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Author Topic: Turbo-Myr: Aggro or Combo??? [Deck]  (Read 1217 times)
Ben Kossman
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« on: August 09, 2004, 03:53:42 am »

I've been toying with this concept and it's looking fairly competitive in it's current incarnation. I guess I'm curious how it would hold up in nowadays online metagame and I'd really like to test it vs.  some of the popular decks out there.  It's based around Urza's Incubator/Helm of Obedience, 20 Myr and Coat of Arms/Cranial Plating for the win with Skullclamp as the draw engine. Needless to say there's not a whole lot of room for disruption, but I'm thinking it's gonna be a necessary evil in the end. Here's what I've got at the moment...

Artifact:51
4 Myr Retreiver
4 Silver Myr
4 Copper Myr
4 Myr Moonvessel
4 Myr Servitor
4 Urza's Incubator
4 Helm of Awakening
4 Genesis Chamber
4 Skullclamp
4 Coat of Arms
4 Cranial Plating
5 Moxen
1 Lotus
1 Mana Crypt

Land:9
1 Tolarian Academy
4 Mishra's Workshop
4 Ancient Tomb

I guess it is kind of like combo in a way, despite using creatures for the win. It can stand up against Null Rod/Damping Matrix and isn't going to roll over to a few counters or Duress. It's worst nightmare is Chalice or Trinisphere. How could I make the Workshop matchup winnable without splashing a color and how can it hold up against Landstill or any other deck packing Disk/Deed type of effects? Thanks for reading, I'll try to get in more testing and post some definitive results if I can find someone to test against. I'll work on a sideboard and matchups next post...
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« Reply #1 on: August 09, 2004, 06:41:10 am »

Quote
It can stand up against Null Rod/Damping Matrix


How?  You only play 9 lands.  I understand that with urza's incubator and Helm of Awakening your creatures are going to be free but they're also going to be 1/1's and that's assuming you have land to cast the incubator.  You won't be able to Plate them with A null rod or damping matrix out and your opponent will have drain mana before you have coat of arms.  All of these things, plus the fact that you are Incredibly vunerable to strips as you have only 9 lands suggest that unless you're going off and killing on turn 1-2 you aren't going off at all.

When you add to this the fact that Trinisphere just makes you lose and you're too slow to race combo I think this deck would have an awefully rough time in the current meta.

Hale
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« Reply #2 on: August 09, 2004, 11:36:09 am »

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