Finally...my Myr Incubator deck..suggestions?

R

Reverend Love

Guest
Howdy guys. Awhile back I commented that Myr Incubator appeared to be a one kill card. However Rooser accurately stated it as a "Wad Shooter" so I've attempted to alleviate some stress on the one kill method. Here's what I came up with..I'm sure some of you guys could improve it further.



Main Cards: 8

4 Myr Incubator
4 Metalworker

Artifacts: 14

3 Ashnod’s Altar
3 Lodestone Myr
1 Sol Ring
2 Junk Divers
1 Myr Retriever
4 Pyrite Spellbomb

Kill: 7

3 Firecat Blitz
4 Rocket Launcher

Support: 8

4 Fabricate
4 Accumulated Knowledge

Land: 23

4 Volcanic Island
4 Seat of Snot
4 Great Furnace
1 Tolarian Academy
6 Islands
4 Mountains



Here's how it works..or supposed to.

Blow wad with Myr Incubator and remove cards accordingly..the key number is 20 as that allows us to work some good stuff with Ashnod's Altar. The easy win of course would be to just horde over them with 20 Myr tokens...however this isn't likely to happen all the time. So I've placed Ashnods Altar and Lodestone Myr in here for some additional heavy hitting.

Lodestone Myr: With 37 artifacts in the deck he's good. When used in conjunction with the Myr token's he's a 22/22 tramping hog beast.

Ashnod's Altar: If our opponent refuses to be overwhelmed by the tokens or Lodestone, then we can either blast them from the face of the planet using Rocket Launcher. Or hit them with at least 44 firecat tokens.

Rocket Launcher: I think the cards quite novel here. It works great when combined with the metalworker along with being powered by sac'd myr tokens..even better is it can take out multiple opponents when powered with the altar/tokens.

Fabricate: More or less a B2 Demonic Tutor here. Sets our necessary components up quickly.

There's several different avenues available with the Incubator.

Deathstar666: Suggested using Coat of Arms. I like the idea because a horde or 20/20s is a force to be reckoned with.
We could even combine this with the Altar of Dementia for gruesome results.

I tossed the idea of adding Pandemonium for added benefit of the Myr Tokens.. but discarded it...it's an option though.

We could Fling a pumped Lodestone Myr if his attack doesn't get through..or a Coat of Arms juiced Myr Token. --Grab the Reins could do this too--

I'm sure there's others too.

Comments/Suggestions?

Fixed some typos and cards
 
O

Offline

Guest
Now I'm really a competive player. So i really have no right to even post here.
But your deck here your building can play out better in type two if your wanted it to.
In type one or extended, it would get stomped.

I would suggest this route:

4 Myr Incubator
4 steel wall
4 (that artifact that puts a permenant on the bottom of your librarty)
4 bottle gnomes
4 aether spellbomb
4 Frogmite
4 (That red enchantment that gives all creatures haste.)
4 thoughtcast
4 Fabricate
2 Myr retriver

Land: 22

4 (that lotus land)
4 Seat of Snot
4 Great Furnace
6 Islands
4 Mountains

This way, you have enough defence untill you can draw an incubator.
i like the red enchantment that gives all creatures haste. now it works for your opponent too, so you might want to hold on to it untill you have your combo. then drop it and sac the incubator to net yourself a **** ton of attacking tokens.
 
R

Reverend Love

Guest
Offline

Don't worry about it. While a few of us here enjoy mostly casual play we've been known to enter a standard tournament or two. I've noticed it's considerably type 2 heavy in card base too . So the notion of tweaking it for stictly standard play has crossed my mind. The deck's not really made for serious type 1 play as you see, just built to give me something to tinker with.

Thanks for the suggestions though.
 
T

train

Guest
Now I'm really a competive player. So i really have no right to even post here.
Any Magic/non-magic gamer is able to post here... The name actually stems from the Waylay fiasco that 6th rules brought about... It's not about whether or not you play tourney...
 
M

Mikeymike

Guest
Offline, please feel welcome here.

RL, the only thing I'd say is that Lightning Greaves could be viable in here for 3 reasons.
1 - It allows you to cast and use the Metalworker on turn 3, pretty nice.
2 - It allows you to sack the Incubator at the EOT, and cast/attack with the Lodestone on the next turn. Basically smoothing out the combo slightly.
3 - (Most importantly) it makes you Metalworkers untargetable early, and then makes your kill condition untargetable as well.

I'd drop the Altar/Rocket Launcher combo in favor of Goblin Bombardment. You don't do quite as much damage, but the Bombardment is much more reliable than the combo. It also frees up 2 spots for a Coat of Arms or something similar.
 
T

train

Guest
Shrapnel Blasts!!!...

There's nothing wrong with 5pts. of damage...

"Unless it's headed your way...":rolleyes:

:cool:
 
R

Reverend Love

Guest
Here's an update along with reasons:

Main Cards: 8

4 Myr Incubator
4 Metalworker

Artifacts: 14

3 Ashnod’s Altar
3 Lodestone Myr
1 Sol Ring
3 Myr Retriever
4 Pyrite Spellbomb

Kill: 6

3 Firecat Blitz
3 Goblin Bombardment

Support: 9

4 Fabricate
1 Braingeyser
1 Stroke of Genius
1 Fact or Fiction
1 Mystical Tutor

Land: 23

4 Shivan Reef
4 Seat of Snot
4 Great Furnace
1 Tolarian Academy
6 Islands
4 Mountains


As Mikey of the Mic suggested I've taken out the Rocket Launchers in favor of Goblin Bombardment. After playing this deck a few times I've convinced it'll work much better then Rocket Launcher...especially after creating 44 firecat tokens.

Added in another win condition of Braingeyser and Stroke of Genius. Powered by the altar and either Myr or Cat tokens decking becomes easily done.

Dropped the Junk Diver due to his cost...flying really isn't all that great here.

Added a Mystical Tutor for searching. The only three cards it can't fetch (tutor for Fabricate to get artifacts) in the deck is Goblin Bombardment.

Dropped the Volcanic Islands because I've ran out of them :D


I'm tossing around the idea of taking out Pyrite Spellbombs in favor of the Shrapnel Blasts...watcha guys think?

Your ooh so right Mike. Once a metalworker hits play he's either Sword to Plowshared or Disenchanted (played lots of white today). I like the idea of greaves but I think it might be too limited.

Thanks for the suggestions guys. Keep'm come'n.
 
R

Rooser

Guest
Offline, Mass Hysteria is a waste of time. You can just EOT the Incubator anyway, which is pretty much the same thing as haste, at least in terms of getting around mass removal sorceries.

The problem I see here, is the Rocket Launcher and Blitz don't jive too well against the instant speed answers to abunch of Myr tokens.

Sine you can EOT the incubator, you can sidestep things like Infest and Pyroclasm and Wrath of God just fine.

Instant speed answers, like Slice and Dice, Crypt Rats/Pestilence, Disk/Stone, if piloted by an intelligent player, will pop in the middle of your attack phase, and you can't cast a Blitz or a Rocket Launcher then.

Something Like Ghitu-Fires would be a more reliable back-up kill. So long as you can keep one mountain open, if they plotz all your Myrs, you can sack-n-burn right then and there.
 
D

DeathMaster666

Guest
If you can afford it, then Mishra's Workshop might be helpful in getting your artifacts out faster. Also, the lists I've seen have either Shivan Reef or Volcanic Island. Use both if you can.

And, its DeathMaster666 :D
 
D

DeathMaster666

Guest
Why not just run Tinker if you are gonna run Fabricate. At least one of em. It gets the Incubator out cheaply at the cost of possibly an artifact land.
 
Top