R
Rooser
Guest
Myr seem to come in many sizes, some are much bigger and rounder than others, but the little ones, don't they kind of look like those Mouser robots from Ninja Turtles?
Anyway, I gots me a deck here that can pump out hordes of little mouser tokens. It's pretty fun. Here's a run down of some of the cards.
The engine: Genesis Chamber + Shrieking Drake.
You repeatedly play the drake, (returning itself to your hand), so that you essentially have a situation where one blue as many times as you want will put a myr token in play.
The broken: Skullclamp.
Add to this situation the ability to pay one colorless and sacrifice a token so that you may draw two card and you got yourself a deck!
The insurance policy: Thunderstaff
Because you are also giving your opponents the ability to make a few extra token, you need something to hedge your bets against a horde of 1/1s. By day, Thunderstaff will nullify all 1/1 creatures that attack you, as well as hinder anything bigger. By night you can tap your staff to make a final big push with your own tokens!
How to win: Make so many Myr that they can't block 'em all and just charge!
With this foundation of cards there are a number of decks you can build. Here's what I came up with.
The toys (16):
Genesis Chamber x4
Skullclamp x4
Thunderstaff x4
Welding Jar x4
The dudes (16):
Shrieking Drake x4
Wall of Tears x4
Tradewind Rider x4
Merfolk Looter x4
Incantations (6):
Propaganda x4
Reminisce x2
Landisms (22):
Island x22
It's pretty fun, but can maybe use some tweaking. After a few games it seems like the Propagandas might not be necessary. Tell me what you think.
Anyway, I gots me a deck here that can pump out hordes of little mouser tokens. It's pretty fun. Here's a run down of some of the cards.
The engine: Genesis Chamber + Shrieking Drake.
You repeatedly play the drake, (returning itself to your hand), so that you essentially have a situation where one blue as many times as you want will put a myr token in play.
The broken: Skullclamp.
Add to this situation the ability to pay one colorless and sacrifice a token so that you may draw two card and you got yourself a deck!
The insurance policy: Thunderstaff
Because you are also giving your opponents the ability to make a few extra token, you need something to hedge your bets against a horde of 1/1s. By day, Thunderstaff will nullify all 1/1 creatures that attack you, as well as hinder anything bigger. By night you can tap your staff to make a final big push with your own tokens!
How to win: Make so many Myr that they can't block 'em all and just charge!
With this foundation of cards there are a number of decks you can build. Here's what I came up with.
The toys (16):
Genesis Chamber x4
Skullclamp x4
Thunderstaff x4
Welding Jar x4
The dudes (16):
Shrieking Drake x4
Wall of Tears x4
Tradewind Rider x4
Merfolk Looter x4
Incantations (6):
Propaganda x4
Reminisce x2
Landisms (22):
Island x22
It's pretty fun, but can maybe use some tweaking. After a few games it seems like the Propagandas might not be necessary. Tell me what you think.