Arcane Foundry › Commanders › Urtet, Remnant of Memnarch
Urtet, Remnant of Memnarch
Legendary Artifact Creature — Myr · {3} · Black/Green/Red/Blue/White commander
Whenever you cast a Myr spell, create a 1/1 colorless Myr artifact creature token.
At the beginning of combat on your turn, untap each Myr you control.
{W}{U}{B}{R}{G}, {T}: Put three +1/+1 counters on each Myr you control. Activate only during your turn.
Build an Urtet, Remnant of Memnarch deck →
What Urtet, Remnant of Memnarch actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · cast_spellWhenever you cast a Myr spell, create a 1/1 colorless Myr artifact creature token.
- Triggered ability · beginning_of_combatAt the beginning of combat on your turn, untap each Myr you control.
- Activated ability{W}{U}{B}{R}{G}, {T}: Put three +1/+1 counters on each Myr you control. Activate only during your turn.
What an Urtet, Remnant of Memnarch deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 5× Untap the commander so the tap ability is an engine, not a one-shot
- 26× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 6× A card that is CAST to trigger the commander — reanimating or blinking it does not count
- 4× A team pump that actually pumps tokens
- 14× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 2× Answer a spell or ability before it resolves
Best cards for Urtet, Remnant of Memnarch
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Rising of the Day3 mana
- Temur Ascendancy3 mana
- Thousand-Year Elixir3 mana
- Fable of the Mirror-Breaker // Reflection of Kiki-Jiki3 mana
- Frostcliff Siege3 mana
- Goblin Chieftain3 mana
- Tyvar, Jubilant Brawler3 mana
- Blacksmith's Talent1 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Aggravated Assault3 mana
- Aurelia, the Warleader6 mana
- Bear Umbra4 mana
- Reconnaissance1 mana
- Sword of Feast and Famine3 mana
- Wilderness Reclamation4 mana
- Amulet of Vigor1 mana
- Beledros Witherbloom7 mana
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Myr Retriever2 mana
- Gold Myr2 mana
- Iron Myr2 mana
- Leaden Myr2 mana
- Myr Convert2 mana
- Plague Myr2 mana
- Silver Myr2 mana
- Palladium Myr3 mana
A card that is CAST to trigger the commander — reanimating or blinking it does not count
- Myr Retriever2 mana
- Gold Myr2 mana
- Iron Myr2 mana
- Leaden Myr2 mana
- Myr Convert2 mana
- Plague Myr2 mana
- Silver Myr2 mana
- Palladium Myr3 mana
A team pump that actually pumps tokens
- Intangible Virtue2 mana
- Caretaker's Talent3 mana
- Inspiring Leader3 mana
- Pollen-Shield Hare // Hare Raising2 mana
- Prava of the Steel Legion3 mana
- Hildibrand Manderville // Gentleman's Rise2 mana
- Hildibrand Manderville // Gentleman's Rise2 mana
- Mite Overseer4 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Karn's Bastion0 mana
- Bristly Bill, Spine Sower2 mana
- Cankerbloom2 mana
- Ripples of Potential2 mana
- Thrummingbird2 mana
- Thirsting Roots1 mana
- Evolution Sage3 mana
- Mossborn Hydra3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Assassin's Trophy2 mana
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Reality Shift2 mana
- Wild Magic Surge2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
Answer a whole board at once
- Final Showdown1 mana
- Vanquish the Horde8 mana
- Amalia Benavides Aguirre2 mana
- Do or Die2 mana
- Martyr's Cry2 mana
- Pest Control2 mana
- Force of Despair3 mana
- Split Up3 mana
Answer a spell or ability before it resolves
- Pact of Negation0 mana
- Counterspell2 mana
- Three Steps Ahead1 mana
- Long River's Pull2 mana
- Force of Will5 mana
- Abjure1 mana
- Archmage's Charm3 mana
- Cancel3 mana