For those of you not familiar, Scars of Mirrodin is an expansion set for the popular trading card game Magic: The Gathering. If you’re about to say “like pokemon cards” or “like yu-gi-oh”, let me clarify. MtG, as it will be known, predates those card games by many years. In fact, MtG is the original trading card game, the progenitor from which all others were spawned or cloned. I will be looking at one of the introductory decks for the Scars of Mirrodin block; Myr of Mirrodin.
Let me begin with saying that I am fairly new to magic. I started playing a couple of years ago, very infrequently, with a pair of free starter decks I got through the mail. Fast-forward to 2011 and my interest in MtG piqued again, thanks in no small part to two key factors. The first was the proliferation of Magic in desert bus 2011, some of the giveaways and auctions being rare card sets. The second was the release of Scars of Mirrodin, one of the most recent M11 blocks (M11 being the magic set for 2011). Mirrodin is a world of living metal, and is thus populated by living constructs called the Myr. This appealed to me on a very fundamental and set about looking into the block. I was pleasantly surprised to discover that one of the intro decks was a Myr focused white deck. that also contained 2/3 of the cards needed for a very evil strategy, but more on that later.
The Myr of Mirrodin intro deck contains 60 fixed cards, 1 booster pack of 15 random cards, a how to play guide and a Scars of Mirrodin card listing. A complete list of the set cards can be found here.
On first glance, the most obvious card to look at is the foil Sunblast Angel, the rare of the deck.
Although the ratio between summon cost and attack strength isn’t fantastic (6:4), the fact that it’s a flying card (great for bypassing your opponents creatures and going straight for the jugular) makes it a little less painful.
But what really makes Sunblast Angel useful is it’s ability;
“When Sunblast Angel enters the battlefield, destroy all tapped creatures”
At the right time, this could be devastating; taking out several of your opponents creatures. But timing is key, you wouldn’t want to summon this card after your combat phase when you’re most likely to have several tapped creatures yourself.
But in all honesty, I’m not really running Sunblast for any other reason than it was the rare and I’m playing a white deck. What I was really after was these three cards:
Myr Battlespehere is an expensive card to play and its attacking ability will leave many Myr cards tied up should you chose to take advantage of it. But it’s high defencive and ability to bring 4 Myr tokens into play means it’s excellent for setting up a defensive line.
But Palladium Myr and Myr Galvanizer are the real money maker. By combining a Palladium with two Galvanizers, you have something truly dangerous; infinite colourless mana! But how is that possible you ask? Well let me show you:
Say you have the prerequisites; two galvanizers and one palladium, all in play and untapped.
Step 1) You tap the Palladium Myr (P from now on) for two colourless mana:
Step 2) Now, using one those two colourless mana’s, you tap the first of the two Galvanizers (G1 and G2 respectively.
Step 3) This lets you untap P:
Step 4) Now you repeat step 1 and generate another 2 colourless mana, giving you three total.
Step 5) Now here’s the clever part, spending one of your three mana, you tap G2:
Allowing you to untap P and G1
You now have two colourless mana and can repeat the whole process, thus giving you infinite mana! It’s good form to simply explain this process to your opponent should (and only when) it occurs, rather than repeating the process of tapping and untapping until you get the desired mana.
Now you may ask what is the point of this infinite mana, you can hardly convert mana into damage. Well, not directly you can’t, but there is a way that effectively gives you an instant win. You simply add this card:
You see, with infinite mana and the ability to infinitely untap this card every time you tap it, you have infinite Myr tokens. And with infinite tokens, you have an infinite defence and infinite attack. Obviously the tokens can’t attack the turn you put them in play, and there are circumstances where you still may lose (say you only have 2 health and your opponent does direct damage, or he plays a card that destroys artefacts, which these count as), but it’s a pretty certain win.
Now there is wiggle room with this configuration, as you don’t have to use Palladium Myr. There are many Myr that generate various coloured mana:
Each of these cards generate a different colour of mana, and there is one for each colour (Silver Myr for Blue mana and Leaden for Black), but the only concession you need to make is that you need 2 in play in order to make a productive mana loop, otherwise you’ll just have equilibrium.
But I have significantly digressed. Myr of Mirrodin is an excellent intro deck with some great cards. I have made very few modifications to it and I already have a deck I’m very happy with. It will need a little more play testing in order to refine, but I do think that Myr of Mirrodin has birthed a very fine Myrcraft deck (the name I’m giving my set up).