Max@Arkanes.net
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Commander
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{"ops":[{"attributes":{"italic":true},"insert":"v1.1.1 MAJ 26/06/2026"},{"insert":"\n\nA bracket 3 Myra the Magnificent deck built around Attractions, dice rolling, and Izzet spell-copying nonsense. The deck can be a little slow to set up, but once Myra is protected and several Attractions are open, the carnival engine becomes powerful quickly: spells get stored under rides, visit rolls turn into free copies, and the board can suddenly explode into card advantage, removal, tokens, and damage. Weird, swingy, flavorful, and much stronger than it first looks."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nMyra the Magnificent: The Law of Attractions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nDeck Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a bracket 3 Myra the Magnificent deck built around Attractions, dice rolling, and Izzet spellslinger value.\nAt first glance, the deck looks like a playful carnival machine full of Unfinity cards, dice, weird artifacts and suspiciously unsafe rides. That is true. But it is not just a novelty deck. Once Myra is protected, several Attractions are open, and useful instants or sorceries are stored under them, the deck can generate a very serious amount of value.\nMyra opens Attractions when you cast instants and sorceries from your hand, then turns those Attractions into repeatable spell-copying engines by exiling spells from your graveyard under them. Every visit roll can become card draw, removal, damage, token production, or another burst of spell-copying value.\nThe deck can be a little slow to set up, but once the park is running, it becomes much stronger than it first appears. It is strange, swingy, flavorful, and genuinely dangerous.\n\nPower Level and Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck is intended as a bracket 3 deck.\nIt contains at least one Game Changer, which places it in bracket 3 immediately, and its overall engine is also strong enough to belong there. Myra can create a lot of value if she survives, especially once several Attractions are open and the graveyard contains useful spells to copy.\nThe goal is not to build the most optimized Izzet spellslinger deck possible. This is not a streamlined combo-control shell, and it avoids infinite combos and extra turns. The goal is to play a flavorful and unusual bracket 3 deck that feels like a magical amusement park: strange, funny, volatile, sometimes unreliable, but genuinely threatening once the machinery starts moving.\nThe deck should be presented honestly to the table. It has a goofy face, but there is a real engine underneath the neon lights.\n\nWhy Myra?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra the Magnificent is one of the most unusual Izzet commanders available.\nHer first ability rewards you for casting instants and sorceries from your hand by opening Attractions. This gives the deck a separate board engine that grows naturally while you play normal Izzet spells.\nHer second ability is the real reason to build around her. By paying mana and tapping Myra, you exile an instant or sorcery card from your graveyard and choose an Attraction you control. Whenever you visit that Attraction, you copy the exiled card and may cast the copy for free.\nThat means every spell you cast can become future value. A draw spell can become repeatable card flow. A removal spell can become a recurring answer. A damage spell can become a win condition. A strange utility spell can become another lever in the carnival control room.\nMyra turns the graveyard into storage and Attractions into spell batteries.\n\nMain Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck usually plays in three phases.\nIn the early game, the goal is to develop mana and prepare the engine. Mana rocks, rituals, dice support cards, and cheap instants or sorceries help set up future turns. Myra is important, but she is also fragile, so it is often better to cast her when you can either protect her or get value quickly.\nIn the mid game, the deck starts opening Attractions and loading spells under them. Cards like Draconian Gate-Bot, Monitor Monitor, Rad Rascal, Seasoned Buttoneer and Command Performance help increase the Attraction count beyond Myra’s own triggers. Once several Attractions are open, each visit step becomes more meaningful.\nIn the late game, the deck tries to overwhelm the table with repeated spell copies, token generation, burn spells, big explosive turns, and overlapping payoffs. The deck does not always win the same way. Sometimes it wins through copied damage. Sometimes it wins through token swarms. Sometimes it wins because one visit step turns into a catastrophic chain of value.\nThe ideal game feels like the park is barely holding together, but somehow every unsafe machine is pointed at your opponents.\n\nAttractions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Attractions are the heart of the deck.\nThe Attraction deck gives this deck its identity. It means the deck is not only playing on the normal battlefield, but also building a separate carnival engine that triggers through visit rolls.\nSome Attractions provide card advantage, some make tokens, some manipulate creatures, some create small bursts of value, and some become important because Myra has attached a spell to them. Even a modest Attraction can become dangerous if it starts copying the right spell.\nThe randomness matters. You do not always visit the Attraction you want. This makes the deck less consistent than a tuned spellslinger deck, but much more entertaining. Dice control cards help smooth this randomness, but they do not remove it entirely.\nThat balance is important. The deck wants the carnival to be useful, not predictable.\n\nOpening More Attractions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra opens Attractions whenever you cast instants and sorceries from your hand, but the deck also includes dedicated Attraction support.\nDraconian Gate-Bot, Monitor Monitor, Rad Rascal, Seasoned Buttoneer and Command Performance help open additional Attractions. These cards increase the density of rides and give Myra more places to store spells.\nPriority Boarding also supports the Attraction plan while providing useful card flow. The more Attractions you open, the more likely each visit step becomes relevant.\nThe deck wants several Attractions in play because one Attraction is a novelty, but four or five Attractions start to feel like a real engine.\n\nDice Rolling and Dice Control"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck includes a strong dice subtheme because Attractions rely on visit rolls and several support cards care about dice.\nPixie Guide, Bamboozling Beeble, Wyll, Blade of Frontiers and Barbarian Class help improve or multiply dice rolls. Vexing Puzzlebox turns dice rolling into mana and eventually into tutoring. Brazen Dwarf turns dice rolls into damage. Feywild Trickster creates Faerie Dragon tokens when dice are rolled. Netherese Puzzle-Ward rewards dice rolling with card selection and value.\nThis package is not just decorative. It makes the Attraction engine more reliable, gives the deck extra bodies, and turns visit rolls into meaningful resources.\nThe dice package also gives the deck a very distinct personality. This is not just Izzet spellslinger. This is Izzet spellslinger with tickets, probability manipulation, token prizes, and someone shouting “roll again” from behind the curtain.\n\nSpell Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck plays a wide range of instants and sorceries because Myra needs spells to open Attractions and fill the graveyard.\nCheap draw and selection spells like Deliberate, Contact Other Plane, Machinate and Prismari Charm help keep the deck moving. Removal spells like Abrade, Chaos Warp, Reality Shift, Run Away Together, Ravenform, Wash Out, Smash to Dust, Prismari Command and Fiery Confluence help the deck interact with different kinds of threats.\nRituals like Desperate Ritual, Pyretic Ritual, Seething Song, Inner Fire and Jeska’s Will help fuel explosive turns. These are important because Myra’s activated ability can be mana-hungry, and the deck often wants to cast multiple spells in one turn.\nBigger spells like Delayed Blast Fireball, Flame Fusillade, Rise and Shine, Slagstorm and Bonus Round create the deck’s more dramatic moments. They are not always subtle, but this is not a subtle amusement park.\n\nMyra’s Graveyard Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The graveyard is a toolbox in this deck.\nOnce an instant or sorcery has been cast, Myra can exile it under an Attraction. Choosing the right spell to attach is one of the most interesting decisions in the deck.\nA removal spell under an Attraction gives you repeatable control. A draw spell gives you steady card flow. A burn spell creates long-term pressure. A flexible spell gives you more options every time the Attraction is visited.\nThe important thing is not to exile spells automatically. Sometimes a spell is better left in the graveyard until you know which Attraction matters most. Sometimes a small spell is perfect because it is cheap to attach. Sometimes saving mana for a bigger spell is worth the delay.\nMyra rewards patience, timing, and a willingness to turn the graveyard into a carnival maintenance closet.\n\nProtection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra is important, so the deck plays several ways to keep her around.\nClout of the Dominus, Curator’s Ward, Robe of Mirrors and Vanishing help protect key creatures. Protection is especially valuable because Myra often needs at least one turn cycle to start loading spells under Attractions. Negate protects against dangerous noncreature spells, and Disrupt Decorum can buy a crucial combat step by sending attackers elsewhere.\nBothersome Quasit is a very useful defensive and political card. Goading opponents’ creatures helps redirect pressure away from you and keeps the table fighting while your park continues to grow.\nMaze of Ith also helps protect you from large attackers, which matters because this deck can sometimes take time to assemble its engine.\n\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck draws cards in several different ways.\nSome card advantage comes from normal spells and artifacts: Endless Atlas, Resonating Lute, Wand of Wonder, Wizard’s Spellbook, Contact Other Plane, Machinate, Deliberate, Prismari Charm and similar effects all help keep cards flowing.\nSome comes from dice and Attractions. Netherese Puzzle-Ward, Priority Boarding, Vexing Puzzlebox and Attraction visits provide value in a less conventional way.\nKitsa, Otterball Elite is a strong utility piece because it supports the spell plan, provides looting, and can copy spells once set up.\nThe deck wants enough card flow to keep casting spells from hand, because Myra only opens Attractions from spells cast from hand. Recasting copied spells from Attractions is powerful, but the deck still needs fresh cards to keep building the park.\n\nRamp and Mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra costs four mana and her activated ability requires additional mana, so ramp matters.\nIzzet Signet, Ebony Fly, Resonating Lute, Vexing Puzzlebox, Galazeth Prismari, Rowan, Scholar of Sparks, and the ritual package all help the deck generate enough mana for big turns.\nGalazeth Prismari is especially useful because the deck makes and uses artifacts. Turning artifacts into mana for instants and sorceries helps power the deck’s spell turns.\nThe ritual package is intentionally bursty. Desperate Ritual, Pyretic Ritual, Seething Song, Inner Fire and Jeska’s Will help create the sudden turns where Myra loads a spell, casts more spells, opens more Attractions, and turns a quiet board into a carnival incident report.\n\nToken and Damage Payoffs"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck can win through several overlapping routes.\nThe Lost and the Damned rewards casting spells from anywhere other than your hand by creating Spawn tokens. This works especially well with Myra, because copied spells cast from Attractions trigger it. Feywild Trickster creates Faerie Dragons from dice rolls. Stormsplitter can create a sudden army of copies when the deck chains spells together.\nDamage can come from Brazen Dwarf, Delayed Blast Fireball, Fiery Confluence, Slagstorm, Flame Fusillade, Rise and Shine, and repeated copied burn spells. Bonus Round can make these turns much more dangerous.\nRise and Shine is a particularly theatrical finisher in a deck with many artifacts. It can turn a board full of small objects into an unexpected attacking force. Flame Fusillade can do something similar by turning permanents into direct damage.\nThe deck does not have one single fixed win condition. It wins by letting several strange engines overlap until the board becomes too explosive to ignore.\n\nStormsplitter"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stormsplitter is a newer addition that fits the deck’s spell-heavy plan very well.\nThe deck already wants to cast multiple instants and sorceries in a turn, and Stormsplitter rewards that by creating copies of itself. In a deck with rituals, cost reduction, copied spells and burst turns, it can quickly become a real threat.\nIt is not here to create an infinite loop. It is here as a flashy payoff for doing what the deck already wants to do: cast spells, copy spells, and let the board fill with unstable magical duplicates.\n\nKey Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra the Magnificent"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The commander and main engine. She opens Attractions and turns graveyard spells into repeatable Attraction payoffs.\nVexing Puzzlebox"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Ramp, dice payoff, and eventual tutor. A perfect bridge between the dice package and the deck’s need for mana.\nBarbarian Class"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A key dice-control card that also helps turn dice rolling into additional value.\nPixie Guide and Wyll, Blade of Frontiers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These cards make dice rolling more reliable and more rewarding, which directly supports the Attraction engine.\nGalazeth Prismari"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turns artifacts into mana for instants and sorceries, helping fuel explosive spell turns.\nThe Lost and the Damned"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the best payoffs for Myra’s copied spells, creating Spawn tokens whenever you cast spells from unusual zones.\nBonus Round"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A dangerous and exciting spell-copying card. It can create massive turns, but it also requires careful timing because opponents can benefit too.\nRise and Shine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A surprise finisher that can turn the deck’s artifact-heavy board into a sudden army.\nFlame Fusillade"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Another strange finisher that turns a developed board into direct damage.\nDisrupt Decorum"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A key survival card. It buys time, redirects aggression, and lets opponents entertain each other while the park keeps running.\n\nHow to Mulligan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A good opening hand usually has three lands, or two lands plus ramp, at least one cheap instant or sorcery, and either a setup piece or protection.\nHands with ramp, a cheap spell and an Attraction support card are usually good. Hands with only expensive spells and no early development are risky. Hands with Myra protection and a good mana base are often worth keeping.\nYou do not always need to cast Myra immediately on turn four. Sometimes it is better to set up mana first, open an Attraction, or wait until you can cast Myra and protect her. Myra is powerful, but she is also visible. The park runs better when the manager survives.\n\nStrengths"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck creates very unusual games.\nIt makes Attractions matter in a real Commander deck.\nIt has a strong identity and a high fun factor.\nIt rewards sequencing and creative decisions.\nIt can generate value from dice, spells, artifacts and Attractions all at once.\nIt can win through burn, tokens, copied spells or animated artifacts.\nIt feels very different from a generic Izzet spellslinger deck.\nOnce established, the engine can snowball very quickly.\n\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck relies heavily on Myra.\nAttraction visits are random.\nThe engine can be slow if Myra is removed repeatedly.\nSome cards are playful rather than efficient.\nThe deck can struggle against very fast aggression.\nGraveyard hate can reduce Myra’s options.\nPoor sequencing can leave good spells under Attractions that are rarely visited.\nThe deck can look harmless until it suddenly becomes the problem.\nThis deck is not built for maximum consistency. It is built for strange engines, risky turns and memorable explosions.\n\nClosing Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra the Magnificent: The Law of Attractions is a bracket 3 Izzet deck about opening a magical amusement park and then quietly violating every safety regulation in the multiverse.\nIt casts spells, opens Attractions, manipulates dice, stores spells in the park, copies them later, creates tokens, burns creatures, draws cards, and occasionally turns a harmless-looking board into a catastrophic fireworks display.\nThe deck’s promise is simple: welcome to the park, please keep your hands inside the ride, and do not ask why the spell-copying booth is smoking.\n\n"},{"attributes":{"italic":true},"insert":"Note: This primer was written with the assistance of AI, based on my own decklist, gameplay goals, card choices, and personal description of the deck’s intended playstyle."},{"insert":"\n"}]}
Commander
Myra the Magnificent
Whenever you cast an instant or sorcery spell from your hand, open an Attraction.
, : 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.
, : 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.
Legendary Creature - Human Performer

Commander
(CTRL to add secondary)
Boum !
Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Boum !
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Dice controle
Barbarian Class
(Gain the next level as a sorcery to add its ability.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
Enchantment - Class

Wyll, Blade of Frontiers
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Whenever you roll one or more dice, put a +1/+1 counter on Wyll.
Choose a Background (You can have a Background as a second commander.)
Whenever you roll one or more dice, put a +1/+1 counter on Wyll.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Warlock

Dice controle
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Draw/CA
Artist's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Enchantment - Class

Kitsa, Otterball Elite
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Legendary Creature - Wizard Otter

Wand of Wonder
, : Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
Artifact

Wizard's Spellbook
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
Artifact - Book

Draw/CA
(CTRL to add secondary)
Goodstuff
Seize the Spotlight
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Sorcery

Goodstuff
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Land
Land
(CTRL to add secondary)
Open attractions
Open attractions
(CTRL to add secondary)
Protection
Bothersome Quasit
Menace
Goaded creatures your opponents control can't block.
Whenever you cast a noncreature spell, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Goaded creatures your opponents control can't block.
Whenever you cast a noncreature spell, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Creature - Demon

Protection
(CTRL to add secondary)
Ramp
Ebony Fly
This artifact enters tapped.
: Add .
: Roll a d6. Until end of turn, you may have this artifact become an X/X Insect artifact creature with flying, where X is the result.
Whenever this artifact attacks, another target attacking creature gains flying until end of turn.
: Add .
: Roll a d6. Until end of turn, you may have this artifact become an X/X Insect artifact creature with flying, where X is the result.
Whenever this artifact attacks, another target attacking creature gains flying until end of turn.
Artifact

Rowan, Scholar of Sparks
Instant and sorcery spells you cast cost less to cast.
+1: Rowan deals 1 damage to each opponent. If you've drawn three or more cards this turn, she deals 3 damage to each opponent instead.
−4: You get an emblem with "Whenever you cast an instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy."
+1: Rowan deals 1 damage to each opponent. If you've drawn three or more cards this turn, she deals 3 damage to each opponent instead.
−4: You get an emblem with "Whenever you cast an instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy."
Legendary Planeswalker - Rowan


Vexing Puzzlebox
Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
Artifact

Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Attraction Deck
Pick-a-Beeble
Visit — Roll a six-sided die. Put a number of luck counters on Pick-a-Beeble equal to the result and create a Treasure token. Then if there are six or more luck counters on Pick-a-Beeble, claim the prize!
Prize — Create two Treasure tokens, then sacrifice Pick-a-Beeble and open an Attraction.
Prize — Create two Treasure tokens, then sacrifice Pick-a-Beeble and open an Attraction.
Artifact - Attraction

Storybook Ride
Visit — Exile the top X cards of your library, where X is the number of Attractions you've visited this turn (including this one). You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them on the bottom of your library in any order.
Artifact - Attraction

Tunnel of Love
Visit — Choose an opponent. They choose a creature they control, then you choose a creature you control. You may exile the chosen creatures. If you do, return them to the battlefield under their owners' control at the beginning of the next end step. Otherwise, the chosen creatures fight each other.
Artifact - Attraction

Attraction Deck
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"italic":true},"insert":"v1.1.1 MAJ 26/06/2026"},{"insert":"\n\nA bracket 3 Myra the Magnificent deck built around Attractions, dice rolling, and Izzet spell-copying nonsense. The deck can be a little slow to set up, but once Myra is protected and several Attractions are open, the carnival engine becomes powerful quickly: spells get stored under rides, visit rolls turn into free copies, and the board can suddenly explode into card advantage, removal, tokens, and damage. Weird, swingy, flavorful, and much stronger than it first looks."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nMyra the Magnificent: The Law of Attractions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nDeck Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a bracket 3 Myra the Magnificent deck built around Attractions, dice rolling, and Izzet spellslinger value.\nAt first glance, the deck looks like a playful carnival machine full of Unfinity cards, dice, weird artifacts and suspiciously unsafe rides. That is true. But it is not just a novelty deck. Once Myra is protected, several Attractions are open, and useful instants or sorceries are stored under them, the deck can generate a very serious amount of value.\nMyra opens Attractions when you cast instants and sorceries from your hand, then turns those Attractions into repeatable spell-copying engines by exiling spells from your graveyard under them. Every visit roll can become card draw, removal, damage, token production, or another burst of spell-copying value.\nThe deck can be a little slow to set up, but once the park is running, it becomes much stronger than it first appears. It is strange, swingy, flavorful, and genuinely dangerous.\n\nPower Level and Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck is intended as a bracket 3 deck.\nIt contains at least one Game Changer, which places it in bracket 3 immediately, and its overall engine is also strong enough to belong there. Myra can create a lot of value if she survives, especially once several Attractions are open and the graveyard contains useful spells to copy.\nThe goal is not to build the most optimized Izzet spellslinger deck possible. This is not a streamlined combo-control shell, and it avoids infinite combos and extra turns. The goal is to play a flavorful and unusual bracket 3 deck that feels like a magical amusement park: strange, funny, volatile, sometimes unreliable, but genuinely threatening once the machinery starts moving.\nThe deck should be presented honestly to the table. It has a goofy face, but there is a real engine underneath the neon lights.\n\nWhy Myra?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra the Magnificent is one of the most unusual Izzet commanders available.\nHer first ability rewards you for casting instants and sorceries from your hand by opening Attractions. This gives the deck a separate board engine that grows naturally while you play normal Izzet spells.\nHer second ability is the real reason to build around her. By paying mana and tapping Myra, you exile an instant or sorcery card from your graveyard and choose an Attraction you control. Whenever you visit that Attraction, you copy the exiled card and may cast the copy for free.\nThat means every spell you cast can become future value. A draw spell can become repeatable card flow. A removal spell can become a recurring answer. A damage spell can become a win condition. A strange utility spell can become another lever in the carnival control room.\nMyra turns the graveyard into storage and Attractions into spell batteries.\n\nMain Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck usually plays in three phases.\nIn the early game, the goal is to develop mana and prepare the engine. Mana rocks, rituals, dice support cards, and cheap instants or sorceries help set up future turns. Myra is important, but she is also fragile, so it is often better to cast her when you can either protect her or get value quickly.\nIn the mid game, the deck starts opening Attractions and loading spells under them. Cards like Draconian Gate-Bot, Monitor Monitor, Rad Rascal, Seasoned Buttoneer and Command Performance help increase the Attraction count beyond Myra’s own triggers. Once several Attractions are open, each visit step becomes more meaningful.\nIn the late game, the deck tries to overwhelm the table with repeated spell copies, token generation, burn spells, big explosive turns, and overlapping payoffs. The deck does not always win the same way. Sometimes it wins through copied damage. Sometimes it wins through token swarms. Sometimes it wins because one visit step turns into a catastrophic chain of value.\nThe ideal game feels like the park is barely holding together, but somehow every unsafe machine is pointed at your opponents.\n\nAttractions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Attractions are the heart of the deck.\nThe Attraction deck gives this deck its identity. It means the deck is not only playing on the normal battlefield, but also building a separate carnival engine that triggers through visit rolls.\nSome Attractions provide card advantage, some make tokens, some manipulate creatures, some create small bursts of value, and some become important because Myra has attached a spell to them. Even a modest Attraction can become dangerous if it starts copying the right spell.\nThe randomness matters. You do not always visit the Attraction you want. This makes the deck less consistent than a tuned spellslinger deck, but much more entertaining. Dice control cards help smooth this randomness, but they do not remove it entirely.\nThat balance is important. The deck wants the carnival to be useful, not predictable.\n\nOpening More Attractions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra opens Attractions whenever you cast instants and sorceries from your hand, but the deck also includes dedicated Attraction support.\nDraconian Gate-Bot, Monitor Monitor, Rad Rascal, Seasoned Buttoneer and Command Performance help open additional Attractions. These cards increase the density of rides and give Myra more places to store spells.\nPriority Boarding also supports the Attraction plan while providing useful card flow. The more Attractions you open, the more likely each visit step becomes relevant.\nThe deck wants several Attractions in play because one Attraction is a novelty, but four or five Attractions start to feel like a real engine.\n\nDice Rolling and Dice Control"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck includes a strong dice subtheme because Attractions rely on visit rolls and several support cards care about dice.\nPixie Guide, Bamboozling Beeble, Wyll, Blade of Frontiers and Barbarian Class help improve or multiply dice rolls. Vexing Puzzlebox turns dice rolling into mana and eventually into tutoring. Brazen Dwarf turns dice rolls into damage. Feywild Trickster creates Faerie Dragon tokens when dice are rolled. Netherese Puzzle-Ward rewards dice rolling with card selection and value.\nThis package is not just decorative. It makes the Attraction engine more reliable, gives the deck extra bodies, and turns visit rolls into meaningful resources.\nThe dice package also gives the deck a very distinct personality. This is not just Izzet spellslinger. This is Izzet spellslinger with tickets, probability manipulation, token prizes, and someone shouting “roll again” from behind the curtain.\n\nSpell Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck plays a wide range of instants and sorceries because Myra needs spells to open Attractions and fill the graveyard.\nCheap draw and selection spells like Deliberate, Contact Other Plane, Machinate and Prismari Charm help keep the deck moving. Removal spells like Abrade, Chaos Warp, Reality Shift, Run Away Together, Ravenform, Wash Out, Smash to Dust, Prismari Command and Fiery Confluence help the deck interact with different kinds of threats.\nRituals like Desperate Ritual, Pyretic Ritual, Seething Song, Inner Fire and Jeska’s Will help fuel explosive turns. These are important because Myra’s activated ability can be mana-hungry, and the deck often wants to cast multiple spells in one turn.\nBigger spells like Delayed Blast Fireball, Flame Fusillade, Rise and Shine, Slagstorm and Bonus Round create the deck’s more dramatic moments. They are not always subtle, but this is not a subtle amusement park.\n\nMyra’s Graveyard Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The graveyard is a toolbox in this deck.\nOnce an instant or sorcery has been cast, Myra can exile it under an Attraction. Choosing the right spell to attach is one of the most interesting decisions in the deck.\nA removal spell under an Attraction gives you repeatable control. A draw spell gives you steady card flow. A burn spell creates long-term pressure. A flexible spell gives you more options every time the Attraction is visited.\nThe important thing is not to exile spells automatically. Sometimes a spell is better left in the graveyard until you know which Attraction matters most. Sometimes a small spell is perfect because it is cheap to attach. Sometimes saving mana for a bigger spell is worth the delay.\nMyra rewards patience, timing, and a willingness to turn the graveyard into a carnival maintenance closet.\n\nProtection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra is important, so the deck plays several ways to keep her around.\nClout of the Dominus, Curator’s Ward, Robe of Mirrors and Vanishing help protect key creatures. Protection is especially valuable because Myra often needs at least one turn cycle to start loading spells under Attractions. Negate protects against dangerous noncreature spells, and Disrupt Decorum can buy a crucial combat step by sending attackers elsewhere.\nBothersome Quasit is a very useful defensive and political card. Goading opponents’ creatures helps redirect pressure away from you and keeps the table fighting while your park continues to grow.\nMaze of Ith also helps protect you from large attackers, which matters because this deck can sometimes take time to assemble its engine.\n\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck draws cards in several different ways.\nSome card advantage comes from normal spells and artifacts: Endless Atlas, Resonating Lute, Wand of Wonder, Wizard’s Spellbook, Contact Other Plane, Machinate, Deliberate, Prismari Charm and similar effects all help keep cards flowing.\nSome comes from dice and Attractions. Netherese Puzzle-Ward, Priority Boarding, Vexing Puzzlebox and Attraction visits provide value in a less conventional way.\nKitsa, Otterball Elite is a strong utility piece because it supports the spell plan, provides looting, and can copy spells once set up.\nThe deck wants enough card flow to keep casting spells from hand, because Myra only opens Attractions from spells cast from hand. Recasting copied spells from Attractions is powerful, but the deck still needs fresh cards to keep building the park.\n\nRamp and Mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra costs four mana and her activated ability requires additional mana, so ramp matters.\nIzzet Signet, Ebony Fly, Resonating Lute, Vexing Puzzlebox, Galazeth Prismari, Rowan, Scholar of Sparks, and the ritual package all help the deck generate enough mana for big turns.\nGalazeth Prismari is especially useful because the deck makes and uses artifacts. Turning artifacts into mana for instants and sorceries helps power the deck’s spell turns.\nThe ritual package is intentionally bursty. Desperate Ritual, Pyretic Ritual, Seething Song, Inner Fire and Jeska’s Will help create the sudden turns where Myra loads a spell, casts more spells, opens more Attractions, and turns a quiet board into a carnival incident report.\n\nToken and Damage Payoffs"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck can win through several overlapping routes.\nThe Lost and the Damned rewards casting spells from anywhere other than your hand by creating Spawn tokens. This works especially well with Myra, because copied spells cast from Attractions trigger it. Feywild Trickster creates Faerie Dragons from dice rolls. Stormsplitter can create a sudden army of copies when the deck chains spells together.\nDamage can come from Brazen Dwarf, Delayed Blast Fireball, Fiery Confluence, Slagstorm, Flame Fusillade, Rise and Shine, and repeated copied burn spells. Bonus Round can make these turns much more dangerous.\nRise and Shine is a particularly theatrical finisher in a deck with many artifacts. It can turn a board full of small objects into an unexpected attacking force. Flame Fusillade can do something similar by turning permanents into direct damage.\nThe deck does not have one single fixed win condition. It wins by letting several strange engines overlap until the board becomes too explosive to ignore.\n\nStormsplitter"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stormsplitter is a newer addition that fits the deck’s spell-heavy plan very well.\nThe deck already wants to cast multiple instants and sorceries in a turn, and Stormsplitter rewards that by creating copies of itself. In a deck with rituals, cost reduction, copied spells and burst turns, it can quickly become a real threat.\nIt is not here to create an infinite loop. It is here as a flashy payoff for doing what the deck already wants to do: cast spells, copy spells, and let the board fill with unstable magical duplicates.\n\nKey Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra the Magnificent"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The commander and main engine. She opens Attractions and turns graveyard spells into repeatable Attraction payoffs.\nVexing Puzzlebox"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Ramp, dice payoff, and eventual tutor. A perfect bridge between the dice package and the deck’s need for mana.\nBarbarian Class"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A key dice-control card that also helps turn dice rolling into additional value.\nPixie Guide and Wyll, Blade of Frontiers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These cards make dice rolling more reliable and more rewarding, which directly supports the Attraction engine.\nGalazeth Prismari"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turns artifacts into mana for instants and sorceries, helping fuel explosive spell turns.\nThe Lost and the Damned"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the best payoffs for Myra’s copied spells, creating Spawn tokens whenever you cast spells from unusual zones.\nBonus Round"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A dangerous and exciting spell-copying card. It can create massive turns, but it also requires careful timing because opponents can benefit too.\nRise and Shine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A surprise finisher that can turn the deck’s artifact-heavy board into a sudden army.\nFlame Fusillade"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Another strange finisher that turns a developed board into direct damage.\nDisrupt Decorum"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A key survival card. It buys time, redirects aggression, and lets opponents entertain each other while the park keeps running.\n\nHow to Mulligan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A good opening hand usually has three lands, or two lands plus ramp, at least one cheap instant or sorcery, and either a setup piece or protection.\nHands with ramp, a cheap spell and an Attraction support card are usually good. Hands with only expensive spells and no early development are risky. Hands with Myra protection and a good mana base are often worth keeping.\nYou do not always need to cast Myra immediately on turn four. Sometimes it is better to set up mana first, open an Attraction, or wait until you can cast Myra and protect her. Myra is powerful, but she is also visible. The park runs better when the manager survives.\n\nStrengths"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck creates very unusual games.\nIt makes Attractions matter in a real Commander deck.\nIt has a strong identity and a high fun factor.\nIt rewards sequencing and creative decisions.\nIt can generate value from dice, spells, artifacts and Attractions all at once.\nIt can win through burn, tokens, copied spells or animated artifacts.\nIt feels very different from a generic Izzet spellslinger deck.\nOnce established, the engine can snowball very quickly.\n\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck relies heavily on Myra.\nAttraction visits are random.\nThe engine can be slow if Myra is removed repeatedly.\nSome cards are playful rather than efficient.\nThe deck can struggle against very fast aggression.\nGraveyard hate can reduce Myra’s options.\nPoor sequencing can leave good spells under Attractions that are rarely visited.\nThe deck can look harmless until it suddenly becomes the problem.\nThis deck is not built for maximum consistency. It is built for strange engines, risky turns and memorable explosions.\n\nClosing Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Myra the Magnificent: The Law of Attractions is a bracket 3 Izzet deck about opening a magical amusement park and then quietly violating every safety regulation in the multiverse.\nIt casts spells, opens Attractions, manipulates dice, stores spells in the park, copies them later, creates tokens, burns creatures, draws cards, and occasionally turns a harmless-looking board into a catastrophic fireworks display.\nThe deck’s promise is simple: welcome to the park, please keep your hands inside the ride, and do not ask why the spell-copying booth is smoking.\n\n"},{"attributes":{"italic":true},"insert":"Note: This primer was written with the assistance of AI, based on my own decklist, gameplay goals, card choices, and personal description of the deck’s intended playstyle."},{"insert":"\n"}]}





























































































