The deck is not as budget as it used to be as I added Urza lands. I have added alternatives for the more expensive cards, including the lands, and the deck will run just fine in this alternate, more budget friendly version as well.
This deck is based around creating infinite mana, myr tokens, lifegain, draw, retrieval and mill in not just our turn, but in the opponents turn as well if we see fit.
The key pieces are
Myr Galvanizer
,
Clock of Omens
,
Myr Turbine
and
Trading Post
.
The combo itself can be initiated in many ways, and there are many combos. I honestly doubt that I have tried them all yet, so there's plenty to discover.
Creatures
Shimmer Myr
: A utility creature that allows us to trick the opponent a little more easily, hold on to mana and play most of the combo as a surprise before our turn.
Silver Myr
: Serves mostly as ramp early game, and when the combo goes off, then this one adds infinite amounts of blue mana to the pool. It's very helpful to have one of these on the starting hand.
Palladium Myr
: This one is a bit stronger and a little more expensive than the last one. It's also used for early ramping and pumping out other creatures, and it allows us to build infinite colourless mana easily as this can tap the
Myr Galvanizer
and leave a mana free to use.
Myr Galvanizer
: An important piece as it allows us to start the infinite combo. The combo can be started with a mana myr, two galvanizers,
Clock of Omens
and
Myr Turbine
or a single galvanizer two myr (could be tokens from the
Myr Turbine
), a mana myr and
Clock of Omens
Artefacts
Trading Post
: This card allows us to gain infinite amounts of life, draw all our cards in the library and return all artefacts we've lost from the graveyard. Best of all, it can produce a lot of goats, and who doesn't love goats?
Myr Turbine
: Allows us to throw out infinite tokens, and also find every single myr in the deck, and throw them directly into play.
Clock of Omens
: Used for resetting all artefacts by tapping myr creatures, that can easily be untapped by My Galvanizer. This is what feeds our infinite combo.
Thousand-Year Elixir
: Can help the deck gain a lot of momentum as almost all creatures has a tap ability, and can benefit greatly from the cheap untap as well. It can ease starting the combo quite a bit by untapping
Myr Galvanizer
or add some extra mana by untapping
Palladium Myr
.
Aetherflux Reservoir
: There's a single one of these cards in the deck, as we are able to gain infinite amounts of life. This can be used to smite down creatures and players alike, and even take care of most damage prevention spells, as we can just deal damage over and over again.
Altar of the Brood
: Is another win condition for the deck, as it can easily mill all opponents infinitely.
Instants
Echoing Truth
: The only removal in the deck. Allows us to send anything back to the owners hand and stall the game a lot while we are setting up the combo.
Condescend
: A harder counterspell that allows us to scry regardless of whether the spell is countered or not. As we can produce infinite mana, this will also be hard to deal with for the opponent.
Anticipate
: Allows us to keep mana open for counterspells, and if it was not needed, then anticipate can be played to sort through the library without wasting a turn.
Sorceries
Serum Visions
: The chosen card draw for this deck. Allows us to draw a card for almost no mana and scry to sort the deck and get the combo pieces. The deck could be equipped with spells like
Artificer's Epiphany
,
Thirst for Knowledge
or
Thoughtcast
.
Fabricate
: Though a bit slow, it allows us to find exactly the one piece of the combo we might want or need. This deck can produce infinite mana long before having collected the complete combo, and by then it doesn't matter if the spell is slow.
Lands
Urza's Mine
,
Urza's Power Plant
and
Urza's Tower
: Since the blue spells all only use one blue mana, the can work fine without a lot of blue mana. I think adding 4 of each Urza land and keeping 7
Island
s would work. This would sometimes allow us to get a Urza up and running and produce ridiculous amounts of mana without any real drawbacks.
The lands are a bit more expensive than normal lands, so feel free to replace it with blue mana or some
Darksteel Citadel
. In this case, the deck runs just fine with 14
Island
and 4
Darksteel Citadel
.
Maybe
Cyclonic Rift
: I have considered adding this rather than
Echoing Truth
as it can send an entire board to the opponents hand. As this deck is likely to produce a lot of mana, I blieve it can be overloaded with relative ease.