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Myra's Magnificent Budget Pubstomping Deck! Unfinity Attractions Commander Deck

Hey all, welcome back to Budget Commander! This week I'm super excited to share with you a fun powerhouse deck built around a brand new commander that most of you never heard of: straight out of the controversial Unfinity set, it's Myra the Magnificent

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A Ride You'll Never Forget!

A lot of folks are turned off by Unfinity for various reasons, which is a shame because not only is it an amazing draft experience but there's also hidden gems that can be easily overlooked, with Myra being the most notable of them all: this 4mv Izzet Spellslinger commander opens an Attraction whenever you cast an instant/sorcery, which is a fantastic rate! The only problem is that most people don't know what Attractions are, so here's a quick rundown:

  • Attractions are kept in a separate deck (minimum 10, but we're running all of them)
  • You can't cast Attractions. The only way to get them on the battlefield is when a card says "open an Attraction" (like Myra the Magnificent), which lets you put the top Attraction from your deck on to the battlefield.
  • Attractions are artifacts. They can be interacted with like any other artifact permanent once on the battlefield.
  • If an Attraction leaves the battlefield any way -- exiled, destroyed, bounced -- it goes to a special zone called "the Junkyard" instead of anywhere else. There's no way to interact with the Junkyard so once it goes there it's gone for good.
  • Once you have an Attraction on the battlefield, at the beginning of your first main phase you roll a d6. If the result matches any of the lit up numbers on an Attraction, you visit it, getting some minor benefit (e.g. Drop Tower)
  • You can have any number of Attractions on the battlefield at a time, but you only roll a single d6 each of your first main phase to see if you visit any of them.

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That's a lot of new information to digest, but I promise it's much easier than it looks! Attractions are basically like bad Planeswalkers that can only do one specific thing, and only sometimes.

So why build a deck around such a mediocre mechanic? Because Myra the Magnificent and the rest of our deck makes them very good!

Artifact Goodness!

Even if Attractions had zero lines of texts, they'd still be valuable as artifacts sitting on our board! Izzet Spellslinger can utilize artifacts a TON of useful ways, such as:

Honestly, ignoring the other stuff Attractions do, "cast an instant/sorcery make an artifact" is literally worth including!

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The Evil Power of Attractions

Luckily for us though, Attractions are more than just blank artifacts! While most suck, we do have a couple powerful ones mixed in there like Tunnel of Love, Storybook Ride, and Swinging Ship. But ignoring all that, Myra the Magnificent provides the biggest payoff for having Attractions on the battlefield: imprinting instants and sorceries from our graveyard on to them! This is excellent value any way you slice it, as even getting extra copies of Ponder is amazing, but the power ceiling on this is astronomical!

That ceiling is, of course, extra turn spells!

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If you start imprinting extra turn spells on to Attractions with Myra the Magnificent, along with ways to increase your likelihood of visiting those attractions with cards like Bamboozling Beeble, you quickly get into a situation where you start taking infinite turns and just win the game. So yeah, Myra is NOT just a joke commander: properly built, she's borderline CEDH! It's really not hard to toss in a bunch of extra turn spells, some dice manipulation, and lock out your opponents from ever taking another turn.

Now obviously you do not need to run any extra turn spells for Myra to be a powerhouse, but if you're in a sweaty playgroup that encourages high-power decks, then Myra can certainly rise to the challenge!

Choosing The Right Attractions

Not all attractions are created equal -- Information Booth is going to give us more value than a Spinny Ride, for example -- but for our purposes, that doesn't matter: we're going to run all 22 Commander-legal attractions because Myra the Magnificent can easily open all of them up and what the attractions themselves do matters way less than the fact that they 1) are artifacts 2) can be imprinted with spells with Myra.

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However, we do need to choose between attractions in the sense that each attraction has multiple versions! You will want as many attractions to have the same numbers line up so that your dice result will trigger as many attractions as possible. Every attraction has 6 lit up and no attraction has 1 lit up, but there's some variance for the other four numbers. I personally recommend running versions of attractions that have the highest numbers lit up: this allows us to use dice rerolling cards Barbarian Class, Pixie Guide, and Wyll, Blade of Frontiers, which are the most mana-efficient dice-rerollers, but force you to take the higher number. Nearly all the attractions have a version where the highest numbers are lit up, such as 5 / 6, or 4 / 5 / 6 -- there's only a handful that don't have this -- so this strate works wonderfully. There's also two other notable dice rerollers, Bamboozling Beeble and Monitor Monitor, which cost 1 mana to activate but let you choose which result to keep. I think they're worth running too.

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Sample Lists

I provide two lists for your enjoyment: $50 non-sweaty and $100 sweaty lists!

The first version is $50 and avoids any extra turn spells, but can still snowball into a true terror. The deck has ridiculous ramp potential tapping attractions for mana with Galazeth Prismari or Inspiring Statuary, draw tons of cards, and eventually win the game via a token army from cards like Talrand, Sky Summoner or animating our attractions with Rise and Shine!

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The second list is $100 and we've added the extra turn spells, the strongest thing that Myra can do if you really want to win games. Don't run this against casual tables! Run it at high-power tables where extra turn loops are okay!

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Hope You Enjoyed The Ride!

Come back next week for another sweet Budget Commander that will terrorize your playgroup!

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