In any artifact deck, this Myr Bomb, as I call it, is a force to be reckoned with. It can instantly flood the field with 20+ 1/1s, which will often win you the game, and will certainly provide you with a great advantage barring Wrath of God-type intrusion. If you have a few Myr Matrices out, that army of 1/1s could be an army of up to 5/5s, and, again barring Wrath of God, it's hard to envision a way for you to lose once you detonate this. One of the most competitively viable Myr cards.
Designer_Genes
★★☆☆☆ (2.1/5.0)(9 votes)
A total of 12 mana to turn what could have been a good deck into a disaster. FOR ONLY 12 MANA!
xonix2002
★☆☆☆☆ (1.8/5.0)(2 votes)
I tinkered one out 3rd turn activated it on my 6th turn and had 35 35/35 Myrs in play as i also had a Coat of Arms out
anderbena
☆☆☆☆☆ (0.5/5.0)(1 vote)
You really don't need 12 mana for this. Just have ar.c.u.m dagsson, or Master Transmuter or even Tinker is enought. And this makes lots of noise.
it can be stoped but once it pops you've probaly won. and if your artifact deck takes 7-8 turns to pop it you shouldn't be playing an artifact deck .............
it works with myr matrix but really the myr matrix is just for show if you can get it out a turn sooner w/o the atrix go for it
very VERY VERY underrated. late game turn your artifact lands into 1/1's and thin out your lands in one mover. or wait till they're tapped out. EOT swarm with mass of 1/1's without fear of being wrathed. swing and win.
Really, guys? Tinker it out? No, tinker out a memory jar, or an inkwell leviathan, or maybe even a stupid phyrexian processor...don't tinker out this. Yes, it's a fine casual card, where people don't run wrath, and you can just play land go for 6 turns, play this, then crack it while your opponent also has nothing but 6 lands in play. But in an actual game, this will never do anything. It's 12 mana for tokens: I don't care if it made non-legendary emrakul tokens, it still wouldn't be that great. If you want good tokens, see....um...wow, there aren't any very good tokens in magic, try marit lage or empty the warrens, i guess.
Nayban
☆☆☆☆☆ (0.0/5.0)
A nice little Myr bomb made very powerful by a couple of Myr Galvanizers. Of course, if you have 2 Galvanizers already, you should have already won. >>...
Kiro
★★★★☆ (4.0/5.0)(6 votes)
People keep saying Wrath of God stops this. It doesn't. You pop Myr Incubator at the end of their turn. Nowhere does it say on the card that it can only be activated any time you could play a sorcery. So they either need Stifle or board sweepers at instant speed (There aren't a lot) to stop your "hasty" army. Alternatively they need Disenchant AND a sorcery speed sweeper. (They cast Disenchant on Myr Incubator on your turn, you pop Myr Incubator in response. Then they WoG it all away on their own turn.)
TPmanW
★☆☆☆☆ (1.0/5.0)(1 vote)
Just once I will cast this saccing most of my edh deck while I have Doubling Season out and maybe a Sigil Captain on the field for good measure, and heck why not a tempered steel too? If I get 100+ tokens I'll consider it a success and retire the deck at the height of its glory.
Shadows_Vengeance
☆☆☆☆☆ (0.0/5.0)
Really? Really? Nobody want's to mention Myr Battlesphere? Pop the Incubator. Swing with the Sphere. Tap your 20+ myr with the Sphere's effect. Win the game short of a Stifle or Safe Passage.
I put this into my casual myr deck to experiment. With a Myr Turbine in play, I activate this (usually during my opponents end step) and pull out all the artifacts I need. I then tap five myr to pull out a Myr Battlesphere, tapping all the myrs for what should be lethal damage when I attack with it my next turn. Yeah you won't win tournaments with it, but for some reason it just feels right to win with a myr deck in such a way :)
Arachibutyrophobia
★☆☆☆☆ (1.0/5.0)(1 vote)
so you get drop a shitload of myrs into play? and no drawback? nice
izzet_guild_mage
☆☆☆☆☆ (0.0/5.0)
Worth knowing: the historical use of his card was to play it with Krark-Clan Ironworks. It's easy to get up to 12 to use it, then you have as much mana as you'd like for a Fireball or whatever.
Totema
☆☆☆☆☆ (0.0/5.0)
It's a cube, and you sacrifice it? I believe a Portal reference is in order...
Fun in Casual and even if they WoG it, you still ended up thinning out your deck so you have a better chance of drawing the right card
NickDay
★★★★★ (5.0/5.0)(2 votes)
My friend played this once, turning nearly his entire deck into 1/1s. He didn't realize I already had a Plague Spitter on the field.
He drew nothing but lands for the rest of the game.
sojourner202
☆☆☆☆☆ (0.0/5.0)
You can't underestimate what this can do. I only have one in my Myr tribal deck, but on more than a single occasion when I am having a bad game (facing a white exile/control deck, for instance where my other combos have failed to bear any fruit) this combined with an outlet for many myr such as Megatog, Broodstar, or even Lodestone Myr has caused me to turn the tide to victory. And everyone is talking about how it's a turn six drop but really what Myr deck doesn't have mana ramp? Having six mana production by turn 3 or 4 isn't hard with Myr/artifacts. I'm not saying it's the best card, but having an "oh ****" button contingency plan isn't a bad idea.
Krysto
☆☆☆☆☆ (0.0/5.0)
In it's own block, it's not THAT good, but then again, it did have a lodestone myr to back it up.
Put this thing in vintage and it's both a good paperweight/scare tactic, or if you catch your opponent off guard it's an easy win condition.
I run two of these in a semi-casual artifact deck along with Etherium Sculptors and Shimmer Myrs. Typically, if you're able to, you can have this thing ready to drop T5, and should eagerly wait for that one turn your opponent taps out all his mana.
Turn 6 rolls around and you should be more than ready to crack this open - if you overuse/abuse it (taking too many cards) then it's your own fault, but here's where player wisdom comes in as a factor: Rather than milling out your entire deck for 40-ish tokens, pick 10-20 artifacts you know you can REALLY use to turn the tide of the game and exile the rest. Effect A - you have an army of tokens which is essentially a win-condition next turn Effect B - you've shrunk your deck down to the remaining win conditions you'd need to finish your opponent off if plan A backfires.
Of course, you could also hold out and scare your opponent into killing it off while you flash in something nastier with that shimmer myr.
Killer with: Lodestone Myr Myr Battlesphere Broodstar Megatog Arcbound Crusher Arcum Dagsson (for that Darksteel Forge you kept in your deck) Blinkmoth Infusion (especially with that Lodestone Myr/Battlesphere)
The point here is clear - by T6 this does more than give you an army of tokens, it cuts out everything you DON'T need to finish the game as well... except lands.
Again, not a 5/5, but definitely something to help finish the game.
LordRandomness
☆☆☆☆☆ (0.0/5.0)
You'll want some way to immediately use all your Myr tokens so you can crack this in their end step and then use Soulblast or something for the kill.
NARFNra
☆☆☆☆☆ (0.0/5.0)
Soulblast/Sword of the Ages is good, but you've got to be wary of the mana there. Honestly, Pandemonium would probably be a better choice. Exile 20 artifacts, deal 20 damage as the tokens appear.
Cygore
★★★★★ (5.0/5.0)(1 vote)
Combo this with Myr Turbine and Myr Battlesphere to dump all your artifact lands you won't need in to exile and then put an outrageous amount of Myr's in to play. I need this.
Even better, if you have Hammer of Purphoros out, or a spare to cast Burst of Speed, you can just cast this and then swing for game on the same turn =)
Comments (34)
And this makes lots of noise.
Echoing Decay.
Echoing Truth.
Bye bye, 12 mana.
it works with myr matrix but really the myr matrix is just for show if you can get it out a turn sooner w/o the atrix go for it
or wait till they're tapped out. EOT swarm with mass of 1/1's without fear of being wrathed. swing and win.
Pop the Incubator.
Swing with the Sphere.
Tap your 20+ myr with the Sphere's effect.
Win the game short of a Stifle or Safe Passage.
Myr Incubator
Lodestone Myr
Megatog
Good game...
He drew nothing but lands for the rest of the game.
Put this thing in vintage and it's both a good paperweight/scare tactic, or if you catch your opponent off guard it's an easy win condition.
I run two of these in a semi-casual artifact deck along with Etherium Sculptors and Shimmer Myrs. Typically, if you're able to, you can have this thing ready to drop T5, and should eagerly wait for that one turn your opponent taps out all his mana.
Turn 6 rolls around and you should be more than ready to crack this open - if you overuse/abuse it (taking too many cards) then it's your own fault, but here's where player wisdom comes in as a factor:
Rather than milling out your entire deck for 40-ish tokens, pick 10-20 artifacts you know you can REALLY use to turn the tide of the game and exile the rest.
Effect A - you have an army of tokens which is essentially a win-condition next turn
Effect B - you've shrunk your deck down to the remaining win conditions you'd need to finish your opponent off if plan A backfires.
Of course, you could also hold out and scare your opponent into killing it off while you flash in something nastier with that shimmer myr.
Killer with:
Lodestone Myr
Myr Battlesphere
Broodstar
Megatog
Arcbound Crusher
Arcum Dagsson (for that Darksteel Forge you kept in your deck)
Blinkmoth Infusion (especially with that Lodestone Myr/Battlesphere)
The point here is clear - by T6 this does more than give you an army of tokens, it cuts out everything you DON'T need to finish the game as well... except lands.
Again, not a 5/5, but definitely something to help finish the game.
"I'm sorry if my entire deck just killed you."
Even better, if you have Hammer of Purphoros out, or a spare