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.
Price & Acquistion Set Price Alerts
Overbeing of Myth Discussion
5 days ago
Cards I run in my Kruphix deck are Ghirapur Orrery, Dictate of Kruphix, Overbeing of Myth, Minds Aglow, Stroke of Genius, Alhammarret's Archive, Kami of the Crescent Moon, Temple Bell, and Blue Sun's Zenith.
2 weeks ago
Can't edit Tappedout comments...
1 month 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!
1 month 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.
1 month 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.
2 months ago
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.
2 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.
5 months ago
AwesomeOctopus, chaosumbreon87 mentioned several of the cards you mentioned in the deck he put together for me. I really like Overbeing of Myth. I really like all my old cards, too, and Krakilin would make a great mana sink for all that mana. Verdeloth the Ancient comes to mind, too, but they don't quite go with the theme of the deck. But, they would go great with another theme, along with Anthroplasms. I guess the question is, would those creatures be worth playing? I see lots of posts recommending this card over that card and so on, but half the fun of playing Magic is playing with the cards you like and want to really play with, in my opinion.
My ideas when building decks have usually been making something that is casual, not too aggressive, fun to play, but with a way of winning eventually (but not necessarily immediately). Have I lost games for laying back when I could have smote someone? Sure. But who cares? I'm in to have fun, and not go too broke doing it.
Well, that was a rant. Sorry about that. Back to Kruphix. I wonder if there is something cool I could run with more of an X mana theme as opposed to the "fatties with power/toughness equal to cards in hand" theme. I'm sure there is, and I'm sure there would be decent cards out there to protect those critters when they hit the board. When I thought of all that mana, I also thought of cards like Soothsaying and War Tax. Cards I have that I've played around with a little in the past that could see some use in EDH.
Anyways, I thank both you guys for your thoughts and time here so far, and I look forward to any and all other ideas you'd have in regards to what I've mentioned here. If I come up with something, I'll be sure to share it.