If you read very close you can see it says "combo with skullclamp" on the side of the chamber. also good cards are good.
DragonLord132
★★★★☆ (4.0/5.0)(4 votes)
Wow, even if it were more expensive(like {4}), it still be fun to play. Hopeful this will appear on a new planechase card someday. ;)
Guest1598841921
☆☆☆☆☆ (0.6/5.0)(6 votes)
i don't think you can combo it with skull clamp, because skull clamp only works with non-token creatures. This card can make it annoying to get through and damage an opponent, because he/she has tokens also!
spacemunky
★★★★★ (5.0/5.0)(7 votes)
You don't have to worry about giving your opponents Myr tokens if you use a Lodestone Myr to tap it, which effectively shuts it off (and boosts the Lodestone Myr's stats).
Alzhander
★★★★★ (5.0/5.0)(2 votes)
A great use of this card, especially in games with multiple players, is to pair it with Disciple of the Vault and then either Echoing Ruin or Echoing Decay, targeting the Myr tokens (killing any that your opponents have created as well) and doing a TON of damage to each player through the Disciple's effect. :D
Subtle
★★★★★ (5.0/5.0)(1 vote)
A flavorful card, costed competitively, that works in many combos. The epitome of good design. I also like the toggle switch effect, which works well with Opposition
Llandner
★☆☆☆☆ (1.5/5.0)(2 votes)
hmmmm i finally understand (some what understand) how you can use this with skullclamp i mean if you use it in combination with myr servitor it dies, you draw ,comes back (provided you have another on the field) rinse & repeat
(meh its kinda arduous to me)
Mode
★★★★★ (5.0/5.0)(2 votes)
Lot's of combos available with that card. Even if your opponent has a creature-based deck, that needn't necessarily be disadvantageous for you if you have cards with accordant cip/etb triggers (like Arcbound Crusher for instance, or Discipe of the Vault once they leave the battlefield) It also synergizes nicely with Zendikar's Baloth Cage Trap and Whiplash Trap, allowing you to cast a 4/4 Beast at instant speed for or return any two creatures for to it's owner's hand once he plays a creature spell. You could even ensure that he gets some creatures by using Endless Whispers. Also converts any saccing cost into when used with Nether Traitor.
Gezus82
★★★★★ (5.0/5.0)(3 votes)
it works with skullclamp because tokens are sent to the graveyard and then removed from the game from there. so the effect triggers.
capitalR
☆☆☆☆☆ (0.8/5.0)(2 votes)
I got a question, If I have a bunch of random artifacts in play including this one, and I play march of the machines, would genesis chamber give me more myr tokens because of the other artifacts becoming creatures?
applecorn
★★★★★ (5.0/5.0)(2 votes)
@capitalR No, those artifacts are already in play. This only triggers those coming onto battlefield.
This works well in my artifact deck...usually allows me to go off on turn four (or five if I'm unlucky that day) via the Clamp, giving me enough cards to bust the Helms, and infinitely Retrieve my way to Grinding opponents into the dust. Fun times...it's my favorite deck to play.
deep-fried.vengance
★★★★★ (5.0/5.0)(2 votes)
Kobolds, this, & cloudstone curio is fun, a deck could totally be built around the combo just throw in some tutors and your set. This card is great 4.5/5
This card is quite possibly my favorite card in all of magic... it is quite versatile, and low costed enough to build a serious deck around. Works very nicely with cards like Esperzoa, Crystal Shard, and cards like Glaze Fiend and Arcbound Crusher that do well with all the artifacts coming into play.
ClockworkSwordfish
★★★★★ (5.0/5.0)(2 votes)
Great in many ways. Powers out tokens for affinity, combos hilariously with Alpha Status, good chumb-blocker-generator. But you must be aware that this is like Howling Mine; to benefit, you have to know that you can play faster than your opponent.
Psuedonaut
★★☆☆☆ (2.8/5.0)(2 votes)
This combo will be long, but bear with it. It'll give a unique approach!
So, first you'll want a this. Then you'll want a Door of Destinies. Hmmm hmmm. An alright combo so far. Next up, you'll want 2 blue creatures. Don't care what. Then, you'll want a Crackleburr. Cool. Doesn't end there. Throw in three Paradise Mantles. So, now you've got infinite creature bounce, of course, you have to have an enemy creature to bounce. Well, you can bounce your own creature... but that would be kinda dumb right? No, you are completely and utterly wrong. Memnite. Here's how the combo works, First, you tap Blue creature 1 and 2, and the Crackleburr with Paradise mantle, netting you 3 blue mana. Then, you play your memnite, a nontoken creature. This activates, bam, a 1/1 myr artifact. Cool. You pay two blue mana, leaving you with one, and untap your blue creatures and Crackleburr. You return Memnite to your hand. You play it again. It activates this, bam, another myr. Now, before you get too far ahead of yourself, let's go back a bit. You remember that Door of Destinies? Well, we decided to use it for Myrs. So, those two little Myr 1/1s you have... those are actually 3/3s. Cool huh? Well, let's continue. We tap those blue creatures and crackleburr, 4 blue mana. Use Crackleburr, cool, we got our memnite back, and then play it again. Yaaaay. Another myr. Anyway, I'm going to cut to the chase. It's an infinite combo. Let me continue on a bit further and say what this is..... infinite mana of any color, infinite infinite power/infinite toughness myr tokens, infinite damage(Because you have the infinite mana, you can instead of having blue creatures, have blue red creatures. And then you may tap those using crackleburr instead of paradise mantle, because you have infinite mana, an infinite amount of times, doing an infinite 3x dmg.)
Also, yes, this is just mooching off of some other combos. W/e.
B00oo
★★★★★ (5.0/5.0)(1 vote)
The cackelburr combo is good, but you fail to see the problem. when you play your door to destinies and call myr, when exactly do you play any myr with this combo. The tokens are not creature spells, thus not being played. So... your door never ecieves any counters and is entirly useless, might as well just build up enough of a force with the infinate bounce and kill the opponent with some haste.
Veteripont
★★★★☆ (4.8/5.0)(4 votes)
Some call it the Myr Toilet. Some call it Robot Christmas. I call it my favorite card in the game.
Use the Genesis Chamber when you play creatures during your turn. Then use the Clock of Omens to tap the Genesis Chamber so your opponents can not generate Myr tokens. This can be real nice if you have two Genesis Chamber in play for you can tap both of them with the Clock of Omens and untap something else.
Even though the Genesis Chamber says you must tap two artifacts to untap another artifact. If you have just one Genesis Chamber in play you could just tap it and not another artifact. Granted since you just taped one card you can not untap another card. However it would still make it so your opponents could not generate myr tokens
Forgot to mention if you have Steel Overseer in play you will give the Myr tokens a +1/+1 each time you tap it. Nice if you have more than one Steel Overseer in play.
This card pretends to be balanced by being symmetrical, but let me tell you from experience: Genesis Chamber is busted in half. Here's a list of cards that the chamber here is -amazing- with:
-Myr Servitors, who, should you control even one, will all revive during each of your upkeeps and net you that many myr tokens. -Arcbound Crusher, Glaze Fiend and Glassdust Hulk, all of whom have means of pushing past the swarms of chump blockers and get stronger when artifacts come into play. -Leonin Elder, Soul Warden, Soul's Attendant, and other such creatures, especiallySuture Priest. -Skullclamp (which admittedly is broken with basically any card with "1/1" printed anywhere on it) -Cranial Plating, especially when equipped to a guy with trample or evasion. -Massacre Worm, who positively loves it when an opponent has hordes of little creatures like those produced by the Chamber. -Kuldotha Forgemaster, whose ability suddenly seems a lot less expensive. -Arcum Dagsson, who appreciates a steady stream of artifact creatures to pay for his ability. -Grand Architect, who can use all those myr to produce truly disgusting amounts of mana. -All manner of cards like Reassembling Skeleton, Bloodghast, and Nether Traitor, who will keep returning to play and netting you ever more tokens. -Any card that cares about Myr, such as Myr Galvanizer, Myr Turbine, and Myr Battlesphere -Any card with Metalcraft or Affinity for Artifacts. -Any card with an Overrun-style effect. -Any card that cares about creatures or artifacts entering the battlefield. -Oh, and anything that can tap it down during opponents' turns.
I could go on, but I think I've made my point. Genesis chamber is symmetrical in a vacuum. In a deck built to abuse it though? It is busted, and that's why it is one of my favorite artifacts ever printed.
The_Cheat420
☆☆☆☆☆ (0.0/5.0)
After reading these comments I feel I must point out that the "Tapped artifacts are turned off" rule went away around 6th edition. Now unless it specifically says otherwise in it's text tapping an artifact does nothing.
roguepariah
☆☆☆☆☆ (0.0/5.0)
Shrieking Drake + this -> elegant, useful, absurdly powerful.
These two cards alone will win you games. Even if you can't prevent your opponent from using the chamber's effect you will be gaining far more creatures than they will.
Then you begin to add other cards into the equation and things get stupid in a hurry.
Comments (32)
This card can make it annoying to get through and damage an opponent, because he/she has tokens also!
(meh its kinda arduous to me)
Even if your opponent has a creature-based deck, that needn't necessarily be disadvantageous for you if you have cards with accordant cip/etb triggers (like Arcbound Crusher for instance, or Discipe of the Vault once they leave the battlefield)
It also synergizes nicely with Zendikar's Baloth Cage Trap and
Whiplash Trap, allowing you to cast a 4/4 Beast at instant speed for
Also converts any saccing cost into
No, those artifacts are already in play. This only triggers those coming onto battlefield.
one of the best abilities I've seen is Disciple of the Vault and Echoing Ruin.
I think that would be pretty awesome.
Did I mention I was running Golgari Germination, Nantuko Husk, and Quillspike?
I threw Essence Warden just to make my friends scream harder. xD
Thank you, Genesis Chamber, for giving such a devious plot possible.
So, first you'll want a this. Then you'll want a Door of Destinies. Hmmm hmmm. An alright combo so far. Next up, you'll want 2 blue creatures. Don't care what. Then, you'll want a Crackleburr. Cool. Doesn't end there. Throw in three Paradise Mantles. So, now you've got infinite creature bounce, of course, you have to have an enemy creature to bounce. Well, you can bounce your own creature... but that would be kinda dumb right? No, you are completely and utterly wrong. Memnite. Here's how the combo works, First, you tap Blue creature 1 and 2, and the Crackleburr with Paradise mantle, netting you 3 blue mana. Then, you play your memnite, a nontoken creature. This activates, bam, a 1/1 myr artifact. Cool. You pay two blue mana, leaving you with one, and untap your blue creatures and Crackleburr. You return Memnite to your hand. You play it again. It activates this, bam, another myr. Now, before you get too far ahead of yourself, let's go back a bit. You remember that Door of Destinies? Well, we decided to use it for Myrs. So, those two little Myr 1/1s you have... those are actually 3/3s. Cool huh? Well, let's continue. We tap those blue creatures and crackleburr, 4 blue mana. Use Crackleburr, cool, we got our memnite back, and then play it again. Yaaaay. Another myr. Anyway, I'm going to cut to the chase. It's an infinite combo. Let me continue on a bit further and say what this is..... infinite mana of any color, infinite infinite power/infinite toughness myr tokens, infinite damage(Because you have the infinite mana, you can instead of having blue creatures, have blue red creatures. And then you may tap those using crackleburr instead of paradise mantle, because you have infinite mana, an infinite amount of times, doing an infinite 3x dmg.)
Also, yes, this is just mooching off of some other combos. W/e.
Even though the Genesis Chamber says you must tap two artifacts to untap another artifact. If you have just one Genesis Chamber in play you could just tap it and not another artifact. Granted since you just taped one card you can not untap another card. However it would still make it so your opponents could not generate myr tokens
Forgot to mention if you have Steel Overseer in play you will give the Myr tokens a +1/+1 each time you tap it. Nice if you have more than one Steel Overseer in play.
Some of my faves are any titan, Elvish Visionary, Eternal Witness, Nekrataal, Rune-Scarred Demon, Perilous Myr, Acidic Slime, Blood Artist... just any ETB or LTB effect you wanna do a lot, literally as much as you want
-Myr Servitors, who, should you control even one, will all revive during each of your upkeeps and net you that many myr tokens.
-Arcbound Crusher, Glaze Fiend and Glassdust Hulk, all of whom have means of pushing past the swarms of chump blockers and get stronger when artifacts come into play.
-Leonin Elder, Soul Warden, Soul's Attendant, and other such creatures, especially Suture Priest.
-Skullclamp (which admittedly is broken with basically any card with "1/1" printed anywhere on it)
-Cranial Plating, especially when equipped to a guy with trample or evasion.
-Massacre Worm, who positively loves it when an opponent has hordes of little creatures like those produced by the Chamber.
-Kuldotha Forgemaster, whose ability suddenly seems a lot less expensive.
-Arcum Dagsson, who appreciates a steady stream of artifact creatures to pay for his ability.
-Grand Architect, who can use all those myr to produce truly disgusting amounts of mana.
-All manner of cards like Reassembling Skeleton, Bloodghast, and Nether Traitor, who will keep returning to play and netting you ever more tokens.
-Any card that cares about Myr, such as Myr Galvanizer, Myr Turbine, and Myr Battlesphere
-Any card with Metalcraft or Affinity for Artifacts.
-Any card with an Overrun-style effect.
-Any card that cares about creatures or artifacts entering the battlefield.
-Oh, and anything that can tap it down during opponents' turns.
I could go on, but I think I've made my point. Genesis chamber is symmetrical in a vacuum. In a deck built to abuse it though? It is busted, and that's why it is one of my favorite artifacts ever printed.
These two cards alone will win you games. Even if you can't prevent your opponent from using the chamber's effect you will be gaining far more creatures than they will.
Then you begin to add other cards into the equation and things get stupid in a hurry.