Shimmer Myr

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Legality

Format Legality
1v1 Commander 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
Tiny Leaders Legal
Vintage Legal

Shimmer Myr

Artifact Creature — Myr

Flash

You may cast artifact cards as though they had flash.

LordGoggles on Plagiarism: An Intellectual Theft

5 days ago

In such a control heavy deck, I would suggest the humble Kill Switch. Combos nicely with Unwinding Clock and Mycosynth Lattice to fully lock down your opponent's fields AND their will to live, while still giving you free reign. For bonus points, Shimmer Myr lets you play on their turns as well.

GorramScoundrel on Ultra Magnus, True Leader

1 week ago

Would love to see a Shimmer Myr in here, maybe instead of a Golem Artisan. I like this list!

betomindslav on Rebbec and Glacian - Thran Ingenuity (v1.95)

1 week ago

Huge fan of all the decks posted here! +1 for the effort and detail you put in. Can't wait to see the updates from Dominaria United and Brothers' War. Liberator, Urza's Battlethopter is a better Shimmer Myr. Cheers!

multimedia on Imotekhs eternal Artifacts

2 weeks ago

Hey, you're welcome.

You're right, a high avg. CMC hurting gameplay can be deceiving if you have reanimation. To help reanimation be more of a factor consider adding some cards that can search for and put card(s) of your choice from your library into your graveyard?

Unmarked Grave is two mana to tutor for and put Wurmcoil Engine or Triplicate Titan into your graveyard, Buried Alive can get both of them, that's better than potentially drawing them especially Triplicate. Or get Razorlash Transmogrant to get this guy going. A reason to play Vile Entomber is Biotransference making it a potentially repeatable effect that can get any card. Entomber can get Bolas's Citadel.

Adding Myr Retriever is a reason to keep Mirrorworks. These two cards combo with Ashnod's Altar for infinite Necrons.

  • Cast Retriever, trigger Mirrorworks to copy Retriever.
  • In response to Mirrorworks trigger sac Retriever with Altar.
  • Resolve Retriever die trigger returning any artifact to hand and trigger Imotekh.
  • Resolve Mirrorworks trigger, pay floating from Altar, creating a Retriever copy.
  • Sac Retriever copy with Altar, returning Retriever to your hand and trigger Imotekh.
  • Repeat

Myr Retriever also combos with Scrap Trawler and Ashnod's Altar for infinite Necrons even on an opponent turn with Shimmer Myr.

  • Sac Retriever with Altar, recur an artifact and trigger Imotekh.
  • Sac Trawler, recur Retriever and trigger Imotekh.
  • Sac a Necron, cast Retriever, sac Retriever, recur Trawler and trigger Imotekh.
  • Cast Trawler and repeat.

This combo you need to make it infinite, for Retriever and for Trawler to repeatedly cast them from your hand. By sacing one Necron each iteration of the combo makes an extra , making for infinite Necrons also makes infinite colorless mana. Workshop Assistant and Junk Diver are other artifact Retrievers who can replace Trawler in the combo.


You still have four cards to cut, consider these four? A direction to consider for cuts is further reduce the mana curve? Traxos, Scourge of Kroog is just a beater, all the other 4 drop artifact creatures here do something else as well as being a beater because of menace. Ghouls' Night Out, you don't need this effect with a 5 mana spell that isn't an artifact.

Batterskull is just a beater and it has a very high equip cost which you can't reduce to use it after the Gem is removed. The life gain from Batterskull could be helpful especially with Bolas's Citadel and Anrakyr the Traveller, but I wouldn't play a 5 drop to get life gain when you can gain life from other much lower mana cost sources. Resurrection Orb is another source of lifelink that also has a high equip cost, but Orb is much better for overall strategy here than Batterskull.

Sceptre of Eternal Glory and The Golden Throne are better ramp than Solemn Simulacrum. A reason to cut Solemn is having lots of four drop ramp is not where you want to be with ramp, 0-2 CMC, some 3 CMC ramp is better for gameplay. Mind's Eye is better 5 drop than Ghouls' Night Out and Batterskull, but Eye could also be cut for lower mana cost draw.

Overwhelming Remorse could be cut for Canoptek Tomb Sentinel? The cost reduction of Remorse can be good, but very situational. The potential repeatability of Canoptek since it's an artifact creature to reanimate is better and Canoptek can exile any nonland permanent which is very helpful effect to have in mono black.

Hi_diddly_ho_neighbor on Brother's War Spoilers

3 weeks ago

Coward_Token - Yeah I think it's the face. Kind of gives me Frylock vibes

Gleeock - Definitely some great adds for casual Glissa decks. So far only Liberator, Urza's Battlethopter and maybe the today spoiled Gruesome Realization have a chance of making it into my list. Liberator is a better Shimmer Myr and having a second option in the deck is quite nice. Yes Vedalken Orrery exists but the difference between 3 and 4 mana is huge. With that being said, my more casual Jan Jansen, Chaos Crafter deck has a lot of new toys to try out.

I wasn't expecting for so much Titania, Protector of Argoth support in this set, but Awaken the Woods and Persistent Behemoth definitely warrant consideration.

Seeing Fauna Shaman and Painful Quandary reprints are quite nice.

Union of the Third path seems like a big deal for White. This is, to my knowledge, one of the first straight draw effects in White that doesn't have a symmetrical or additional requirement clause.

Gixian Puppeteer is pretty cool. Possibly a shoe-in for new Sheoldred, new Braids, Seizan, or Nekusar style decks

Asder on Card creation challenge

1 month ago

Surveillance Drone

Artifact Creature - Thopter

Flying

Other artifacts you control have "whenever you cast a spell, counter target spell or ability targeting this permanent unless its controller pays ".

Whenever Surveillance Drone becomes tapped, scry 1.

To prevent theft and sabotage, every inch of the fairgrounds are surveilled at all times. Protection of the inventions and their creators is simply a matter of having a fast enough response time.

1/1


Most artifact decks tend to usually play at sorcery speed but I like the idea of holding up cantrips or going even further and playing something like Shimmer Myr and/or Brineborn Cutthroat.

Create a card that cares about casting as many different card types as possible

multimedia on Artifact Commander Pre-Cons Merged

4 months ago

Hey, well done meshing all these precons into one deck, nice budget version of Breya.

Some cards that are in the precons to consider adding that are upgrades:

C14

Hart is very slow ramp. Spine is more mana, but it can target any permanent and can be repeatable, good with artifact reanimation/recursion.

C16

Strix is excellent value artifact creature for only two mana. Flash for artifacts is a powerful effect with Breya. You don't have enough good equipment to make Automaton worth it. The problem is you don't own or control equipment you take from opponents meaning you can't sac it with Breya or get the equipment player effects (do combat damage. etc.). Sharuum is more mana, but can reanimate any artifact in your graveyard. Repeatable protection for Breya as well as haste for big creatures is better than what Warhammer does.

C18

Nabber is powerful repeatable effect in multiplayer Commander because just about all opponent's decks will have mana rocks. Steal opponents mana rocks, use them on your turn and then sac them with Breya.

C21

Mirror is good in multiplayer Commander especially with artifact reanimation/recursion.

NEC

Good luck with your deck.

wallisface on Art-Infect

5 months 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.

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