is great in general. You've got Pili-Pala and Grand Architect combos to use. Painter's Servant and Grindstone . Rings of Brighthearth , Zirda, the Dawnwaker , or Power Artifact get infinite mana with Grim Monolith or Basalt Monolith . For infinite sacrifice outlets, you can use Grinding Station , Blasting Station , or Disciple of the Vault . Since you're running black and red, you have access to combos with Worldgorger Dragon and Animate Dead , Dance of the Dead , or Necromancy (goes great with a sacrifice outlet out, too). Altar of the Brood may work well in a list you make. You can even do Dualcaster Mage with Ghostly Flicker and get infinite thopters with your commander and infinite mana to sacrifice them all to kill your opponents. Those are just some combos I came up with on the top of my head.
3 months ago
A fairly popular combo that comes up in Marionette Master decks is to use multiple copies of Myr Retriever with Heartless Summoning for infinite death triggers. Technically, Bastion of Remembrance , Falkenrath Noble , and Syr Konrad, the Grim are some other cards that can accomplish the same thing as Master, as are ETB triggers like on Impact Tremors or Altar of the Brood . Since Summoning has anti-synergy with the other 1/1s in the deck, I probably wouldn't add more than 1 or 2 but it's something to consider. Otherwise, Disciple of the Vault provides great redundancy for the more expensive puppeteer.
3 months ago
in order of your thoughts/questions:
utilizing the Scrap Trawler loop i.e. Junk Diver + Myr Retriever and a sac outlet, you sacrifice the petal, it hits the yard, sacrifice either Myr Retriever or Junk Diver , Scrap Trawler ability on the stack target the Petal resolve the retriever ability targeting whatever . Then you play the petal, sac the petal, sac the Junk Diver / Myr Retriever , with the abilities on the stack target petal with the trawler ability and then myr/diver with the common ability shared between them(i.e. diver can target retriever/retriever can target diver). You will achieve infinite colored mana in this manner
We seem to share a philosophy in deck building, good to make common and relatable grounds with you. I respect you assessment and will keep an open mind to it, ill make sure to keep in touch about when i finally have the freedom to play.
What is it you're specifically referencing? I like Unearth because it hits all key creatures in the deck for one mana and unlike reanimate doesn't cost me life to do so.
where as i would agree with you in every case but this, i find that this correction will be made if or when i find that i can reliably trigger morbid consistently because yes, -13/-13 is great for 1cmc, however if I cannot trigger morbid it's 1cmc for -1/-1 where as i'd rather pay 2cmc for -4/-4. that being said I otherwise agree with you that Tragic Slip is a better option over Grasp of Darkness but until I can games in ill stick with the limit. (the sweet spot most people don't realize of most creatures is in fact 4)
Massacre Wurm is a love of mine however Noxious Gearhulk currently holds this slot. We could surely discuss the swap between the two, however Gearhulk has more direct synergy with the build. Both accomplish something similar and different at the same time