Myr are the next tribe to be examined in this series, which
dusts off and discusses unusual Magic the Gathering creature types. Native to the artificial plane of Mirrodin, the Myr debuted in the block of the same name in 2003. Currently 35 Myr exist, as well as a handful of cards which generate Myr tokens. Myr are small artifact creatures. With the exception of Sarcomite
Myr, and certain Myr tokens, they are all colourless. The Myr were
constructed by Memnarch,
the plane’s warden, to act as his loyal servants. Through an object called the
Darksteel Eye, Memnarch
was able to look through the eyes of every Myr
and thus monitor the entire plane. After the death of their master the Myr of
Mirrodin were left lost and without purpose. The Phyrexian invasion granted their
lives new meaning, one way or another, some became corrupted servants of the
invaders, whilst others stood alongside their fellow Mirrans in resistance.
After Phyrexia’s victory most of Mirrodin’s Myr became the puppets of their
conquerers. Although some, such as Alloy
Myr, continue to resist.
Myr derive their name from the Greek term ‘myrmeco’
which is the taxonomic term for ants. The link between Myr and ants is clear,
to quote Magic designer Mark Gottlieb on the subject, both are ‘small,
ubiquitous, busy workers’.[1]
Their name also links them to the Myrmidons, an order of warriors from Greek
mythology renowned for their loyalty to their master Achilles. The Myr once
felt the same devout loyalty towards Memnarch.
Myr possess a variety of effects although, primarily, they
interact with artifacts. Some Myr return artifacts from the graveyard, others grant
artifacts flash or place charge counters on them. This is to name but a small
selection of tools from their artifact based arsenal. Outside of their
interactions with artifacts Myr offer a selection of other effects, such as generating
mana, creating tokens and returning themselves from the graveyard.
Mana Making Myr
Gold
Myr, Silver
Myr, Leaden
Myr, Iron
Myr and Copper
Myr generate white, blue, black, red and
green mana respectively. The members of the cycle have a pattern
weaved through their flavour text. In their first priniting, in the original Mirrodin, the text describes the relationship between Myr and one of the races of Mirrodin. For example, Copper Myr describes the relationship between Myr and elves, stating ‘the elves thought of the Myr as minor threats, just as the myr thought of the elves’. When this cycle was reprinted in Scars of Mirrodin, their flavour text was changed and a new pattern was created. The Myr are now described as being similar to a material and a
brief comparison is then made between the named material and the Myr. For
example, Gold
Myr's flavour text states ‘The myr are like razorgrass: numberless metal
figures, reflecting each other's light’.
Scars of Mirrodin block brought in an additional mana
making Myr in each of its constituent sets. Scars of Mirrodin itself
introduced Palladium
Myr, which adds two colourless mana to its controller’s mana pool. Palladium
Myr’s flavour text matches its predecessors comparing it to the
Glimmervoid, a blank desert-like expanse of smooth metal which stretches across
Mirrodin’s surface. Matching this comparison to a blank void-like space, Palladium
Myr adds 2 colourless mana to its controller’s mana pool.
Mirrodin Besieged added Plague
Myr a Myr which both generates colourless mana and spreads poison counters
through the Infect mechanic. Plague
Myr demonstrates that Mirrodin’s Myr are falling to Phyrexian corruption.
Finally, New Phyrexia added one final Myr mana dork, Alloy
Myr. Alloy
Myr produces one mana of any colour, its art depicts it sitting beneath the
5 suns of Mirrodin, justifying its ability as each of the five suns is linked
to one of the five colours of mana. Alloy
Myr is a bittersweet card. Mirrodin’s suns are shown setting, demonstrating
how the plane has fallen and transformed into New Phyrexia, yet the card’s
flavour text ‘with or without witnesses, the suns continued their prismatic
dance’ shows how the dawn will come again, even
under Phyrexian rule, and hints that someday Mirrodin may be reborn.
Though hardly auto-includes, these
mana making Myr can be used in certain EDH decks. They are typically less useful
than signets, however, as they are vulnerable to board wipes and creature
removal. These cards combo with several other cards of their tribe. Myr
Superion needs to be summoned by mana generated from creatures, making any
of these Myr able to help bring it forth effectively. Palladium
Myr is especially useful, at this task, as it can bring the Superion to the
field alone. Myr
Enforcer, a 7 mana 4/4 Myr with Affinity for Artifacts, can be brought out rapidly
using these Myr as well.
The Myr the merrier
Myr have a lord in Myr
Galvanizer. Myr
Galvanizer provides a +1/+1 to other Myr, and can be tapped down (at the
cost of one mana) to untap other members of the tribe. This effect works
especially nicely with the Myr mana dorks mentioned above, as it allows each of
them to generate twice as much mana. As cards which buff artifact creatures
benefit all Myr, Chief
of the Foundry and Master
of Etherium are functionally Myr lords as well.
Myr
Servitor has a noteworthy effect. Each upkeep, if a Myr
Servitor is on the battlefield, all Myr
Servitors in either graveyard are returned to the battlefield. The flavour
text makes clear what this effect represents, stating ‘The Krark Clan enjoys
pulling them apart just to watch them reassemble one another’. Myr
Servitors are evidently reassembling robots. Bringing up the Krark-clan in this
text fleshes out the world of Mirrodin. A tribe of Mirran goblins, known for
their infamous combo-enabling ironworks,
the Krark-clan’s ability to destroy artifacts is infamous. Every card bearing
the term ‘Krark-clan’ in its name destroys artifacts in some way. It is clear
that the servitors are putting themselves together again, perhaps having fallen
victim to the curious whims of some
Krark-clan Engineers. The artwork on the
card contributes further to this narrative. It depicts a Myr
Servitor piecing another fallen servitor
back together again. The art also makes clear that these servitors
are small, even compared to other Myr, as we can see blades of grass rising
high above them in the background.
Myr also, sort of, have a legendary commander in Brudiclad, Telchor Engineer. Brudiclad, though an artificer rather than a Myr himself, generates
a 2/1 blue Myr artifact creature token on each of his controller’s combat phases.
Brudiclad
also grants all tokens haste, and enables them all to become copies of the
strongest token in play. This synergises with the token generation strategy
printed on several Myr cards such as Myr
Battlesphere and Myr
Incubator. This copy
effect also enables some fun, if somewhat difficult to execute, strategies. Copying
a powerful token, such as the 10/10 Eldrazi token generated by Idol of Oblivion, turns a mob of meek metallic Myr into a writhing horde of Lovecraftian
monstrosities. [2] It is unfortunate that Brudiclad,
does not have white in his colour identity. This causes Commander decks based
around him to lose access to several Myr support cards, such as Myrsmith and Shrine
of Loyal Legions. This also cuts Brudiclad
decks off from white cards which are useful in token decks, most notably Anointed
Procession.
Myr Support cards
One thing which makes Myr notable, in comparison to the other
tribes previously discussed in this
series, is that a significant number of cards which archetypally support them
exist. Several of these support cards simply generate Myr tokens, such as Master’s
Call and Myrsmith.
Myr
Incubator can generate a huge number of these tokens, albeit at a steep
cost both in mana and needing to exile artifacts from your deck. The huge number
of tokens generated by the Incubator
can potentially overwhelm opponents, though the card runs the risk of exiling
most of its controller’s library only to have all of the Myr it generates destroyed
by a board wipe. Genesis
Chamber creates Myr whenever a non-token creature comes into play. Notably
this effect is symmetrical, so before long both sides of the battlefield should
be swarming with Myr.
Beyond token generation, there are other Myr support cards with
differing and unique effects. Myr
Resevoir generates colourless
mana which can be spent exclusively to play Myr and can also return Myr from
the graveyard to the hand. Myr
Matrix provides a +1/+1 bonus to every Myr in play, and has the ability to
generate tokens, but at 5 mana is likely too expensive to be useful in any
format outside of Commander. Myr
Turbine allows for significantly cheaper Myr generation, as well as the
ability to bring Myr directly from the library onto the battlefield. The turbine,
unlike the matrix,
is not Indestructable and it does not provide the same +1/+1 bonus. However, the
ability to flood the board with Myr
Battlespheres more than makes up for these shortcomings and, arguably,
makes it a better card.
Mirrodin
Besieged from Modern Horizons is one of the more interesting Myr
support cards. Like many cards from Modern Horizons it exists as a
reference to Magic’s history. Specifically it is a throwback both to the
set Mirrodin Besieged, which shares its name, and to a cycle of cards
from Fate Reforged. The Siege cycle was a
series of five enchantments which told the story of the war between the
clans of Tarkir and the plane’s dragons. These cards had two effects of which
only one could be chosen. One of these effects was labelled ‘khans’ and the
other ‘dragons’. Choosing either option enabled players to pick a side in the sets
war through their actions in gameplay.
Mirrodin
Besieged parallels this
cycle, but changes its context from the war between the Khans and dragons on
Tarkir, to the war between the Mirrans and Phyrexians on Mirrodin. The Mirran
effect creates a Myr creature token whenever its controller plays an artifact, an
effect which demonstrates the Mirrans rising to resist the invaders. Given that
all Myr are artifact creatures, this effect works well in a Myr tribal deck,
allowing you to play a second Myr each time one would come into play. The
Phyrexian effect, meanwhile, is more complex. It allows its controller to draw
and then discard a card during their end step, as well as being an
alternate-win condition which causes its controller to win the game if
they have 15 or artifacts in their graveyard at the end of their turn. This
second effect reflects the Phyrexians ultimate victory in the war. The fact
that this victory is attained when a large number of artifacts are in the
graveyard demonstrates how the Phyrexians slaughter much of the populace of Mirrodin,
a plane heavily themed around artifacts. Alternate win-condition
cards are always interesting to build decks around, however, this second
ability doesn’t work quite as well in a Myr deck as the first. Myr are better
at getting artifacts out of the graveyard than putting them in there.
Flavour: A
The effects of Myr are wide-ranging, but also appropriate to
their flavour as artificial ant-like workers. The multitude of ways to create Myr tokens
reflects their ever-presence across Mirrodin. Myr who return from the graveyard
demonstrate their ability to reassemble themselves. Their ability to generate
mana reflects their alignment with each of the five moons of Mirrodin, and thus
with each of the colours. Finally Myr gaining Infect
demonstrates their increasing corruption throughout the Scars of
Mirrodin block, which parallels the increasing degradation of their home
plane. Each of these differing effects slots together neatly, furthering their
identity rather than undermining it or becoming making it too broad. It is
clear that Myr serve a variety of functions in both Mirran and New Phyrexian
society and these functions are well represented on their cards.
Viability: A-
Myr definitely make the most viable tribal deck of any of
the tribes discussed thus far. They have by far the most support, of any of the
previously discussed tribes, and have genuine synergies and strategies binding
them together. Though Myr may never become a tier 1 modern deck, it is entirely
possible to build a usable casual deck featuring them in the format. Beyond
this, Myr
Enforcer was once a key part of the affinity decks which terrorised
standard from 2003 to 2005. In Commander Myr also offer fun and versatile deck
building possibility, whether one wants to make a token-themed go-wide deck or an
artifact centric strategy. Myr can only get better with time, as Magic’s story
seems to be gearing up for a return to New Phyrexia in the relatively near
future.
Best and Worst Myr:
Myr
Battlesphere is arguably the best card of the tribe. 7 Mana for a total of
8/11 worth of stats, spread out over five bodies, is undoubtedly impressive. In formats where large creatures are practical, or if it can be cheated out, the Battlesphere demands an answer. Though without some means of granting it haste the Battlesphere does not present an immediate threat, in the event
that it is able to attack it is guaranteed to leave a mark. Shimmer
Myr also deserves a mention. Its ability to grant artifacts Flash enables
many interesting strategies and its name is incredibly fun to read aloud.
Myr
Adapter, in contrast, is simply awful. A 1/1
for 3 mana, Myr
Adapter receives +1/+1 for each piece of equipment attached to it. This
means that at least 2 pieces of equipment attached to it to be worth its cost,
and even then, a 3/3 for 3 is hardly exciting.
Myr
Prototype is also terrible. A 2/2 for 5 mana which gets a +1/+1 counter on
each of its controller’s upkeep phases is already unremarkable. That this comes
with the additional downside of the Prototype
not being able to attack or block unless 1 mana is spent for each +1/+1 counter
on it makes the card largely unusable.
[1] https://magic.wizards.com/en/articles/archive/feature/myrrer-myrrer-2004-06-10
[2] I had initially written here that it was possible to transform the Myr into a 20/20 Marit Ladge token, as created by Dark Depths or Marit Lage's Slumber. Unfortunatley this does not work as the tokens are legendary and thus cannot be copied. My thanks to Maridiem on Reddit for pointing out my mistake.
[2] I had initially written here that it was possible to transform the Myr into a 20/20 Marit Ladge token, as created by Dark Depths or Marit Lage's Slumber. Unfortunatley this does not work as the tokens are legendary and thus cannot be copied. My thanks to Maridiem on Reddit for pointing out my mistake.