Overbeing of Myth

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Eventide Rare
Promo Set Rare

Combos Browse all

Overbeing of Myth

Creature — Spirit Avatar

Overbeing of Myth's power and toughness are each equal to the number of cards in your hand.

At the beginning of your draw step, draw a card.

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Overbeing of Myth Discussion

ParanoeX on Overbeing of Myth

1 month ago

some minor changes.. i haven't played with this deck in a long time but when i read through these changes i agreed with most of the recent changes.. but i dont know why i removed Courser of Kruphixes.. so added them back :D i seem to have included 2 Sunbringer's Touches and removed Gaea's Skyfolks and now this deck is modern legal! But I'm not too sure about that Sunbringer's Touch could boost up a weaker creature nicely, but i'm pretty sure that Chasm Skulker and Overbeing of Myth is all i need.. i also dropped few cards to make space for the Courser of Kruphixes

Ranman on pile o cards

1 month ago

Can't edit Tappedout comments...

If you want different/ bigger/ more draw, perhaps consider Rishkar's Expertise, Life's Legacy, Momentous Fall, Soul's Majesty, Overbeing of Myth, and/ or Urban Evolution.

For some added protection, consider Asceticism, Archetype of Endurance, Heroic Intervention, Lightning Greaves, and/ or Whispersilk Cloak.

And for that final push to victory, consider Stonehoof Chieftain, Decimator of the Provinces, Pathbreaker Ibex, Craterhoof Behemoth, Archetype of Imagination, and/ or Invert the Skies.

You will get hit by boardwipes and removal, so to combat this, consider Wildest Dreams, Eternal Witness, Evolution Charm, Greenwarden of Murasa, and/ or Seasons Past.

skoobysnackz on God Tribal?

2 months ago

Thanks for the insight Firebones675. I see what you mean about Rhonas the Indomitable, but in the testing I've done so far, I think the most difficult gods to activate are actually Thassa, God of the Sea and Kefnet the Mindful. Currently, all the permanents that add to blue devotion are relatively costly and don't activate Thassa until mid-late game. Also with the amount of ramp it is easy to empty your hand quickly, deactivating kefnet. Although it is usually just as easily refilled, sometimes activating him does pose a problem. Also, I think it is important to note that Kefnet is always a creature unlike the devotion gods and therefore he does activate Rhonas. Also while Rhonas' +2/+0 ability for 3 seems a little expensive, it is usually quite effective for activating himself when there's a Kiora's Follower on the board. Regarding Overbeing of Myth, I think it could be a great fit, but I will have to do some testing to see how it compares to Prime Speaker Zegana, and Zendikar Resurgent. Right now I'm thinking it will take the spot of the latter, but depending on how well it performs it might take both spots. Again, thanks for the input!

Firebones675 on God Tribal?

2 months ago

I think it might be tricky to turn on Rhonas the Indomitable. Currently the only ways to do it are to turn on another god first or have a primespeaker.

Also Overbeing of Myth will turn on all of your gods in short order.

Pal00ka on Zegana's Wetlands

2 months ago

Generally Tempt with Discovery is best when grabbing broken lands like Gaea's Cradle, Cabal Coffers, or Urborg, Tomb of Yawgmoth but you don't have one but you're letting an opponent (potentially) get theirs. Might just be better to replace with a Ranger's Path, Nissa's Pilgrimage, or Search for Tomorrow.

Is there any other wincon besides Craterhoof? I like decks with multiple outs for diversity's sake, personally. If you generate plenty of mana and can get Kruphix out for a few turns why not a Blue Sun's Zenith for a mill win? Or add Laboratory Maniac for a win that way? Or the classic Helix Pinnacle route? Complementing your cloning effects is Mechanized Production for multiple of a helpful artifact but also a win if people cannot answer it.

Due to Zenana and company contributing to always having a fist of 7+ lands I like Sage of Ancient Lore  Flip, Overbeing of Myth, Aeon Chronicler, etc. as beatdown options who work nicely with Thassa, God of the Sea.

PhyrexianScience on Blue/Green Tron

3 months ago

Crop Rotation and Realm Seekers are unfortunately not legal for Modern.

The thing with Tron is that you generally want to be casting big threats without relying too heavily on coloured mana lands. Splitting resources into getting both lands that produce coloured mana and a lot of colourless mana is never optimal. You're gonna have time casting your big guys like Prime Speaker Zegana and Overbeing of Myth if your lands tap for colourless.

So, the most optimal way for a Tron deck to get coloured mana is through artifacts. These are spells to cast with your Urza lands early in the game to get a foothold while devoting all your land searching to the colourless Tron lands. Spells like Chromatic Sphere, and possibly Chromatic Star should you be willing to shell out $20 for the set allow for quick, cheap fixing and what's better is that they replace themselves in your hand. As for more permanent fixing, Prophetic Prism is a great card to have, as it replaces itself and one more mana allows it to stick around. Mana Cylix, Prismatic Lens, and Simic Signet are other good fixing options.

Another benefit to having mostly artifacts in Green Tron is that you can run Ancient Stirrings, but at $5 a pop (another $20 for the set) it's far from budget. Sylvan Scrying is a really good fixing option in the realm of Sorceries, as you can grab any land you want.

Now you need some threats. Birthing Hulk is a great regenerating threat that gives you blockers to defend yourself while he gets in. Deepfathom Skulker can be a great way to grab some more cards and make your other threats sure to get in some damage. Steel Hellkite can really be devastating to our opponent, especially if they play aggro and fail to stabilize in time.

X spells, like Condescend, Repeal and Spell Burst are good. Rite of Replication has the possibility of closing out games, but watch out for Maelstrom Pulse.

Bababad on He's better than everyone, Kruphix.

3 months ago

Alright, back to work, so back to lurk.

If you really want to keep your PWs untouched I would say the following are the weakest cards in deck and why:

Overbeing of Myth: I've used this guy in every variant of Kruphix since my alpha build but it always ends up disappointing me. Either he doesn't remain the beater I want or he gets hated out when I really need the draw, a solid 5 cmc creature that doesn't always creature and is super weak when you need his secondary (when you have under 4 cards in hand he is pitiful). You can abuse him with copy effects, but even with them I have found far too much hate for this particular creature in my meta at least. I've had far more luck with Mind's Eye, drawing 3+ cards in a rotation in multiplayer with more evasion than OoM. You may wish to cut this for any number of lower cmc control spells or lowbie control creatures (Spellskite, Vendilion Clique, or even Scavenging Ooze would serve as better creatures for you)

Kydele, Chosen of Kruphix This seems like the pet project card in the deck, yes she synergizes with kruphix and nets you mana, but I have found colorless mana (especially situationally available) to be of scant viability in here. You have a higher cmc top end in this deck, but I can easily play 10 drops on turn 5 so attempting to make this card work seems like working against yourself. If you play this on t4 (without any other ramp) she nets you at least one colorless by turn 5, conversely if you play something like Sakura-Tribe Elder, he nets you 3 colored mana without hoops by turn 5. If you insist on a multi mana ramp creature, I know you'd get more worth out of Somberwald Sage or Selvala, Heart of the Wilds due to the colored mana because they come down earlier and you don't really have to work around them, they just pump you or get removed. Even SS's creature only clause still nets you other mana because you don't have to tap colored lands to play those creatures, you can leave em ready for a response or to put into your pool for next turn. If you can live without this ramp, its another good card to cut for more control package.

Kozilek, the Great Distortion This seems like the weakest of your curve toppers for the cost, therefore a great way to cut cmc a tad and make room. I have yet to play/play against this particular card so I will leave it up to your judgment.

Mystic Genesis I gotta admit, this is one of my favorite counterspells in game flavorwise and it was in my deck for years. My only issue with it in here is that your counter and control tech is rather low, so a 5 cmc counter being one of your few solid counters leaves you a bit wanting early game. I would 100% replace this with Arcane Denial, AD fixes so many hands early game, while robbing an opponent of early game douchery (countering a Thran Dynamo, Sylvan Library, or a lowbie commander changes the tides).

Paradoxical Outcome interesting card for sure, did not consider it for commander at all, appreciate you giving me a card to mull over. However, this card would work better in a low cmc toolbox variant andsince your focus is on big booties and PWs you might get more worth out of Temur Sabertooth, Blue Sun's Zenith, or more early control/creature tech.

Leyline of Anticipation or Teferi, Mage of Zhalfir could be cut for room, in your case it seems like leyline nets you more accessibility with your walkers, though playing PWs on an opponent's turn isn't super helpful unless you are abusing Gilder Bairn or something. Cutting either gives you more control room, personally I would say for Arachnogenesis or Constant Mists

Venser's Journal has the propensity to gain you life and is a backup for infinite hand size, but seems like a card that sits in hand more than anything. Thought Vessel would serve you better for the infinite hand size because it comes down far earlier (sometimes it allows for me to not have to play kruphix turn 5 to keep my hand, which nets me tempo), it ramps you, and can be tutored with Muddle the Mixture. Lifegain tends to be where this kind of deck is left lacking, so I can understand why you would include it, though I would probably recommend Horizon Chimera over it because it can chump for your walkers and actually does something for you instead of strict situational lifegain. I cannot tell you how many times this particular card sat in my hand before I decided to cut it for good.

I think these changes would help your deck flow better and better support your biggos and PWs, though to fully support your PWs I think you would need to go to more of a stax variant in the end.

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