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4 Myr Servitor
2 Myr Retriever
2 Silver Myr
2 Iron Myr
2 Leaden Myr
4 Myr Enforcer
4 Arcbound Crusher
4 Lodestone Myr
4 Mishra, Artificer Prodigy
4 Genesis Chamber
3 Myr Matrix
2 Clutch of the Undercity

4 Polluted Delta
1 Watery Grave
1 Blood Crypt
1 Steam Vents
1 Island
4 Seat of the Synod
4 Great Furnace
4 Vault of Whispers
3 Darksteel Citadel

Myr-shra's Factory.

Description of deck by it's author (quoted):
With his ability to bring out creatures, two-by-two, Mishra is like a modern day Noah, but with artifact creatures and an Ark of Blight. Just about any set of artifact creatures will do, but there are a few that work particularly well in multiples. Darksteel's Modular creatures are one example (Arcbound Crusher will quickly get out of control when you get two artifacts for the price of one). The Chimeras from Visions are another.

Mishra, Artificer Prodigy seems like a boon to any artifact-based Tribal Wars deck. Chimeras would have to turn to the Asterisk Heard Round the World, Mistform Ultimus, in order to be legal in Classic Tribal Wars. Other artifact-heavy Tribes, like Golems and Myr, would not only double the number of creatures in play thanks to Mishra, but their “Lords” (Myr Matrix and Brass Herald) are also artifacts and certainly get better in multiples. Of course, there's always Coat of Arms as well. Here's a Myr tribal deck I cooked up. Genesis Chamber and Myr Matrix can produce a formidable army with formidable quickness. You ought to be able to break the symmetry of Genesis Chamber with Mishra, since you'd be getting two creatures every time you played one. Lodestone Myr and Arcbound Crusher (who isn't a Myr, but works well in the deck) will allow you to trample over opposing Myr tokens if that becomes a problem.

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by Chris Millar @ www.wizards.com

TRIBAL: Myr - Mishra, Artificer Prodigy / Genesis Chamber

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