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. With 6 always being lit up and 1 never being lit up, you can optimize your attractions around the remaining 4 numbers. 2 is the most common number after, so if you are running dice manipulation cards Bamboozling Beeble and Monitor Monitor, pick up each attraction version with 2 lit up.

There are other dice manipulation cards such as Barbarian Class and Pixie Guide, and while they are more mana-efficient than the former 2, you must take the higher roll which can be awkward. If you do lean in on dice rolling as theme for your deck and run d20 cards like Wyll’s Reversal, instead pick attraction versions with the highest numbers lit up, so 5 being the most desirable then 4 and so on.

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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. It does run Curiosity and Niv-Mizzet, Parun as a quick n’ easy way to finish games, but it doesn’t have any unfathomably long extra turn durdlefests, it kills people quite fast! There’s oodles of Spellslinger and Artifacts synergies to just have a blast with, tons of interaction, card draw, unconventional ramp, and protection!

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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!