So some recent multiplayer games (which, predominantly, involved me being beaten to a pulp by everyone else involved regardless of circumstance) have revealed a flaw or two in Myr Engine.
Code: Select all
Sorceries/Instants
Banefire x3
Cancel x4
Dispel x4
Splinter Twin x3
Artifacts
Darksteel Reactor x2
Everflowing Chalice x3
Genesis Chamber x2
Grindclock x2
Myr Reservoir x2
Myr Turbine x3
Creatures
Coretapper x3
Iron Myr x4
Myr Galvanizer x4
Myr Servitor x4
Palladium Myr x3
Land
Island x11
Izzet Boilerworks x4
Mountain x8
Firstly is the lack of defense. Properly orchestrated Myr Engine can kill an opponent outright in 4 turns, but it doesn't have much of a defense before that. Ideally, it can combine Myr Servitors and Genesis Chamber to create a dummy defense full of 1/1 Myr Tokens, but that doesn't speak much against unblockables or fliers.
Secondly is, touched upon by the unblockables mentioned above, the lack of life gain. Without a defence, lifegain is the only real solution to a lack of vitality, and Myr Engine has no way of gaining life to sustain itself whatsoever. Hence my investigation into artifact lifegain cards earlier, such as Clearwater Goblet, which would mix fairly well I think.
Third is the lack of tutor. Myr Engine relies on Galvanizers and mana myr, but it's entirely possible that it might not acquire them (either by way of draw or by the delay inherent in Myr Turbine) until fairly late in the game, by which point the opponent may well have accrued a sizeable advantage. Cards like Fabricate would be useful here, and ideally I'd like a very quick way of initiating Archmage Ascension.
Problem: Whilst there are solutions to (most of) these issues, I can't really fix them without eliminating avenues of victory from the engine.
Currently, if someone, for example, casts Counterbore on my Galvanizers, I can still eke out a victory with, say, Darksteel Reactor/Grindclock/Banefire via Everflowing Chalice, Coretapper, and possibly Splinter Twin for acceleration (tap Coretapper, sacrifice the copy for 2 charge counters on target artifact, repeat next turn), or I can combine multiple Genesis Chambers with Myr Servitors for an ever-growing chance of overrunning.
Removing the Galvanizers cripples me but removing other avenues cripples me even more, so I'm not sure what cards to remove in order to remedy these issues.