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Author Topic: Myr Combo that actually works...i thonk  (Read 2435 times)
Guevara59
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« on: February 13, 2007, 06:38:50 pm »

I was inspired by Mogg Fanatic's decklist and came up w/ the following combo list.


Myr's Altar  (hooooorendous name..)

Combo 15
4x Vault of Whispers
4x Myr Retriever
4x Ashnod's Altar
3x Brainfreeze

Draw//Tutor 16
4x Brainstorm
1x Vampiric Tutor
1x Demonic Tutor
1x Ancestral recall
1x Tinker
3x Infernal Tutor
3x Thirst for Knowledge
2x Lim-Dul's Vault

Disruption 8
4x Duress
4x Mana Leak

Plan B 1
1x DSC

Mana 21
1x Mana Crypt
1x Mana Vault
1x Sol Ring
3x Swamp
3x Island
1x Sapphire
1x Mox Jet
4x Underground Sea
4x Polluted Delta
1x Black Lotus
1x Lotus Petal

The deck wins by getting a Retriever somehow into your yard with either knowledges or altars, then with another retriever in play and an altar, you sac the retriever,adding 2 mana,  return the other retriver to your hand from your graveyard, and play it.  You then have a loop. With this loop you can either brainfreeze or kill them the disciples of the vault.  Infernal Tutor is a perfect card for getting the number of retrievers that yoou need.  the deck combo is pretty effective and the deck has a good amount of disruption to stall control decks.

Lemme know what you think!! Very Happy Very Happy Very Happy
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OfficeShredder
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« Reply #1 on: February 13, 2007, 07:11:56 pm »

If you need to cast a myr retriever and ashnod's altar to win, wouldn't a full set of moxen be nice to speed up a quick turn two kill if you have it in your hand?

Also, I think vault of whispers should be disciple of the vault?
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Nydaeli
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« Reply #2 on: February 13, 2007, 07:58:06 pm »

I'd suggest using Intuition as a tutor over Infernal, since it can set up both Myrs and isn't conditional.
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Dnine
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« Reply #3 on: February 13, 2007, 08:12:35 pm »

seems like this would work as a combo kill in a workshop deck.

Also I'd look at transmute artifact over Infernal tutor as it can work to find any piece even if you don't have it in hand.  It can also put the retriver directly in your yard. I'd even suggest cutting black although disciple is so tempting.  Mono blue with big artifacts seems more consistant.  May even allow you to run FOW.

An artifact kill condition may also be handy so it can be tutored with it and tinker as well.  Worst case if you go to more of a standard workshop lock deck, you can use the mana to empty your hand of big artifacts.  Blasting station and Goblin fodder seem like an option.  Tiskelion would also be good and useful by itself although not an instant kill.

Bazaar may be an option in this deck as retriver can get back any artifact you end up tossing while digging.  



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UR
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« Reply #4 on: February 14, 2007, 04:31:27 am »

Wouldn't Intuition be right at home in a deck like the one you posted? It makes sure that you get at least one Myr Retriever in your hand and the other one in your graveyard.

Also, maybe Krark-Clan Ironworks with Disciple of the Vault would be a better kill (at least it will fight it's way past Gaea's Blessing).
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Harlequin
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« Reply #5 on: February 14, 2007, 10:11:46 am »

You probably want some form of bounce in the main deck.  Etruth, Chain of Vapor, Wipe away.. pick your poison.  It would be useful in protecting a rather delicate combo (null rod, tormod's, wretch, chalice @2, sphere of resistance, True believer)

You may want to try and add Lockets of Yesterday.  Its a nice addition to a deck like this I think.  It also gives you the option of running 2+ Junk Divers for an alterate win against Extripate targeting Myr retriver.  As well as helps mitagate the damage done by Sphere of Resistance or Chalice @2 (and wretch if they are low on mana)
« Last Edit: February 14, 2007, 10:17:03 am by Harlequin » Logged

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Guevara59
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« Reply #6 on: February 14, 2007, 10:25:43 am »

Thanks much for the sugestions.  We decided to go mono Blue.  This added the incredibly effective cards like intuition and FoW.  I havnt ben able to test out some bounce yet but im sure that it'll help.  We also tried transmute over the intuitions but the intuitions seemed to work a little better.  Making it mono blue also adds to the comsitency and less vulnerability.


Thanks again for the help and any other suggestions would be greatly appreciated!!   
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hauntedechos
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« Reply #7 on: February 18, 2007, 09:56:55 pm »

Admittedly I didn't read through all the responces and such, but I wanted to say something.  I have already posted this comcept of a deck to TMD readers, and was basicly told it's too many combo pieces, takes too long etc. 

Now that that is over with I wanted to add my personal thoughts on it.  I personally love the deck's possibilities,  I mean it's played more as a control - combo deck versus pure combo, which tells me that the deck doesn't have to be lightning fast as a pure combo deck should, rather it can sit back a little and play the control like Slaver can, dropping pieces when critical mass has been achived.  This allows the deck tremendous flexibility with answers and colour choices based on your meta and personal style.  U being the only absolute colour required (white can be used with Leonin Elder for an infinate life loop instead of the Diciple and R with the now regarded Empty the Warrens and Time Walk victory) means it's structure allows many flavours of this deck.

I do however feel that it can be exploited by the sheer number of combo pieces.  Goblin Welder for one would create some hassles, unless you run red and a Welder of your own.  Running R, also allows Pyroclasm, Burning wish, REB, Recoup etc. Some people feel that the Brain Freeze condition is scary as it's not a "win now" condition.  I've never had this problem and have actually felt that running 4 allows me the option of mini storms putting valuable cards into the players G/Y and thus a crypting can be devastating.  Admitedly however, a Diciple condition is optimal as it cannot be turned against you.  In the end I felt that U B were very strong colour choices as the x4FoW x4 Drains and x4 Duress were killer and often back breaking to work through with the mini stormed Brain Freezes after which ever spell war cleared.  I won't go into painfull detail and match up  details, as that's a total thread hijack, but rather, offer anyone interested to PM me with thier thoughts and concerns.  I worked on this deck for 2 years and thus have tried every colour combination available.  Please referr to the thread which is [Deck] Revolver.  As a last thought, I've also been working on a primer as I'd like to take a last stab at this deck and defend it etc to once and for all see where it stands. 

It's always treated me good in local shop tournies, I'd say keep going with it mate.

Cheers
Michael
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