
Combos Browse all Suggest
- Myr Galvanizer + Myr Galvanizer + Palladium Myr
- Palladium Myr + Voltaic Key
- Myr Galvanizer + Palladium Myr + Sculpting Steel
- Palladium Myr + Sculpting Steel
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Palladium Myr
Artifact Creature — Myr
: Gain .
scotchtapedsleeves on
EDH: Saheeli's Mana Rocks You
2 months ago
Coming from the Advertise your Deck forum.
I like the ideas you've thrown in with for the upgraded precon, but your mana base could use some work. I'd cut lands down to 35-36 and replace a few of your slower rocks (eg. Magnifying Glass, Unstable Obelisk) with an Izzet Signet, Darksteel Ingot or Honor-Worn Shaku. Remember, you're not just playing colourless spells!
Additionally, your mana curve is a bit out of wack. Throwing expensive cards in your deck looks fun, but it won't play well unless you have consistent ramp. Spine of Ish Sah doesn't seem to be doing much unless you have a combo in mind. I don't love Planar Bridge. Myr Battlesphere doesn't have much use unless you add more Myrs (speaking of, Palladium Myr, Silver Myr, Alloy Myr).
You don't have much card draw, I'd add Brainstorm, Fabricate, and Ponder.
I'm also not a huge fan of the 4 planeswalkers, those slots could probably be better used with more artifact generation or counterspells.
Hope this helped!
king-saproling on
Jor Kadeen 2022
6 months ago
Artifact mana dorks like Ornithopter of Paradise, Iron Myr, Gold Myr, Hedron Crawler, Manakin, Alloy Myr, Palladium Myr, Bronze Walrus, Foreboding Statue  Flip, Scuttlemutt, and Opaline Unicorn would be good here because they get Jor out faster, enable metalcraft, and benefit from Jor's ability.
Personally I would cut these and replace then with mana dorks: Thought Vessel, Wayfarer's Bauble, Mox Opal, Gilded Lotus, Arcane Signet, Boros Signet, Darksteel Ingot, Amber Prison
king-saproling on
I BEG YOUR [email protected] PARDON??!!! - Razaketh
8 months ago
These might interest you: Cathodion, Su-Chi, Palladium Myr, Geode Golem, Extraplanar Lens
multimedia on
Breya's Benevolent Brotherhood
10 months ago
Hey, interesting concept, but you're sacrificing a lot of card quality and a cohesive deck strategy by playing so many different partner pairs. Instead of so many partners how about simplifying by choosing a few that also go with Breya? That way you can play these partners in a Breya version of the deck. Or switch to partner pairs, but keep the majority of the deck the same with the same strategy.
Akiri + Silas makes most sense as an alternative four color partner pair because they have synergy with artifacts and can be played with Breya as Commander. Silas + Tymna could also work for Esper with a Thopter or other artifact fliers strategy which you could also play with four color Breya as Commander. Tymna is a powerful card and it helps that Breya creates fliers making it easier to do combat damage to at least two different opponents. All the other partners are out of place and could be cut to improve the deck for Breya, Akiri, Silas and Tymna?
Akiri, Silas, Tymna and Breya can all benefit from more cards that create Thopters especially Thopter Foundry + Sword of the Meek which is not an infinite combo without another card, but can repeatedly create an amount of Thopters equal to the amount of mana you have available. Master Transmuter to create Thopters by keep bouncing Breya and putting her onto the battlefield for .
Breya's Apprentice with artifacts can be repeatable for the cast from exile strategy. Sai, Master Thopterist can repeatedly create Thopters with artifact theme. Sharding Sphinx can double your Thopter army when they do combat damage to opponents. Hangarback Walker can create a lot of Thopters especially when you have a lot of ramp from mana rocks or treasures. Hangarback wants to die which has synergy with Breya and Silas.
I like the idea of being able to switch to different Commanders with partners, it's creative, but for this idea of work the partners you choose need to have some synergy with each other that way you can mix and match them, but still have a cohesive deck strategy no matter which Commanders you choose. You're not taking much advantage of Breya as Commander or Silas + Akiri or Silas + Tymna and artifacts playing 44 creatures. The partners are a neat addition to Commander, but you still want to build your deck around the two you choose that way not playing so many cards that don't go with your Commanders.
Prosper, Tome-Bound and Ragavan, Nimble Pilferer are good cards for casting spells from exile because they're also enablers, you don't need to play any specific strategy to play them. They can be good with Breya because they create treasures which are artifacts. Laelia, the Blade Reforged is another good card for this strategy because she's also an enabler. Building around the exile strategy with 20+ cards is too many with Breya because the problem is if you don't draw Prosper the exile strategy doesn't do much with Breya, Akiri, Silas, Tymna as Commander.
This is an example of a streamlined/simplified creature base using some current creatures you're playing and adding my card suggestions:
- Hangarback Walker
- Ragavan, Nimble Pilferer
- Akiri, Line-Slinger
- Ornithopter of Paradise
- Breya's Apprentice
- Feldon of the Third Path
- Laelia, the Blade Reforged
- Palladium Myr
- Pia Nalaar
- Sai, Master Thopterist
- Silas Renn, Seeker Adept
- Tymna the Weaver
- Displacer Kitten
- Master Transmuter
- Myriad Construct
- Prosper, Tome-Bound
- Sharding Sphinx
Good luck with your deck.
Mk2_Mex on
a waste of time
10 months ago
some budget recommendations john
Land search Expedition Map Wayfarer's Bauble
mana ramp/rock Kozilek's Channeler Thran Dynamo Plague Myr Palladium Myr Doubling Cube
untap artifact Voltaic Key Unwinding Clock
land Tomb of the Spirit Dragon Ruins of Oran-Rief War Room Buried Ruin Arch of Orazca Maze of Ith Eye of Ugin
land destruction Field of Ruin Strip Mine
artifact The Immortal Sun
counter Not of This World
destroy creature Scour from Existence
thefiresoflurve on
11 months ago
You're in color for it, so: Harmonize / Colossal Majesty -> Rhystic Study. It's cheaper/equal cost, and usually nets at least three cards before getting blown up, or taxes 3 cards' worth of casting prevention.
Palladium Myr -> Growth Spiral Yes, your mana curve is a little high. It's still not advisable to run colorless mana sources in a 3-color deck without good reason (e.g. Ghost Quarter).
Your ramp, overall, is really weak, so there are some cuts we can make: The Magic Mirror -> Arcane Signet. Yes, Magic Mirror is kinda fun, especially when that once in a blue moon hits and you can cast it for free. But that's so unlikely... Also, you should remove 3 islands for: Gruul Signet, Simic Signet, and Izzet Signet. Tuktuk Rubblefort can come out for Farseek. (There are better sources of haste in red we can add in later).
There are a couple kind of unique interesting cards that I want to address the math of: First, Rishkar's Expertise. Right now, your deck has 48 valid targets for it. Of those, you're hopefully going to cast at least 3 by the time you get to have 6 mana up, leaving 45. Of those, you have 2 sorceries which are uncastable (not sure about Ancestral Vision - I'll give it the benefit of the doubt for now). You also have 2 uncastable instants, leaving 41. Of those, 5 are some kind of counter/change target spell, which you can't really use at sorcery speed in a sane manner. Leaves 36 usable cards, so honestly I think it's fine. Now, Rishkar's expertise itself is going to be a dead card a lot of the time because you only have 18 creatures, soooo there's that. I wouldn't run it with less than 25, personally.
In a similar vein: Spellbinder. Super interesting, fun card. However, you have a few cards that are unusable with it: anything with X in its cost (3) and any counters/change target spells (5), leaves 19 valid targets, and you really don't want to bank on not getting your ramp spells (5) early.
those are just the changes I see at a glance that I'd make. I may think of more/better ones later. Happy building!
king-saproling on
Intet's grand entry
1 year ago
Component Pouch, Worn Powerstone, Palladium Myr, Somberwald Sage, Overgrowth, Coalition Relic, Pentad Prism, Generator Servant, Eye of Ramos, Heart of Ramos, and Horn of Ramos would all ensure that Intent comes out on turn 4 assuming you've drawn your 4th land by then. Your land count is too low to reliably achieve this though. Would need to be at least 39 lands.
Personally I would cut thought vessel, farseek, rampant growth, wood elves, yavimaya dryad, and utopia sprawl in favor of some of the aforementioned cards.
Also these might interest you: Lightning Greaves, Bloodsworn Steward, Blood Mist, Berserkers' Onslaught, Brass Knuckles, Fireshrieker, Embercleave, Lizard Blades
Phaeophyta on
Steal Yo Girl for Connor
1 year ago
Scrib Nibblers Siphon Insight Wizened Snitches Expel from Orazca Cathartic Adept Vantress Gargoyle Mind Flayer Sage of the Beyond Krydle of Baldur's Gate Consuming Aberration Dazzling Sphinx Palladium Myr Ruin Crab Dark Ritual Negate Dimir Charm Infernal Grasp Aetherspouts AEtherize Winds of Rebuke Stolen Goods Extract from Darkness Necromantic Selection Talent of the Telepath Ravenform Pyxis of Pandemonium Commander's Sphere Hedron Archive Firemind Vessel Sisay's Ring Ur-Golem's Eye
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