Myth Unbound

Myth Unbound

Enchantment

Your commander costs less to cast for each time it's been cast from the command zone this game.

Whenever your commander is put into the command zone from anywhere, draw a card.

Browse Alters View at Gatherer

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Set Rarity
Commander 2018 (C18) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Myth Unbound occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Myth Unbound Discussion

seshiro_of_the_orochi on GHALTA FUCKIN DIES

1 month ago

Hello fellow Mono-G stompy player. If I counted correctly, your deck is at 129 cards?

First things first: I'd go to at least 34 lands, perhaps better 35. That would make it 32 cards to kick.

Myth Unbound, Predator's Rapport and Noxious Revival are cards I'd drop.

Considering Ghalta reduces her commander tax by herself if your board is big enough, I think you don't need all that recursion. So recasting her basically seems to work best if you just load your board with fatties.

JBecicka on Ctrl-G | The Art of Mono Green Control

2 months ago

I love Atrasta and think she should be in here. Especially if you have a blue heavy meta. I cant say anything bad about Heroic Intervention and I run it in my juices up Slimefoot deck but I dont think you want it. I don't think there are a ton of destroy all enchantments in the meta but they may eventually add them to combat you. I would wait to add it till then.

A few cards I found are Sapseep Forest to gain life to beat your opponents in a hurricane battle. You need 1 more life than everyone so why not a fetchable land that you can use at end step if you have the extra mana.

Fruition was another end game 1 mana play this and then hurricane effect.

Revelation is a weird one and impacts you too but I've seen Zur's Weirding wreck a game.

Myth Unbound didn't seem amazing but it caught my eye. I don't think it's good enough but I thought I'd mention it since you don't care much about Nissa.

Last one was Gravity Well but it's super meta dependent and I could see it doing work or being completely dead based on what your playing against.

pmansmoney on Mono G Walkers aka Nissa and Friends!!

2 months ago

Ancient Tomb and Yavimaya Hollow are obvious ones, just not sure I have any to spare for this deck. Buried Ruin is just free value, I love this card and I'll play it whenever possible! Myth Unbound is just bad. I really don't care all that much about my commander and a three mana do nothing enchantment is not anything close to what I'm looking for. I get that you draw a card when it flips but its slow and thats very little value for three mana and if I'm at seven lands I'm already a pretty happy camper plus nissa draws me cards on her own. I honestly don't think Myth Unbound is a good card at all outside some kind of enchantment deck, but happy to be persuaded otherwise.

Profet93 on Mono G Walkers aka Nissa and Friends!!

2 months ago

Myth Unbound - Triggers when she transforms

Yavimaya Hollow - You know why, cut buried ruin with such few artifacts

Ancient Tomb - T2 commander

Tyrant-Thanatos on Myth Unbound + Copy Enchantment

5 months ago

Heck, if you get a third one out you can effectively have negative commander tax. It would only reduce generic costs, but if say I had three copies of Myth Unbound out, and Muldrotha, the Gravetide is my commander, every time I cast her she gets cheaper, down to after three casts.

For that matter, it's worth noting that Myth Unbound doesn't require that you cast from the command zone for the discount. so if you've cast your commander a few times, you can use something like Command Beacon , then cast it from hand for less than CMC.

TypicalTimmy on Myth Unbound + Copy Enchantment

5 months ago

I'm not sure why I've never seen this, but for players unaware, there is a way to circumvent Commander Tax entirely with just two cards.

Just these two will reduce Commander Tax by for each time it's been cast, effectively reducing your tax to .

NEXTGener4tion on Tuvasa the Sunlit EDH Commander MULTI

9 months ago

Hi willarevalo_95, I really like your take on Tuvasa the Sunlit . To improve the deck you should be clear about your game plan and how you want to win. Obviously your budget is important for deck building as well. Additionally you should keep the meta in your playgroup in mind: Do they play creature heavy decks - throw in some boardwipes, do they tend to combo off in late game - play more countermagic and so on. With that said I'm going over the different card types in your deck.

Enchantments:

Because your commander is based on enchantments I think the amount you run is fine, maybe throw in some more (looking at you Enchanted Evening ). But I would cut down Abundant Growth since it doesn't ramp you (put in Birds of Paradise instead, they will ramp into your commander) and put in one or two more Umbras to give your commander totem armor ( Octopus Umbra to boost your commanders P/T by 8(!) and Drake Umbra for some evasion). I would play Myth Unbound as well to reduce commander tax in case Tuvasa does get killed.

Here I would like to mention in the second ability of your commander. You get to draw for the first enchantment you play each turn so not only your own but on opponents as well. Thats why i would play some more cards with flash and cards that give your spells flash (e.g. Epic Proportions , Sigarda's Aid , Leyline of Anticipation , Alchemist's Refuge and maybe Vedalken Orrery ). Then you can maximize your draw.

Lands:

Regarding lands, I would just add Alchemist's Refuge for flash and its up to you whether to cut a land and which kind.

Instants:

Especially when you plan to play more with flash, your instants become much more valuable. Spot-removal ( Beast Within ), protection ( Heroic Intervention ), Countermagic ( Counterspell ) are some examples. But I think these are the moste flexible spots in your deck. Just pick what you think ist fitting.

Sorceries:

I would at least play one more boardwipe, especially in white. Austere Command would be the best in your case because cou can choose to keep Tuvasa and kill all the fatties. Also blowing up all artifacts is just nice.

Artifacts:

Cut Sol Ring , it doesn't ramp int your commander and just draws unnecessary hate on T1. Maybe put in Vedalken Orrery like i said, or go with the flavor and without artifacts ;)

Creatures:

Add your maybeboard for some blockers and early ramp. Cut some of your "put lands onto the battlefield" creatures to compensate for the cards I recommended. Also I would leave out Karametra, God of Harvests , maybe swap her for Kruphix, God of Horizons . You don't play that many creatures and don't need that much ramp as well. Kruphix is good for handsize, flash and leftover mana.

If you want to take a look at my Bant Enchantment List to get some additional inspiration, feel free: Estrid Enchantress

But keep the different commanders in mind, Estrid can play much more land auras and boardwipes due to her abilities.

I hope I was able to help you and I'd like to wish you a great day!

McToters on Commander Damage Matters

9 months ago

TwinStags Hot Damn! That Myth Unbound fits my meta like a glove. Gotta get one of those.

I’ll probably pass on Soul's Might but holy hell do I love the hilarity of Biogenic Upgrade ! Strength is pretty decent but may not make the cut. Definitely gonna out in Myth and Biogenic though. Thanks TS

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