Myth Realized

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Myth Realized

Enchantment

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."

Max_Hammer on Instant Lottery

1 year ago

Oh, also, some more.

lagotripha on

1 year ago

I like the idea - this looks mostly like a jeskai control list to my eyes, and could reasonably be built to one of their slow win setups. All told, if you just look for flat upgrades you can take this a long way, especially if you tweak the focus a little.

I reccomend focusing budget on land upgrades - there are incredible budget spell options, but budget land options are far, far rarer. Grab whatever good lands rotate out of standard, replacing the taplands.

Dodging Path to Exile and Blood Moon type effects matter a lot, as do untapped lands in making decks run reliably - going to 5 basic lands instead of the guildgate isn't going to hurt more than the taplands and will help make sure you can counterspell on turn two. If you must stick with a tapland, Prairie Stream is cheap and can come in untapped, Irrigated Farmland has card draw and land types that matter, while Jwari Disruption  Flip can catch someone out turn two in a land heavy hand.

Once you have an idea of how much budget you want to sink into lands the rest becomes easier to plot.

I'd look at Myth Realized instead of ugin's, as its a lot harder to kill, gives a turn 1 play, and likes all the noncreature spells in the list. I feel its the simplest 'flat upgrade' to the list.

Counterspell is a format staple, and does almost everything that mana leak does in this list.

If you want to use ionize and mindswipe, you want to run effects that care about damage dealt, or force your opponent to a low life total first. Paying an extra mana or two for their effects is a serious cost that needs payoff.

The aggressive version would be Delver of Secrets  Flip style, a 'combo' version where you tick up Quest for Pure Flame is an option, as is an Aria of Flame type 'slow' wincon (which would also serve as backup creature removal).

On the note of creature removal, you are a little light. Jeskai control often ran Lightning Helix just so it doesn't die to people playing Goblin Guide on turn one. You might not want it maindeck, but planning out a 15 card sideboard should give you space to grab answers like that - with your maindeck answering combo with rule of law and control with a mirror match, you have a lot of space in the side for aggro answers.

Niko9 on Inspired to brew UWR tokens

2 years ago

Sounds like an awesome idea to me! I made a Myth Realized deck around the time of Ikoria maybe, and it never quite got rolling along, but one winner in it was Expel from Orazca There are times when your opponent taps out to play one big spell and expel is basically timewalking them : ) And with tokens it's not too hard to hit ascend.

Also, weird loophole, but crewing vehicles does not cause your tokens to attack, and vehicles themselves are noncreature spells for something like Myth Realized That's what I was trying to exploit in my deck, but again, it never really worked 100% Hopefully yours will do better than mine : )

Icbrgr on Inspired to brew UWR tokens

2 years ago

Today I discovered Poppet Stitcher  Flip as a card and thought it was kinda neat... made me think of the synergies with Monastery Mentor, Young Pyromancer and Myth Realized/Shark Typhoon.

There has to be a deck here right? I'm thinking cheap UWR tempo/permission/cantrip spells along the lines of Remand and Lightning Helix.

Does anyone have any thoughts or spicey suggestions for things kind of deck? All in all im just looking to put something together thats playable and fits the theme.

Here is a rough outline of what I came up with


Young Poppet Mentor

Modern Icbrgr

1 VIEW | IN 1 FOLDER


stevezsiga on Let's play in the Fog

2 years ago

Love this deck! I'm trying to build something similar but with Myth Realized as the win-con and Teferi, Time Raveler as the protection for the win-con, so they can't kill it when I activate and swing for lethal.

Awesome brew!

OmniDreamer on Casual Velomachus

3 years ago

I played a 3 player game with this list just to get a feel for the commander which means some of this should be taken with a grain of salt because I don't know how some of the cards would work in a different situation with only one game to base my experience on.

Out of several attack triggers from Velomachus, most of the free spells were a bit underwhelming. I think one I got Mana Geyser as my free spell and had nothing to spend the mana on during combat. I did manage to win the game, but primarily because one opponent had trouble getting lands early on and fell behind, and also because that player cast Song of the Dryads on the other opponent's Golos, Tireless Pilgrim which shut him down from getting lots of card advantage from activating his ability. Justice Strike unfortunately didn't feel useful, most of the creatures I wanted to kill had more toughness than power. Probably replace it with Path to Exile .

Myth Realized helped a lot, so did Boros Charm and Sunhome, Fortress of the Legion . MVP though had to be Valakut Exploration . I got a lot of value from it.

I felt like the deck could use another spell or two that give extra combats. That would be a great thing to hit off of Velomachus triggers. Akroma's Will would also be a nice thing to hit off of his trigger. Also you have a lot of token producing cards, but nothing really to pump the team. Maybe consider Cathars' Crusade , Shared Animosity , Intangible Virtue , or Balefire Liege to make your tokens more threatening. Another neat card that can also be used politically to buff an opponent's attacker is Duelist's Heritage .

Other cards to consider:

TheVectornaut on jeskai

3 years ago

My main suggestion would just be to look for versions of your cards that do similar things for less mana. For instance, Soul Sear could probably be Lightning Bolt , Blazing Salvo , Mizzium Mortars , Thundering Rebuke , Roast , or Tears of Valakut if you're expecting flyers. Similarly, Dissolve and Ionize might be better as Spell Pierce , Counterspell , Hindering Light , Izzet Charm , Mana Leak , etc. depending on what you need to counter when.

The only other card I'll suggest (and I admit that it's a pet card of mine so I might be biased) is Myth Realized . It triggers prowess itself, grows from the same triggers as prowess, provides a mana sink in the late game, and is a creature that can conveniently dodge your own boardwipes whether they be Pyroclasm , Evacuation , or Wrath of God .

Tsal on Nissa's Story

3 years ago

If there's room, here are some goofy and fun counter ideas:

Sagas use lore counters

Level up cards - kind of underpowered but might be neat

Iceberg

Myth Realized

Gemstone Mine

Private Research

Malefic Scythe

Grimoire of the Dead

Legacy's Allure

Mercadian Lift

Wishclaw Talisman

Archery Training

Ertai's Meddling

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