Myr Turbine
The apex of the Myr pyramid, the card that turns a scattering of one-mana artifact dorks into a recursive engine. The first ability is the seed: it costs nothing but the tap, ticking out a 1/1 Myr every turn until you have a board. The second ability is the payoff, and it explains the name, because turbines compound: tap five Myr to tutor any Myr in your library directly onto the battlefield, and the Myr you just fetched can be tapped next turn to fetch another. The whole structure is built to fold back on itself, each search adding more legs that power the next search, which is why the tribe's heavy hitters (Palladium Myr ramp, Myr Battlesphere as a capstone) sit at the top of the curve waiting to be assembled rather than drawn. What balances it is the sheer setup tax: you need five untapped Myr already in play before the tutor does anything, and untapping a critical mass of small bodies in the face of a sweeper is its own problem. It sits in a small family of artifact-creature factories that double as silver-bullet finders, and it is rare among them for caring about a single creature type rather than artifacts broadly. The reward for committing to that narrowness is a self-replicating chain that, once it spins up, does not stop.
