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Was getting bored of Merfolk tribal, and wanted something different yet still "light" (don't particularly care for the undead and guild themes as of late). Also had to be budget-friendly as I'd be starting out from scratch with this build; except for Door to Nothingness which I'd been itching to fit in a deck for months! $20 in singles later, I've got myself Myr-tribal.
No deep-thinking strategic play required; just growing weenies (Myr Galvanizer + other small Myr), big stompies (Darksteel Juggernaut, Myr Battlesphere, Lodestone Myr) and an ultimate finisher (Door to Nothingness).
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Time sieve is a cheap game-ender for this deck, and you've allready got everything else needed to run it and get x ammount of ekstra turns. And consider Artifact lands buffing up your juggs with ekstra power/toughness.
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Time Sieve--good call! I'm also thinking Stasis would make a nice fit with the infinite loop possible via 2x Myr Galvanizer + 2x mana Myr.As well, plan to pick up a full play-set of the Mirrodin artifact lands once I can find them somewhere for a reasonable price. My usual online spot for singles is charging as much as $1.50 each; x20 land and the cost adds up quick. :(
I love how myr decks are extremely over powered, and extremely cheap. You should consider Well of Knowledge, plus a play set of the Urza lands. Look at them, at your deck, and mull it over. Look at Mirrorworks as well.
Mirrorworks; yes, that'd work nicely.Well of Knowledge; I like the idea, but not that any player can take advantage of it. If its effect was one-sided, I'd be sold.
REVISED v.1.3: Tweaked a few times of the last couple months. Cumulative changes since the original include:Removed: -2 Hovermyr, -2 Myr Propogator, -1 Myrsmith, -2 Signal Pest, -2 Parasitic Implant, -2 Disintegrate, -2 Evolving WildsAdded: +1 Door to Nothingness, +2 Voltaic Key, +1 Override, +2 Fireball