Aluminum Monomyrs
---Lands (22)---
x2 Emeria, the Sky Ruin
x3 Marsh Flats
x16 Plains
x1 Terramorphic Expanse
---Creatures (23)---
x4 Gold Myr
x2 Myr Sire
x1 Myr Battlesphere
x4 Myr Galvanizer
x2 Palladium Myr
x3 Perilous Myr
x4 Sun Titan
x3 Wall of Omens
---Artifacts (7)---
x4 Everflowing Chalice
x2 Myr Reservoir
x1 Myr Turbine
---Spells (8)---
x2 All is Dust
x2 Eldrazi Conscription
x4 Journey to Nowhere
---Sideboard (15)---
x1 All is Dust
x3 Day of Judgment
x3 Kor Firewalker
x4 Leyline of Sanctity
x4 Summoning Trap
The deck mainly evolved from a monoblue myr failure and the lack of Sun Titans I saw in Standard. Strategy's fairly simple; Ramp up to Titan while being aggressive with the Myr. Titan and Emeria provide card advantage long term, and if Conscription comes out, awesome.
The prototype also ran two Wurmcoil Engines and four Tempered Steel, but the Steel wasn't available at the time. They were replaced with 2 Titans (since deadcoils work best with them) and Journeys for some control. All is Dust replaced a fourth Wall that I couldn't find, and some other mysterious slot. Meh. Also, Myr Sire were playtest replacements of Myrsmith; I decided that a guaranteed two 1/1 myrs beat the "potential" of many, particularly when the 'Smith was least priority when having multiple turn 2 choices. Marsh Flats were a last second Expanse replacement, after figuring the "untappedness" would be of use. Sideboard aimed mostly at aggro in general, Valakut, and the Traps against control.
Summary time!
Round 1 - GUW Goo (2-0)
This round was, well, rather pathetic. Game 1 went by with him being mana screwed. Galvanizer beatdown did the trick. Could have played a Titan or the Battlesphere, but didn't want to reveal my deck too early. Game 2 saw more mana screw on his end. He got a Day of Judgment out, but a Titan fixed that rather quick. The one creature he saw went on a Journey. After the games I saw his deck. Singleton rares, rather money. But money can't compensate for a rather poor strategy and mana base. It's my belief the screw I saw him suffer was actually it running normally. ¯\o_0/¯
Round 2 - Ezuri Elfstomp (2-1)
Typical elf-deck; ramp fast, ramp hard with Elvish Archdruid. Lead the Stampede refills hands and both Ezuri, Renegade Leader and Garruk Wildspeaker fulfill overrun conditions. Game one saw just that, plus Eldrazi Monument to hit the point home. What was it, ninety-three damage while I was at ten life? I sideboarded in all my wrath. Game two saw a well placed All is Dust followed by a Battlesphere. Looking at his empty hand, he conceded. Game three saw more board wiping, with the end in my favor, two Sun Titans and a fulfilled Emeria. Regardless of my victories against them, elf decks still freak the heck out of me.
Round 3 - Valakut (1-2)
Won't spend much time here. Game one saw absurd mulligans on his side. I didn't take the advantage lightly, and neither did the Galvanizers. Game two, Sanctity came out. Primevals had to go the distance while Valakut fried my critters. Made me wish I had more wrath/control effects. Game three was fast. The difference was determined by not drawing one mana, which would have put Conscription on Sun Titan. The end result? Fried for 18 damage from Valakut. Here's where I realized the disadvantage of Marsh Flats. In a deck full of ramp, having six lands come into play tapped doesn't matter too much in the whole picture. Halving that number was really unnecessary and the life points do add up.
Round 4 - RW Battlecraft (2-0)
A very fun match against a friend. If I recall correctly, his turn one was Memnite, Memnite, Plains, Ornithopter, and Mox Opal. Turn two Tempered Steel. Sound fun, right? Well, cue two more Tempered Steel on the next turns. Somehow, the deities were on my side. All is Dust cleared them all, and I stabilized at 2 life with the help of Perilous Myr. Sun Titans appeared, and the game finished in my favor. Second game saw Turbine come out, into Battlesphere. A Reservoir and two Galvanizers meant for a lethal swarm. That first game... probably the most ludicrous I've had in a long while.
Round 5 - RW Steppefall (0-2)
Lost my favorite pen in between rounds. Quite the bad omen. So without paper-tracking life, my memory's not the best. But his deck played fairly straightforward; Steppe Lynx, Adventuring Gear, Spikeshot Elder, and fetchlands galore. You put the pieces together. Game two saw a Collar / Sparkmage lock after a wrath, and that kept me down in spite of playing Sun Titan again and again from turn four and up. Oh well.
Like I said, better than expected. Think I'd like to max out the Palladiums after seeing how well they did, maybe throw Dispense Justice in the sideboard while maxing out Day of Judgment, and replace that Turbine with another Battlesphere. Oh right, also nix the flats for expanses, and toss in Tectonic Edges at the expense of some plains.
And before I go, I'd like to note even though Besieged just came out, there was only one Infect player of the fifty or so players.