You may be thinking that this card is terrible. Why would you want a creature that can’t attack, block, or be targeted by any of your own spells? Well my friend, you have not seen the Johnny potential of this card. I’m going to show you 3 cards that work wonders with this card.
First up is Genesis Chamber. Turn one, play this card; turn two, play Genesis Chamber. By the end of turn 2, you have 2 creatures. By the start of your third turn, you have 3, 3 of switch can swing. In a four-player game, you’ll probably have 5 creatures, 4 of which can swing. Unless your opponents can take care of Genesis Chamber, they are going to be facing off against endless ranks of Myr.
Second is Hamletback Goliath. I don’t really think I need to explain why these two cards work so well. Instead of being a 6/6 when it comes into play, Hamletback Goliath is an 8/8 with this card. As your opponents play, it just keeps getting bigger and bigger until they try to kill it, at which point you should probably Fling it at them.
Finally, there’s Kyren Negotiations. This card is an expert negotiator and it’s a problem that should be dealt with sooner rather than later. 1 damage every turn may not seem like a lot, but it can add up quickly, especially in a multiplayer game. When working in combination with something like the aforementioned Genesis Chamber combo, this can result in a lot of damage that you can deal just before your turn starts.
Those are just a few cards that work really well with this card. Now, it may be difficult to kill this card, but if the other combo pieces are stripped away, this can’t really do much. It’s a great card, but it relies fairly heavily on the toys that it needs.
Pros: Almost unkillable, great combo card
Cons: Can’t do anything on its own