|Commander / EDH||Legal|
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|Dragons of Tarkir (DTK)||Rare|
|Promo Set (000)||Rare|
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Whenever you cast a noncreature spell, put a lore counter on Myth Realized.
: Put a lore counter on Myth Realized.
: Until end of turn. Myth Realized becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it."
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Myth Realized Discussion
1 week ago
I love Myth Realized and was also tinkering on a deck, that utilizes this awesome enchantment along with Thing in the Ice Flip. The problem I'm seeing with this is, that it dies to so much of the commonly played removal (ex. Fatal Push, Path to Exile, Abrupt Decay).
But I love your approach. =)
+1 from me.
2 weeks ago
I've been looking for a modern deck to play and I loved Myth Realized... definitely might build this one +1'd
1 month ago
1 month ago
thanks for the review here. In the past I played with Scorched Ruins, but land destruction is something common here. Everyone runs Strip Mine. If they strip this one, than I get a serious blow. But on the otherhand, it is indeed great ramp. How do you feel about this, knowing that strip mines are common here?
thanks for sharing your input. I am curious on your stance after my answers;
Cultivator's Caravan : Basically for 3 mana you get to draw a card and get 1 mana available in return. With ramp for the next turns as a result. I feel this is something that helps me equip faster midgame.
Myth Realized : acts as a backup plan. Mainly to make him a bloker on instant speed when needed. It's a try, since I didnt get to play him yet. But I do not plan on equipping him that often. But perhaps it's too narrow to keep?
Opal Palace : Since colorless mana is not a real issue in this deck, then what do I have to lose if I do not use that second ability that often?
Empyrial Plate : This card had some great plays in my deck. I am a fan of it!
Strata Scythe : Although you sac a land, it's still gives lots of value and in our playgroup there are several white players boosting me too :-)
benjialbert on Monks
1 month ago
1 month ago
While Stuffy/Pariah is the main idea, it's not the only idea. With a Ghostly Prison and Manabarbs down, opponents are likely to be stalled out, which gives me a lot of time to get to a Stuffy Doll. Myth Realized is a 1 drop - there aren't many here - it's very likely to hit the battlefield early. Stuffy Doll is not. Indeed, I understand how the furnace works. However, most of the other spells here work well with or without the Doll. Ghostly Prison, for example. I've found that it's usually a bad idea to build a deck around any one card if all the spells actually require it. It's slow, clunky, and unreliable. Not only that, this deck really doesn't need another 4CMC combo piece. All that said, I am thinking about it. It really seems like a better combo with Manabarbs than the Doll. I feel I should also mention, this is the bad/budget version of the deck. I created another, non-budget version that isn't hampered by all the budget-y problems here. Despite that, it's still not a good idea, but it would be fiendishly fun to play in a non-competitive setting. You can check it out if you want: All American Barbie Doll [RARE!!!]
1 month ago
If you can't get stuffy and pariah in play, that means something is wrong with your deck because that was your gameplan to begin with.
That being said, i don't understand why you are playing with only three stuffy's. This is your only win condition, and you risk ending up without it, (i admit, Manabarbs is fun, but it will not win you the game). This even caused me to add 2 Spitemares to my deck, even though i don't like this card very much, i just had to make sure i could drop the bomb.At the same time you are playing 3(!) times Myth Realized. You need to understand, as you are stalling your opponent, he will have a full hand of removal and whatnot, so i don't think this myth will ever be realized...
I want to stress out once more that Furnace of Rath doesn't double the stuffy-damage. it quadruples it: the damage is first dealt to stuffy (times 2) and then to your opponent (again times 2).2 times 2 still makes times 4. what means you only need 5 damage on stuffy to end the game and not 20.