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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!

Myr Turbine
Image from Wizards.com

Myr Turbine
Mirrodin Besieged

Reviewed Feb. 15, 2011

Constructed: 3.33
Casual: 4.00
Limited: 3.75
Multiplayer: 3.40

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 


Myr Turbine

Myr Matrix made you pay five mana to get a Myr token, This just requires that you tap it, making it much easier to use, but much harder to get more than one token per turn out of it. Either way, Myr Turbine assumes you're playing for the long game. If you're behind on tempo, it's most likely just going to give you a chump blocker a turn, making no progress towards total Myr headcount but buying you time to draw something that actually can swing the game in your favor-- which isn't too bad, but is nothing to stand up and shout about.
If you're already at parity or ahead, however, the Turbine can slowly amass a surplus of Myr, until you get the point where you can start pulling more Myr directly out of your deck. So which Myr will you get? Myr Battlesphere? Not bad, since it brings four more Myr with it and basically supplies you with enough Myr to tap to go fetch another Battlesphere next turn. Myr Galvanizer? Sure, then you can untap the Myr you tapped to fetch another Myr, as well as set up the infinite Myr-mana combo. But of course, if you've got five spare Myr to tap, you were probably already going to win without the Turbine.

Myr Turbine is great if you just need something to spit out a token every turn, in a dedicated Myr deck as an extra source of Myr tokens (and potentially a "Copper Myr Sun's Zenith" every turn), or if you're relying on metalcraft-- the tokens are artifacts, and Myr Turbine can give you metalcraft even if it's the only artifact card you draw all game.

Constructed- 3.25
Casual- 3.5
Limited- 3.75
Multiplayer- 3.75

David Fanany

Player since 1995

Myr Turbine
I managed to get my hands on one of these last week, and I've been thinking about what to do with it. I was held back partly because I was still sort of thinking of the original Mirrodin block, where all the Myr were inexpensive small creatures. If I'd realized that it was no longer 2004, and we have both the Battlesphere and a Myr that untaps all its compatriots, my deck ideas probably would have come out a little more interesting. I expect the rest of you (who know what year it is) will also find this a fun card to play around with.
Constructed: 2/5
Casual: 4/5
Limited: 2/5
Multiplayer: 2/5


Welcome  back readers today’s card  of the day   is  Myr  Turbine an interesting  a  powerful  artifact tool  for searching  out  Myr as well as generating  tokens  for  the deck.   In standard artifacts  have seen a  bit  of play  but  I feel this  is too  slow a t producing tokens and  requires a critical mass to  make it worthwhile, combined with   Tezzeret  Agent of  Bolas  you  could conceivably  creature a  night Invincible army  and  cause  a lot of life loss. In extended and  eternal I  don’t foresee  this  card  making  a large  impact.  In casual and  multiplayer this card  is  powerful as  It creates chump  blockers   or an army for  a battlecry rush, and  searches  out  changelings. In limited  It can create creatures which  is nice and can allow you  to search  through your  deck  for bomb creatures such  as  battlesphere or  in the worst  case  mana myr,  overall an  interesting card  that  provides  powerful  tricks for  Myr  enthusiasts.
Constructed:  2.0
Casual:  3.5
Limited: 3.5
Multiplayer: 3.5

Michael "Maikeruu" Pierno

Today's card of the day is Myr Turbine which is a five mana artifact that can tap to create a 1/1 myr artifact creature or can tap to tap five untapped myr to search your library for a myr creature and put it into play.  The first effect can be a nice stall, but when played in a myr deck with acceleration should come out early enough to help apply pressure to the opponent.  If the deck can hold enough creatures in play the second effect can get whatever is needed to finish the infinite mana combo or whatever the deck's theme is.  Overall this is a great support card for the myr theme and provider mana myr are included it has no other drawback outside of the cost.
In Limited this is card advantage and works offensively and defensively depending on the battlefield situation.  An easy first pick and should always be played in Sealed no matter the build you are using.  Tokens can and will win in this format and at no cost after playing it and not being on a creature this is a very strong method of generating them. 
The second effect is less likely to be used in Limited compared to constructed as attacking with five myr is often better than searching for one in your library.  If you have a myr needed to win and this can search it out and you have the myr in play to activate it then you'll probably win the game, but that is a fairly unlikely situation.
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0


    Today’s Card of the Day is Myr Turbine from Mirrodin Besieged. This artifact costs five mana. It taps to give you a 1/1 Myr artifact creature token. It also has a tap ability that involves tapping five Myr to get any Myr from your deck into play.

    The main application for this would be of course to pull the Myr Battlesphere. Myr Battlesphere would in itself grant you another small army of Myr. I feel this card could combo very well to ensure you are pulling specific cards when you need them. Using the Turbine to pull Shimmer Myr grants you the ability to then flash in any artifact when your opponent is tapped out to avoid it being countered.

   I think that Myr cards are poised to make a serious run soon on tournament circuits, and Myr decks should be popping up rapidly, especially with what they can accomplish. This is just one of those Myr cards to be on the look-out for.
Limited: 5/5
Casual: 5/5
Constructed: 5/5
Multiplayer: 5/5

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