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#myr battlesphere
mtg-cards-hourly · 1 month
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Myr Battlesphere
Artist: Franz Vohwinkel TCG Player Link Scryfall Link EDHREC Link
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fellwar-finch · 2 years
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MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER MYR COMMANDER
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potatochipflavor · 2 years
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Not to brag about my flagship deck, but the more you win the more I win. See, it's all about being evil. So I HAVE to let you think you have any advantage at all, as if disadvantage isn't a valid weapon. Yeah okay the deck is red/black, but I swear half of it is artifacts (like plague myr) and also (perilous myr)
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googlyeyesonmagiccards · 11 months
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Myr Battlesphere? 👀
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Battlesphere operational
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jones-friend · 4 months
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MH3 is dropping and while its a bloated set of raw power to keep legacy sets cycling with some truly heinous new cards I’ve seen zero buzz over the coolest new print Herigast.
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You might get sidetracked by red’s lack of self preservation enough to forget that monored is one of the best artifact builds in the business. Sacrificing artifacts is their bread and butter with lots of spicy death triggers and artifacts have built in ways to recur creatures to hand and cast them again. Plus all your relevant emerge creatures are artifacts so there are no color costs to keep up with!
Imposing Grandeur wheels out your hand for a whopping 9 cards.
Scrap Trawler lets emerges recur older sacrifices to keep the engine going.
A T2 mana rock, T3 solemn, T4 cast Heri and draw a card.
Metalwork discounts itself with your artifact support AND sacrifices artifacts from the gy AND recurs itself.
Junk Diver is a 3 mana recursion, here overpaying for Myr Retriever (run both) actually benefits you.
Wurmcoil has a good mana cost AND sac effect.
Myr Battlesphere puts a whole field out for you.
Su Chi gives you 16 mana. 8 from its mana value on emerge and 8 when it dies.
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niuttuc · 2 months
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I built the new DaVinci after pulling him in a pack! It's mono blue artifacts of course but I'm trying to lean away from. Other decks which describe themselves as mono blue artifacts. Instead I'm running Thopter kindred. Any suggestions?
Something I've tried before, but Leonardo seems perfect for, are artifact creatures that start as 0/0s but enter with some number of counters, so that the effect of Leonardo that cheats them into play as 0/2s is an Upside! There are your classic Myr Battlespheres and Threefold Thunderhulks, of course, but if you dig a bit deeper you can find more, for example Modular creatures!
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Artifact clones are also neat options, since they override the modifying effect from Leonardo and will be whatever they copy, and not a 0/2 thopter. However, they won't be Thopters unless you copy one, so might not be ideal for your specific build.
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turn-1-sol-ring · 9 months
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Lost Caverns of Ixalan Commander Review - Part Two
Hello Elder Dragons, let's end this set review with the rest of our legendary creatures for Lost Caverns of Ixalan + Jurassic Park!
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Ian Malcolm, Chaotician is our first Jurassic Park legendary creature, and not the one I'm most excited for. Adding the unique restriction that players cannot cast their own exiled cards does open a lot of interesting space for a group slug/Chaos deck, where any spell you would exile would be detrimental to the whole table, but being punished for drawing cards in Izzet of all colors feels very bad. Playing with cards like Nalfeshnee to get the most value out of spells out of exile is a good place to start!
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Saheeli, The Sun's Brilliance is a tried-and-true design, and a very exciting option both in the 99 of decks like Brudiclad and as the leader of a deck. Adding a second color to Feldon of the Third Path is absolutely huge, but the permanents you want to copy must be on the battlefield instead of in the graveyard, which make cheating mana a lot harder. At a very cheap 2 mana to cast and 2 to activate, you will be able to start getting value very early, both from workhorse cards like Solemn Simulacrum and Mulldrifter, or from powerful haymakers like Myr Battlesphere. The fact that the token is sacrificed and not exiled is also a huge upside to get double value from small artifacts like Mycosinth Wellspring or Junk Diver. Fantastic commander, and one I would build if I did not already have multiple artifact decks.
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Akawalli, the Seething Tower is the Golgari signpost uncommon of the set, and while it's a straightforward, voltron-focused commander, it's also, for a pretty small investement in self-mill, a 3-mana 7/7 with trample that can't be multi-blocked. There's plenty of ways to grant menace in black, turning it into a straight unblockable creature that will kill your opponents in 3 attacks without any additional pieces of equipment. Akawalli is sneakily very dangerous, and if you play in a low-interaction pod, your opponents will learn pretty fast to pack up a bit more removal.
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The Mycotyrant, beside having a truly metal name, also somewhat undermines my previous comments on Akawalli. For 3 mana and self-mill, you get a REAL threat. It requires a bit more set up, but it is undeniably more powerful, allowing you to both go tall with the Mycotyrant, Deep by milling a lot of cards through Dredge and Mulch effects, Wide by creating a very large number of tokens very quickly, which can both be sent into the red zone, or sacrificed for fun and profits. You can also go in a different direction and build a Fungus Typal supported by the likes of Sporecrown Thallid and Slimefoot, the Stowaway. Overall, an exciting, powerful, and versatile option for Golgari. Also, as a clarification, Tokens do not fuel The Mycotyrant's triggered ability, as tokens aren't cards as per the rules.
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Caparocti Sunborn is pretty powerful for an uncommon legendary creature. An generically-aggressive Boros commander that provide card and mana advantage with a little setup is nothing to scoff at, as discover is a very powerful mechanic. All that on a 4-mana 4/4 that only requires you to have a few tokens or value creatures laying around. Having to wait a whole turn is not great if your playgroup plays a bit more interaction, but if you have a boros Midrange deck, Caparocti is certainly worth the try in the command zone.
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Anim Pakal, Thousandt Moon is a very good aggressive commander, in many ways similar to Krenko, Tin Street Kingping, but different in small, important ways. Gaining a color and generating creatures that are also artifacts, on top of having them enter the battlefield tapped and attacking, are all significant upgrades. However, Krenko only cared about having his power increased, whereas Anim needs +1/+1 counters, making the classic voltron route a lot less appealing. Boros +1/+1 counters in a pretty untapped archetype, but it also doesn't have a lot of support. Obviously, Cathars' Crusade is a must-have, but I wouldn't spit on one-shot effects like Angelfire Ignition either.
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Nicanzil, Current Conductor is, unironcally, my favorite commander of the set. I LOVE explore as a mechanic, and a cheap legendary creature that turbocharge the mechanic is awesome. My only complain is that it's Simic and not Sultai, preventing me from running Lurking Chupacabra. Otherwise, load as much Explore as you can, grab some cards that provide evasion, such as Whispersilk Cloak or Herald of the Streams, add a bunch of landfall cards like Tatyova, Benthic Druid and Rampagning Baloth (With Path of Discovery for maximum value) and you got yourself a sweet explore deck.
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Hakbal of the Surging Soul is also an explore commander, but this one cares about being Merkfolk typal first and foremost. Hakbal is very, very powerful, rapidly snowballing your merfolks into lethal threats with effects like Hardned Scales. The fact that it has an attack trigger on top of that really is the cherry on top, providing the classic combo of Ramp or card draw. Any number of merfolk token generation, such as Deeproot Waters, will make put Hakbal into overdrive, and make you the threat very quickly, so be ready to be a bit of an archenemy with this commander.
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Xolatoyac, the Smiling Flood is first and foremost an adorable axolotl, and secondly, a powerful Simic Flash commander. A sort of DIY Wilderness Reclamation for any permanents, Xolatoyac allows you to spend your turn spending your mana to advance your board while still keeping mana up for responsiveness. Because it works with any counters, you can have fun rmping with Storage lands like Saprazzan Cove, or artifacts like Component Pouch, Coalition Relic, or Empowered Autogenerator. You can also add the Thirteenth Doctor to double up on untapping your creatures with counters.
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Ellie and Alan, Paleontologists is a very cool and unique Bant commander, asking that you put creatures in your graveyard to get free value! This works with self-mill like Satyr Wayfinder or Mulch, with creatures with Cycling abilities to fill your graveyard at low rate, and exile those creatures to get free spells on top of the card advantage! I'd also recommend taking a look at Chakram Retriever, Which would allow you to have explosive discovery turns, and Misthollow Gryffin + Eternal Scourge, for cards you can exile multiple times.
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Admiral Brass, Unsinkable is a new take on Pirate typal, throwing graveyard synergy in the mix with your evasive and disruptive threats. A free hasty 4/4 every turn, as long as you have a full bin, is no joke, and modt pirates tend to have disruptives ability attached to them, like Warkite Marauder or Hostage Taker, providing even more value. Grixis is probably the best color combo to fill your graveyard, between mill and looting effects such as Faithless Looting and Frantic Search. It's a more explosive pirate deck, compared to her previous incarnation, which wanted to play a more tempo-oriented deck.
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Don Andres, the Renegade, is a new grixis Theft commander, in the line of Evelyn, the Covetous. Don Andres, however, is a lot more interested in smashing face with what you stole. +2/+2, Menace and Deathtouch is a serious buff, turning mostly inconsequential creatures into beatsticks. Getting free treasured of your Mind Siphon and Praetor's Grasp is also pretty good deal. Personally, I'd throw the Theft stapled such as Hostage Taker and Control Magic in with a few Threaten effects like Kari Zev's Expertise, and mass threathen like Mob Rule.
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Indoraptor, the Perfect Hybrid is a sweet Jund Enrage/Combo commander that takes enough work to setup to avoid feeling oppressive. Starting at 1 toughness forces you to find a way to grant it Indestructible if you want to combo with Pestilence-like effects, but having Bloodthirst also allows you to play in a more fair, combat-oriented deck where the goal is to get a massive Indoraptor and simply trigger your enrage naturally through combat. I suspect Indestructible + Pestilence will be more popular, but a cheap aggressive Bloodthirst commander is also nice.
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Huatli, Poet of Unity is a new Dinosaur commander for the set, but not the most exciting one. The front face is fairly lackluster, being simply a buffier Sylvan Ranger, but the Saga backside packs some real punch, with the disadvantage of being telegraphed miles in advance and being open to getting blown out by spot removal upon activation. What you get, however, is Ramp, the best dinosaur out of your deck, and a massive combat buff that should kill at least one player. The upside of being telegraphed is that, if you disrupt the natural progress through proliferate, or protect from mass removal with Teferi's Protection-like effects, you can really take the table by surprise and end the game.
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Pantlaza, Sun-Favored is the second Dinosaur commander of the set, and frankly, he is frightening. I have a dislike for commanders that are just a massive pile of value with barely additional input, and slapping "Dinosaur" over it doesn't make it more palatable, but Pantlaza is the most powerful option for Naya Dinosaurs. Discover is an incredibly powerful mechanic, especially in a deck filled with threats and few reactive spells, Pantlaza also is incredibly resilient, as simply casting your commander after a board wipe will probably be enough rebuild thanks to the mana and card advantage of discover. I'm already tired of seeing it in Brawl on MTG Arena, and I don't expect to stop matching against it soon.
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Wayta, Trainer Prodigy is a lot more in my wheelhouse. Synergizing with Enrage dinosaurs from original Ixalan like Trapjaw Tyrant and Needletooth Raptor, Wayta also diversify he menagerie by training Brash Taunters and Boros Reckoners. There's a lot of Non-Dinosaur creatures that have enrage-like abilities, and Wayta's 1 lone point of Power if perfect to trigger those without putting your creatures in harm's way. Acting as a repeatable removal spell on a stick, on top of doubling your triggers, is fantastic, and I 100% see myself building this deck.
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Owen Grady, Raptor Trainer and Blue, Loyal Raptor are our first Temur Dinosaur commanders, replacing the most expandable color of Dinosaur (White) for blue (The color, not the raptor). There's not a lot of good blue Dinosaurs beside Nezahal, but Owen and Blue don't just want dinos, they want counters, and Simic is more than happy to oblige. Blue has a sizeable body, with a toolbox of abilities granted by Owen Grady that will be transfered to every subsequent dinos. It's not the best Dino commander, but it is on a unique color combination that leverages the additional strengths that Simic provides.
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Tetzin, Gnome Champion is such an amazingly cool, but extremely narrow commander. Clearly designed for the Crafting mechanic, l also synergizes with the Transformers cards from Brother's War. The backside is very powerful, going wide with tokens while transforming artifacts like Azor's Gateway or Brass' Tunnel Grinder for a massive power boost, while backing your army of tokens with Intangible Virtue and Tempered Steel. There is a suprisingly high quantity of playable two-sided artifacts to go in that deck, though crafting with 6 artifacts is an hefty challenge of you don't build with tokens and self-mill in mind.
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Xavier Sal, Infested Captain is a very exciting design, but suffers from the "Combo-By-Accident" problem, which will push the rest of the table to mercilessly destroy him and you in the process. While that happens, however, be sure to grab an Intruder Alarm and a Scurry Oak . There's some really cute cards like Chronozoa Watcher in the Water and Chitterspitter that work well with both sides, as well as basically any planeswalker that creates tokens like Tezzeret, Master Artificer, Ashiok, Nightmare Muse or Garruk, Cursed Huntsman. There's a lot of ways to build Sal, but be prepared to be seen as the obvious threat.
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Henry Wu, InGen Geneticist is such an incredible flavor win that I'd want to build it for that reason alone. Mechanically, there's a lot of very interesting way to go. Human creatures that enter with non-human creatures (Such as Alirios, Enraptured), repeatable nonhuman token generators and Blink effects is an option. Building a fully nonhuman deck and loading up with existing Exploit cards to get double triggers off of your sacrifice is also very good. cards and mana are the most important ressources, and this provides you both on top of benefitting from sacrifice synergies. Very solid commander.
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Indominus Rex, Alpha is a voltron commander in the vein of Rayami, First of the Fallen, except it requires only having creatures in hand except of killing creatures already in play, having synergy with Counter mechanics, and potentially refilling your hand instantly when it enters the battlefield as an untargeatable death machine. There's a lot of very powerful keywords that are easy to get in these colors, such as hexproof, flying or trample/deathtouch, as well as non-zero ways of getting Haste through cards like Akuta, Born of Ash of Clackbridge Troll. There is currently no creature in this color combination with Double Strike, but that may change in the future! Cards that make the Indominus Rex enter the battlefield with counters like Master Biomancer are also excellent synergy with the commander, getting a larger body and drawing more cards on ETB. And I have not mentionned how absurd Indominus is as a Dredge commander, both pitching your cards and drawing cards for dredging on a single body. Very versatile commander.
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worldwake · 1 year
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Brother this pallet came in looking like a Myr Battlesphere of product
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zoydraft · 1 year
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Dimir Reanimator drafted by SJ, 230414 (2-1).
This is as cheaty as I've seen the cube get. In one game I had both Grave Titan and Myr Battlesphere out by turn 4. Snapcaster Mage replayed Persist to get back an answered Grave Titan. Exhume played with nothing in my opponents graveyard. Phantasmal Image making a bunch of extra Myr. Just absolutely demoralizing plays.
Occasionally I just had dead hands. Unearth specifically felt like it didn't fit well in the gameplan, although I still got value off of it. My loss came against the WR Humans/Artifacts deck, where I probably should've boarded out Death because I couldn't spare the life. I think with A- draws I could have taken the match easily, but that deck was way more reliable.
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almostlookedhuman · 2 years
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mtg-cards-hourly · 7 months
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Myr Battlesphere
Artist: Franz Vohwinkel TCG Player Link Scryfall Link EDHREC Link
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askkrenko · 2 years
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Krenko’s Guide to Creature Types: Myr
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Art by Franz Vohwinkel
What is a Myr (flavorfully)?
Myr means Ant, and while Myr are not related to ants, it’s a fitting term for them. The Myr are an omnipresent type of artifact creature spread throughout Mirrodin/New Phyrexia. Originally created by Memnarch to help maintain the planet, after his death the Myr’s programming was forced to adapt, and many Myr created after were designed with minds capable of learning. Thus, the Myr became their own race.
Myr are rather small, generally about half the size of a person, but a small number of Myr created to guard and protect other Myr are much larger.
Unfortunately, Mirrodin was taken over by the Phyrexians, and now many Myr have been Phyrexianized. It is unknown what amount, if any, of Myr remain free.
What is a Myr (mechanically)?
All Myr are Artifact Creatures, with the vast majority being colorless. This is less a factor of Myr color identity, though, and more that colored artifacts were not common when Myr first appeared. The most recent Myr have had colors, and it’s likely that more will going forward.
Myr are usually small, generally in the 1-2 power and toughness range, with the larger Myr being specific outliers. There are also a number of cards that make 1/1 Myr (or Phyrexian Myr) Artifact Creature tokens. One card makes 2/1 Blue Phyrexian Myr Artifact Creature Tokens, but he’s specifically building his own, so those aren’t standard representations of Myr.
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Can I make a Myr deck?
Myr are a decently supported tribe with a reasonable number of representatives, but suffer the problem that all Artifact Creature tribes do: Balance generally requires Artifact Creatures to be weaker than non-Artifact Creatures. Further, while there are specific Myr rewards, they’re generally not any better than the simple “Artifact Creature” rewards.
In 60 card, while you can go adorably infinite with two Myr Galvanizers and other mana-myr, it’s hardly efficient and few of your creatures have power on-par with colored creatures. This efficiency will increase as more colored Myr are printed, but right now they’re just generally weak.
This isn’t to say you can’t make the deck, just that your focus needs to be on cards that care about Artifacts rather than cards that care about Myr. Tempered Steel goes a long way.
That or you just ramp into Myr Battlesphere and smash face. That works, too.
In Commander, you have a similar problem, and while there are a few commanders that work well with what Myr are doing, none of them are overly happy being the Myr commander. Brudiclad, Telcor Engineer is the obvious choice, but he only makes one Myr a turn starting at 6 mana, and his ability really wants you to turn those tokens into something more formidable. 
If Myr deck is actually your goal, I’d suggest a Commander who is both White and Blue that rewards playing Artifacts. Breya is an obvious powerhouse here, but you can also combine Silas Renn with Ravos or Rebbec to revive your Myr and/or protect them. There’s a number of other options, but they all come with the same core issue.
Are there enough playable cards and synergies to make a Myr deck in Commander? Absolutely. Are the Myr themselves strong enough that playing a Myr deck will be stronger than playing an Artifact Creatures deck? No. 
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  Is Myr a good creature type?
I love Myr. They’re consistent, clear, and unique to Magic: the Gathering as an IP. They’re cute, they’re cool, they do a lot of useful and interesting things, and I hope they’re okay.
Mechanically, Myr only being Artifact Creatures does have them fight in design space between Myr Matters cards and Artifact Creatures Matter cards, with the latter being an infinitely bigger space, so they need a few better tribal cards if they want to actually exist as a tribe. A Legendary creature that makes Myr tokens faster than Brudiclad does would go a long way. Hopefully we’ll see something akin to it during the next Phyrexian invasion, which looks like it’ll be coming sooner rather than later.
One minor issue of Myr is that their typing is so narrow they’re unlikely to show up on other planes. Kaladesh had Servos which aren’t the same as Myr but sharing a creature type with them would’ve gone a long way. I hope Myr make their way somewhere else in numbers, just so we can have more Myr, but I’m not sure how when they’re so intrinsically tied to Mirrodin.
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jones-friend · 2 years
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So I really like mono Red artificing
I think its a great time and wanted to write a lil post on how to get started if you’ve never made a monoR edh deck before!
MonoR artificing is actually super close to monoB reanimation. You loot or discard cards to the graveyard to return cheaply, and run sacrifice for value. With artificing you’re gonna be pulling a lot of levers. There’s a number of great monoR artificer commanders out there but I think a great starting place would be:
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Daretti’s first two abilities will come in handy just about every turn. Think about your graveyard as your extended hand. We’re going to discard or store our bigger artifact cards in our graveyard, then scrap our smaller ones for bigger ones. Sacrifice a Welding Jar for a Darksteel Forge.
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We will want ways to crack open our artifacts. Sacrifice our 1/1 servo tokens or (2) Wellsprings to do something greater. Welder is straight reanimation no problems whatsoever. Trading Post is a classic, not only can it recover and draw it can help discard as well. Krark Clan Ironworks is spendy but the ability to repeatedly sac without initial spending input is good, getting (2) per artifact is great. Thopter Assembly gives you (10) a turn! We want cool ways to trash our artifacts.
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We also need rad artifacts to trash. Ive highlighted a few here that can recover artifacts discarded or sacrificed. You can use Goblin Welder to scrap your Junk Diver into a Myr Battlesphere to make 5 more artifacts, AND recover a second artifact! Scrap Trawler is a very important card to monoR artificer, just by existing it can open crazy sacrifice loops and let you gain cards back incredibly easy.
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You will also want levers to pull! I’ve highlighted a few here that help you replicate your field. Prototype Portal works well with artifact lands and mana rocks, with an Unwinding Clock out you’re making a Sol Ring a turn! Mirrorworks helps make token copies that can feed Scrap Trawler and other sacrifice engines. Mimic Vat is a great way to keep pushing the same sac effect out there again and again.
So first you want to find cool dudes to sacrifice. Mundane cards and more powerful reanimate targets. Then you want rad ways to sacrifice your junk, Trash into Treasure. Then you want to find ways to profit from all this, be it cards that grow bigger or deal damage on artifact ETB or just get worse the more artifacts you have! EDHREC has become a fine resource, I also recommend searching for artifacts with the oracle keywords “enters the battlefield”, “dies”, and “is put into a graveyard from the battlefield”. Once you get a handle on it its easy to find an affection for new commanders in the strat, there’s a lot of crazy directions you can run this in and I’d be stoked if this post got anyone to theory craft a list!
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niuttuc · 2 months
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I’ve had an Urza PoK deck for a while now, but I want to try and take the deck in a more go-wide direction with things like Myr Battlesphere and even the new Hamster Ball from the Bloomburrow commander decks. I still want some stuff that do weird things with the second ability, like with Sculpting Steel and artifactize effects, I already have some things I know you’re a fan of like Phyrexian Effigy and Jailbreak (which I think is a funny pun regarding the deck). Thanks for your time in advance
Mmmmh, artifacts that do weird things when copied as 1/1s...
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Cosmium Kiln, Master's Guide-Mural and Master's Manufactory all seem like a fun time to make copies of, generating artifact creatures that get buffed by Urza and in the case of the Kiln, also being an anthem by itself. Clay-Fired Bricks is an ok card to guarantee land drops early too, though you likely wouldn't want to copy it.
Of note, you won't want to craft your token copies, since they'd exile themselves and disappear forever, so you'll want to craft the original if you prefer the back side of the card to the front to copy.
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inventors-fair · 3 years
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New and Improved: “Sixth Sense” Winners ~
Congratulations to @grornt, @nicolbolas96 and @reaperfromtheabyss for winning this week’s contest!
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@grornt​ — Muzzio’s Skywatcherer Swarm
This card was in hot contention, but I kept coming back to it because you use a lot of little clever ideas in little clever ways. Looking at artifacts, enchantments and planeswalkers is pretty neat, because he’s got cogwork spies elsewhere, but needs to see what copies of his work are doing and/or the boons of his opponents and/or intruders to the plane. It’s a powerful flier, too, and I can imagine the art direction as it ties into the card, with a flock of robot bird-like creations and a giant eye affixed to one of them. The last ability should be “You may have them mill that card” instead of what you have, but it’s a perfectly fine ability. What I like most is that in context, people will see this in like Conspiracy 3 or some Conspiracy Commander set, and they’ll say “oh, that’s just like that one cycle from CS1,” and that’s the gist. A multiplayer-themed card, sure, and that’s totally fine. Solid, clever, pretty powerful, definitely powerful in Commander.
[ed: Apparently, that milling note is wrong! The contestant pointed out Draugr Thought-Thief which uses the above wording and would therefore not be incorrect. Apologies!]
~
@nicolbolas96 — Jarko, Gearhulk’s Inventor
“Man, ‘Jarko’ is an awkward name,” I thought, as I scrolled through Scryfall and started to build my future Jarko Affinity deck. And that’s the best kind of card: the card that has me ready to build a deck. This thing is amazing. I didn’t think I would have any specific favorites that weren’t clever to the point of being niche specifically to me, but you touched upon that one spot that’s hard to get to. It’s a build-around-me card for sure, and you know what, I think I would like to pay three mana for Sphinx of the Steel Wind, and yes, I think I’d like to make a two-drop target on my back out of Magister Sphinx, and yes, Sundering Titan will eat your children for breakfast, and yes, Clone Shell Myr Battlesphere Sphinx Summoner gimme gimme gimme. Obviously it’s radically powerful and yeah, Gearhulks too, but wow. I think everyone’s first though will be of the Gearhulks, shortly followed by every other card and their dog. Love it.
~
@reaperfromtheabyss — Skulkin Mentor
As you pointed out, this card is a reference to two cycles, interestingly, with an additional scarecrow twist that has both a synergistic and flavorful ability. Wow, okay, re-looking at this card, this is tickling me more than I thought. So as this scarecrow-oriented “leader” who makes your opponents lose part of their “thoughts” (hand) in order to deal with your walking nightmares. And then, it’ll use the bodies discarded this way to power up the other scarecrows, slurping the flesh into their hay-sewn forms. And you know what? I love it. In general it’s a strong card for artifact creature boosting with graveyard hate tacked on, and I don’t hate that at all. The little bits and pieces make up a nice card overall. I think I would have liked to see a tiny bit of cool flavor text, like on the Reaper King, but right now this is really fun as-is.
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Runners-up and commentary soon. Thank you all once more for your entries! - @abelzumi​
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fellwar-finch · 2 years
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Esper, There's, Shadowmoor
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Esper: My favourite artifact. That's a hard one. Artifacts were such a big part of my early experience with the game that I have quite a few. My first cohesive deck that I built myself was actually a myr tribal deck! So choices here are Myr Battlesphere (a classic, my first real boss monster), Memnarch (I always loved the design, really wanna build a commander for this guy), and Pentavus (never managed to make this one work until recently in an Alesha deck!!). I've always also been enthralled by Door to Nothingness, but I've never won with it. Perhaps my next deck is 5 colour artifacts? Goin' back to my roots with Myr. Grinning Totem also gets a special shoutout for being my sister's favourite card back when she used to play! And Fellwar stone for how I got my primary internet name--Fellwar Finch--is absolutely up there too! If I had to choose one... It's Myr Battlesphere. Myr piled on top of each other is cute and the effect has *never* failed to deliver. If I want sac fodder, tokens to attack with, burn damage, affinity for artifacts, tapped creatures. The Battlesphere always comes in clutch.
Theros: (I assume you meant Theros and also I DM'd you to check): a plane you want to see next. Mirrodin mirrodin mirrodin mirrodin mirrodin mirrodin mirrodin. I suppose It's New Phyrexia now, but Mirrodin's where I got my start, and I cannot wait to go back. My greatest wish in magic is that we'll get a Myr-specific commander (no, brudiclad doesn't count), and I think that's gonna happen next time we return to new phyrexia! Shouldn't be too long, either. Once we encounter Sheoldred, I see us returning to new Phyrexia to bring the fight to Elesh Norn! ...Pls let my myrs be okay. Wouldn't mind seeing Original Phyrexia either, but that's not very likely to happen.
Shadowmoor: ...Green. I've been trying it out more lately, but I've always preferred my strategies a bit more nuanced than just 'big creature beatdown'. I have a soft spot for Green, my dad played it back in the day, but it's just historically not really been my colour. Also recently blue. Countering spells and gaining advantage ain't for me. A game of magic is an honest clashing of souls, and I don't wanna sully that with negations (...lookin' at you, yugioh). Counterspells have never been my cup of tea, and recently blue in general hasn't been, either. Back in the day I was extremely blue aligned, my first actual deck was the venser dual deck, white/blue, then I went to Izzet and Dimir before settling on Orzhov, and haven't really looked back since. Every other colour's represented among decks I play, but until I got the spirit precon for my birthday, Blue just,,, wasn't. ...Needless to say, Simic's never really been my style. Love the aesthetic they got goin', just not for me.
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