
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


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 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.

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
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.