Lands:
4 Ancient Den
4 Darksteel Citadel
4 Great Furnace
4 Seat of the Synod
4 Tree of Tales
4 Vault of Whispers
Creatures:
2 Copper Myr
4 Dross Scorpion
2 Gold Myr
2 Iron Myr
2 Leaden Myr
2 Lodestone Myr
4 Myr Enforcer
4 Myr Retriever
4 Myr Servitor
2 Silver Myr
Other Spells:
2 Blasting Station
2 Genesis Chamber
2 Grinding Station
4 Krark-Clan Ironworks
2 Myr Incubator
2 Myr Matrix
2 Salvaging Station
2 Summoning Station |
Myr
Combo.
Description of deck
by The Ferrett @ www.wizards.com
(quoted):
Multiplayer combos need to have a backup
strategy. You can fix this in a couple of ways:
Have not one combo, but several. Some of the best
multiplayer decks are filled with synergetic combos at once; if you
remove one piece, fine, these three other cards can go off together.
[FOR EXAMPLE, CHECK OUT THIS DECK.]
As Robert says, "I've found no less than six ways to
go infinite with this deck, though I'll be darned if I can remember what
they've all been. Of course, the Great Machine itself is a rather
obvious one, and probably my favorite infinite combo ever. It takes a
while to assemble, so it's fairly easy to answer (which I like), so,
when it does get to go infinite, I don't feel so bad.
The others are more innocuous, such as a pair of Myr
Retrievers + Krark-Clan Ironworks to generate infinite untapping and
mana with a Dross Scorpion out, or infinite myr tokens with a Genesis
Chamber out, or a very happy Lodestone Myr with a Dross Scorpion out (or
infinite myr tokens with a Myr Matrix out if infinite mana becomes
possible, which it usually does). Other than that, with just one or two
pieces of the machine out, it's usually easy to find some sort of
infinite loop with whatever's on the board.
This Myr deck is a little clunky, but there are a lot
of ways to go crazy with it. That makes it a danger at any time, no
matter what you remove.
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