The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
This deck has been viewed 759 times.
With that many different cards it doesn't seem like you'd have a lot of control over your actions. I'm a noob; maybe that's why I don't see a clear strategy to finish the game before your opponent has a strong play going.
Permalink
well you have to get things out pretty quick, which is why theres a bunch of draw cards in it. but once you get everything out the game is pretty much yours.
The game is pretty much yours once you get everything out with any deck right? Honestly I'm not 100% sure how artifact creatures work. Are they capable of blocking and being blocked? With all those draws, are you depending on your [Spellbook]x1 to be able to keep cards long enough to play? All those draw card spells cost mana to play and have limited immediate benefit...they are going to take time to get rolling and be useful.I'd love to see someone with more experience than me, and less bias than you, comment.
Well there is no infinite mana combo available here, as well as few useful attacking or defending creature combos (by turn 4 your myr will be dead and gone, killed with fire. The mana ramp up depends on you keeping all of your 1/1 myr out and not attacking, not to mention that as artifact creatures they are vulnerable to any kill spell or artifact destruction spells like Smelt.
In my expericence, if your going to make a myr deck, then you need to go straight myr deck, unless you have another way to set up some early defenses. The problem with this deck is that though you will be drawing alot of cards, you wont have anything to stop a powerful offense. You have your mana myrs, which you wouldn't want to sack because you need them for mana, so you dont have anything to block with, and the only cards you have to deal reliable damage are a single Bloodrite Invoker, a few fireballs and a few battlespheres. There are combos to actually attain infinite mana, such as krark-clan ironworks + origin spellbomb + salvaging station, but again the odds of getting those cards out quick enough are slim, so you cant base a deck simply off of one idea. You need backups to ensure that a simple field wipe doesnt shut you down.
the infinite mana combos there. all i need as is 2 myr galvanizers and two of any myr that give mana. they can infinetly tap for mana, and can also be useful with myr battlesphere as i can infinetly tap to give my battlesphere +inf/+inf. and as for using my myrs to block if needed, thats why i have the myr resevoirs in there to bring them back.
Ahhhh okay I see now. Then i take back what i said before. You certainly could use more early defenses, but i see the strategy of the deck now. You might want to look into Banefire so that you game winning spell cant be countered.