I reeeeeaaaally want to get into Modern but the initial cost is way to steep for me. So I thought "What if I just build a deck for fun that fits into the Modern format?". So Here it is!
The main idea with this deck is to get a lot of Myrs and Artifacts onto the battlefield to pump things like
Darksteel Juggernaut
to plow through and slam for lethal.
The Breakdown
Mana Dorks
Copper Myr
and Leaden Myr: They are just simple ramp not in the "main" color of the deck which is why they only get three of themselves. These guys are ideal candidates for Semblance Anvil.
Silver Myr
and
Gold Myr
: These guys are in my "main" colors and mainly help out with getting Chief Engineer and
Myrsmith
onto the battlefield as well as using academy Ruin's ability.
Palladium Myr: There just to sort of help the ramp go into late game and attack if things get tough.
Support Creatures
Myr Galvanizer: Buff my Myrs and untap them? Heck Yeah! He can really help the combos continue after attacking with Battlesphere, tapping all of my other Myrs for that extra damage, and then untapping them for Mana support!
Myrsmith
: I love this card after Semblance Anvil is used. Pay 1 mana for two artifacts? Yes please.
Chief Engineer: Make everyone Mana Dorks! Yay!
Heavy Hitters
Myr Superion: Easiest attacker to obtain and can be quite deadly I've found. He's a 4-of mainly for his ease of play and threat he could create.
Myr Battlesphere: Boom! Tap ten other artifacts and deal 10 instant damage and swing for 14... I like this guy! He can also help majorly with the token army creation when he hits the field.
Darksteel Juggernaut
: This is my pressure card. It forces the opponent to keep something to block late game because if theis deck is running correctly, there should be upwards of 15 artifacts pumping this guy!
Other Artifacts
Myr Reservoir: This card is a big early game help with ramp and can fetch my Myrs that have fallen.
Myr Matrix
: Indestructible buff that produces Myr tokens is pretty fun.
Myr Turbine: This card is my main combo piece of the deck. It produces tokens, fetches Myrs, and counts towards my Artifact count.
Darksteel Forge: This is a game end-er. Every match that I've gotten this on the field is usually over in a matter of turns. Plus who doesn't like Indestructible stuff?
Elixir of Immortality: To help with a little lifegain and reset my library if everything falls apart... which its bound to.
Semblance Anvil: Make all of my Mana Dorks free to cast? Heck Yeah!
Land
Plains and Island: These are here just for
Myrsmith
, Chief Engineer, and academy Ruin.
Buried Ruin
: To help bring stuff back in a tough spot.
Darksteel Citadel: Artifact land. Nuff said.
academy Ruin: Here for the same reason as
Buried Ruin
.
I've never really played in Modern or against a variety of Modern decks so any input would be much appreciated!