Myth Realized

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Dragons of Tarkir Rare
Promo Set Rare

Combos Browse all

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."

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Myth Realized Discussion

Sokolov-1964 on Enchantress' Sky Throne (Enchantments Control)

1 week ago

Thanks much for the suggestions aleister23! You're probably right on Mesa. I like her but she also shares a three-drop slot with Ghostly Prison which really needs to come down on turn 3 every time. I know the Solemnity + Unlife combo is very strong, but I don't necessarily want to use it. Solemnity is also very bad with Myth Realized. But sideboarded for infect it does make a lot of sense.

TheDuggernaught on White/blue life gain deck

2 weeks ago

Chalice of Life  Flip is a pretty meh card. If you want to gain 1 life per turn, there are far more efficient ways of doing so (Soul Warden and the like), and if you want to do damage by gaining life, there are more efficient ways of doing so (Ajani's Pridemate, Archangel of Thune and Serra Ascendant). I have used chalice once in a turbo fog deck... but that is a completely different deck.

But based on your description, some sort of control list might be what you are looking for. W/U Control is a pretty good deck. Most lists utilize a fair number of cards that gain life (Blessed Alliance, Sphinx's Revelation), although life gain is not a primary focus for the deck. Most W/U Control decks also use Celestial Colonnade as the primary win condition... and those are not cheap. Colonnades are good though as they are only creatures when you want them to be creatures -- which means you can play board wipes such as Day of Judgment and not lose your "creatures". I feel like this sort of style fits you needs best, so this leaves us with a few options.

  1. Planeswalkers. Some planeswalkers are kind of pricey... others are not so bad. But planeswalkers synergize very well with board wipes as they are not creatures and it gives them "free turns" to tick up to their big abilities which can often, more or less, win the game by themselves. Some examples of good planeswalkers for this sort of deck are Gideon, Champion of Justice, Dovin Baan, Gideon Jura, Sorin, Grim Nemesis, and maybe Nissa Revane.Other ones are that are more expensive might be Ajani Vengeant, Koth of the Hammer, Mike expressed that he has had no urge to self-harm as of late. and Nahiri, the Harbinger.

  2. Myth Realized. Is similar to a manland in that it is only a creature when you want it to be a creature, and can get scary big.

Alternately, if you are still keen on the idea of winning with Felidar Sovereign, there are a couple ways to help make sure you win. You could splash black and use Doomed Necromancer's ability to return your Felidar Sovereign back to play at the end of your opponent's turn once you are at 30+ life. This gives your opponent less time to be able to do something about the Felidar Sovereign as they have to be able to kill it with an instant -- or else you just win. Another option is to take a page out of the Emeria decks and run Emeria, The Sky Ruin. Play all the boardwipes, and do not care because once you hit 7 plains, all your creatures will start to come back.

Let me know what you think and I can start helping you carve out a deck list. Ultimately, you cant go terribly wrong with either of the establish archetypes, but brewing is not a bad thing either! As far as dealing with aggro decks, how fast are these decks winning? A normal aggro deck in modern will normally win turn 3 or 4. Although if you are playing against other budget decks, you likely have more time.

Spotred on Mythseize

2 weeks ago

Snapdisastermage well, there are a few outlines. If we take the advantages;

  • Esper Charm. Arguably one of the most powerful draw spells in the game.

  • Snapcaster Mage. The main reason for being in blue. Re-use your spells - flashback Esper Charm is gas.

  • Serum Visions. Facilitate a low lad count, set up draws and digs for impactful sideboard cards.

These cards makes Blue-Junk an option. Now you can argue that Tarmogoyf is why you should be in green, or that reach is why you should be in Red.

Anyway my list makes a case for Myth Realized as it's main threat. This makes the blue cards more favorable than you normally would assume.

CommanderNeyo on Esper Myth-Thing

3 weeks ago

Howdy! I love Esper a lot, and I think as a budget deck this one seems to be quite good. I would recommend maybe adding Think Twice in there, as it is a good card advantage engine. Serum Visions is also quite handy at setting up draws. Another alternate win-con you could add is Secure the Wastes or Lingering Souls. Secure the Wastes is a better finisher, but Lingering Souls is generally more useful early. Also note that Lingering Souls and Think Twice are useful in beefing up your Myth Realized or your Thing in the Ice  Flip, since the ability to cast them twice will provide two counters in Myth and remove two from Thing.

Madhava on build them a jail

4 weeks ago

How about Myth Realized? It would dodge all of your sweepers, & also magus's tax effect.

RegenaldJes on The Commander Curse

1 month ago

This looks disgusting (as per your usual, i wouldn't enjoy going up against this beast).

That being said I think though you should add some ways of getting more enchantments back such as Starfield of Nyx and some other uses for your deck rather than just curses. Id add more creatures and items that play on your enchantments such as Myth Realized,Daxos's Torment,Whitewater Naiads, Skybind, and Plea for Guidance. Also probably remove the illegal cards from the deck and add in non basics, Nykthos, Shrine to Nyx.

Well have to play-test it when i get back (if you have the cards for it). -Jr

landofMordor on Counters to metagame

1 month ago

IlGuale, my friend, I thought the EXACT same thing when the Defeat cycle was printed.

There was a cool article a few weeks ago linked on the Mothership that talked about "pseudo 2-for-1s". One such way to gain card advantage is by making a subset your opponents' cards useless, eg removal or artifact hate or whatever. In that vein, running conditional creatures like Myth Realized or hexproof things will short-circuit any sorcery-speed removal, and so forth. Another way to achieve this same effect is by playing decks that dodge common hate (especially graveyard or artifact).

As far as specific cards... I'm personally a huge fan of generic counterspells like Negate, Spell Pierce, etc, for their cheapness and utility. Noncreature spells are so important in Modern, and even though counterspells are usually only a 1-for-1, in the right deck they can be perfect. Another good one is Condemn, which trolls Shadow.

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