Font of Mythos
At the beginning of each player's draw step, that player draws two additional cards.
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Font of Mythos Discussion
3 days ago
I Love it!Lot more combos than my Locust deck, but im glad to see someone else getting a head start on this badass as well. I may steal a few ideas from you.My suggestions though would be
Training Grounds to make his rummage cheaper. Thought Reflection because duh. Mind Unbound can get big fast. Consecrated Sphinx is a must here. Windreader Sphinx is basically a token doubler in this deck. Alhammarret's Archive and Font of Mythos for double draw.
and the keyrunes and cluestones are great ramp that double as draw outlets when you need them.
4 days ago
4 days ago
Thanks a lot benjameenbear7! I usually try to make decks based on flavor, but that can also be somewhat competitive in casual play, so thanks for the encouragement!
@The_Squirrel Thanks a lot for your suggestions, you've given me a lot to think about. First off, does Grapeshot (most commonly used storm card) deal combat damage? I thought it was only creatures that could deal combat damage during combat, or when a card says two creatures fight each other. If not then unfortunately the two fog spells won't help with dealing with storm or Walking Ballista's third ability. Since this deck runs black I have already considered Fatal Push and I didn't think it was right for this deck, at least not as a 4 of, but I will consider it. I think your point about Creeping Tar Pit is spot on, and it will go in the board for now. About the chump blocking, I chose these three creatures because they all have a way to deal with that problem: Thing in the Ice Flip is a board bounce that clears a path for attacking at least for 1 turn, if Chasm Skulker gets really big, an Abrupt Decay, Maelstrom Pulse, Damnation, or opponent's removal spell (if they are that stupid) will allow me to go wide and overwhelm the opponent with numbers, and Consuming Aberration has the mill ability, so I don't even need to attack with him if they are just chump blocking. Temple Bell seems like a good replacement for Rites of Flourishing, but I think Font of Mythos might often be just too difficult to cast at 4 mana. Let me know what you think of all this, I really appreciate all your suggestions!
4 days ago
How well do your win conditions work? It seems like you could have issues with removal since your opponent is drawing as many cards as you. They could also chump block all your guys. One idea is you could replace those 10 creatures with 2 Elixir of Immortality and win by decking them. You could then add more fogs, 4 Fatal Push, and/or counterspells.
You could put 1-2 Creeping Tar Pit in the board for another win condition. I say in the board, because you don't want them seeing it game 1. That way they'll take out removal.
You also have the problem of decks that don't win through combat damage or other have shenanigans such as Mindslaver. Commencement of Festivities and Defend the Hearth would stop Storm and any deck with Walking Ballista. They can just replace your other 2 drop fogs. I would put in a couple counterspells for these decks, any deck that casts Emrakul, the Promised End and others I can't think of atm.
1 week ago
It looks like your battling between going wide and going tall. It's my opinion that the wide is more important than the tall (though some of the buffers are too great to pass up)
Things to add -
Ezuri's Predation - a board wipe that gives you tokens
Shamanic Revelation - massive card draw and potentially some life-gain
Collective Blessing - bigger bang for your buck than glorious anthem
Cryptolith Rite - massive ramp with all your tokens
Dictate of Heliod - Another massive anthem
Zendikar Resurgent - mana ramp and turns your creature cards into card draw
Mirari's Wake - ramp and creature buff
Selvala, Explorer Returned - ramp, life gain, card draw Sevala may actually help you more as the commander considering how little ramp and card draw is inherent in Green/White.
Things to cut -
Growing Ranks - Conceptually, this card should work. I found it's just too slow, and, with most of your token as 1/1's, you just don't get the best impact for a 4 mana spell
Glorious Anthem - This is just too little bang for your commander buck. Go +2/+2 or bigger
Celestial Ancient - Not enough enchantments to make a big impact and going tall instead of wide
Kessig Cagebreakers - He triggers on attack, and you don't have enough creatures to be in your graveyard to really make him pay off (especially for a 5 cmc)
Sigil Captain - only helps your 1/1 go taller and is a bit squishy on a creature
Goldnight Commander - the +1/+1 only for the turn
Juniper Order Ranger - going tall instead of wide
I do still think you could use a few more card draw engines like Howling Mine or Staff of Nin or Font of Mythos, and I would seriously consider moving your current commander to the 99 and putting Selvala, Explorer Returned at the helm, especially considering many of the token creators cost a ton of mana.
2 weeks ago
Nice. Thats basically the same as me. I play Thursdays at a friends house. Last night I was playing kami, and got out a Tomorrow, Azami's Familiar with kami and a Font of Mythos out. Soooo good. I was able to dig for all the answers I needed to fend off a Uril The Mist Stalker. Polymorphist's Jest turned out to save my life too by preventing me from taking leathal commander damage from uril the turn before I was able to kill my opponent with an octopus
2 weeks ago
I've added Jushi Apprentice and Sage of Ancient Lore to the deck, and taken out Sylvan Yeti and an Island to make room. I've also switched out Ghirapur Orrery for Font of Mythos. I have acquired a Genesis Hydra, as well, but am not sure what to switch out for him yet. I was leery to taking out the one island, but the deck runs a decent curve, and with all the draw, I think it will be ok.
If anyone has any thoughts on switches for the Genesis Hydra, please let me know. I'll play it some more, too, and see if anything is lackluster.
3 weeks ago
First things first, you will need a decent amount of mana acceleration in order to outpace your enemies. Mana Vault, Coalition Relic, and Mana Crypt all help with this. Why do I say this? It's because super-competitive decks like Doomsday Zur are, best case scenario, a turn 4 win.
Second off, you can't really have a Nekusar EDH without more wheel and forced draw effects. May I suggest Jace's Archivist, Magus of the Wheel, Wheel of Fate, Memory Jar, Wheel of Fortune, Teferi's Puzzle Box, Wheel and Deal, Dark Deal, and Reforge the Soul for wheels, and Font of Mythos, Kami of the Crescent Moon, and Howling Mine for forced draw.