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Red puts early pressure on the opponent while white builds up for the one turn onslaught. Emersmiths and Galvanic Blasts take care of any small threats that might hinder your later game play. With this many mana Myr you will almost always have an unlimited mana combo by the 5th or 6th turn (2x Galvanizer + Palladium or 2x Gold/Lead Myr). Myrsmith and Spellbomb keep the Myr flowing as well as keep you from having an empty hand. A Battlesphere and an Inspired Charge is basically the final blow. By the time you get a Sphere out you have 4-5 other Myr and few decks can take such an onslaught.
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i would replace the terramorphics with fetch lands and also with the mana loop in your deck i would run comet storms also because you can clear out any creatures your opp would have. since this is a myr deck you should have grafted exoskeleton for your battlespheres becuase they do direct damage you can end the game just for attacking.
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