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Myra the Magnificent
URIzzetLegendary Creature — Human Performer

Myra the Magnificent

Mana value4Rank#14,590
BuildCard details

The Commander

Whenever you cast an instant or sorcery spell from your hand, open an Attraction.

{X}, {T}: Exile target instant or sorcery card with mana value X from your graveyard and choose an Attraction you control that doesn't have a midway counter on it. Put a midway counter on it. For as long as that Attraction is on the battlefield, whenever you visit it, copy the exiled card. You may cast the copy without paying its mana cost.

Guide

Gameplan

Myra is a spellslinger commander that turns your instants and sorceries into engine fuel: every spell you cast from hand opens an Attraction, and her activated ability lets you 'reload' Attractions to free-cast copies of spells you've stockpiled in the graveyard whenever you visit them. You play a normal U/R spells.dec, padding it with Attractions in your contraption deck, and grind incremental value off dice rolls until you copy a big spell or burn the table out.

Strengths

  • Generates two layers of value per spell — an opened Attraction plus graveyard ammo for later free copies
  • Free-cast copies via midway counters can repeatedly recur removal, card draw, or burn without paying mana
  • Strong synergy with cheap cantrips that open Attractions and stock the yard simultaneously
  • U/R gives access to the best card selection, counterspells, and burn in the format

Weaknesses

  • Attractions/stickers require playing the optional contraption deck, which many tables ban or aren't set up for
  • Heavily reliant on dice-roll variance to 'visit' Attractions and trigger copies
  • Engine is slow and grindy with no inherent fast win or protection
  • Removing Myra shuts off the Attraction-opening trigger entirely
  • X-cost activation competes for mana with casting spells

Key Cards

  • Comet, Stellar Pup — Premier dice-roll payoff that overlaps perfectly with the visit-your-Attractions mechanic and adds bodies and value.
  • Trapping the Pack of Roving Keys — Open Attractions reward you for rolling, and consistent dice manipulation maximizes Myra's visit-copy triggers.
  • Pixie Guide — Lets you roll an extra die and keep the higher result, dramatically improving how often you visit and copy spells.
  • Krark, the Thumbless — A premium dice-rolling commander-color staple that fuels coin/dice synergies alongside the Attraction visits.
  • Mizzix's Mastery — A big sorcery worth stocking in the yard so Myra can copy it for a free game-ending recursion.

Upgrade Path

Maximize dice consistency with Pixie Guide, Barbarian Class, and Krark's Other Thumb so you actually visit Attractions every turn, and tune your spell base toward cheap cantrips that open Attractions while fueling the graveyard. Add high-impact instants/sorceries worth copying for free (counterspells, mass removal, big burn) and protection like Lightning Greaves to keep Myra online. If your table allows it, lean into the strongest Attraction package; otherwise pivot the shell toward a more conventional U/R spellslinger build.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Copying a large X-burn spell or storm-style sorcery for lethal damage
  • ▸Repeated free-cast value (draw + removal) that buries opponents in card advantage
  • ▸Attraction and dice-roll payoffs like Comet, Stellar Pup snowballing into an overwhelming board

Archetypes

  • Spellslinger — Every instant or sorcery you cast opens an Attraction, making a dense spells package the core engine.
  • Dice Matters — Visiting Attractions is tied to dice rolls, so roll-payoffs and dice manipulation supercharge her copy ability.
  • Value Control — Recurring counterspells, removal, and card draw via free copies lets her grind out the late game.

Combos

No combos found for this commander on Commander Spellbook.

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