|Commander / EDH||Legal|
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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
1 week ago
Might I also suggest:
Drogskol Reaver, Geist of Saint Traft, Brago, King Eternal, Deadeye Navigator, Ghastlord of Fugue, Jiwari, the Earth Aflame, Karmic Guide, Kira, Great Glass-Spinner, Lavaborn Muse, Myojin of Life's Web, Nobilis of War, Obzedat, Ghost Council, Overbeing of Myth, Primordial Sage, Ryusei, the Falling Star, Spell Queller, Spirit of the Hearth, Tomorrow, Azami's Familiar, Wall of Reverence, Yomiji, Who Bars the Way, Eidolon of Rhetoric, Ghost-Lit Warder, Innocence Kami, Nebelgast Herald, Ore Gorger, Pus Kami, Revenant Patriarch, Ruin Ghost, Spectral Shepherd, Dimir Infiltrator, Baku Altar, Custodi Soulbinders, Hallowed Spiritkeeper, Kirtar's Wrath, Seize the Soul, Teysa, Envoy of Ghosts, AEther Shockwave, Field of Souls, Gods' Eye, Gate to the Reikai, Path of Ancestry, Unclaimed Territory, Mirror of the Forebears, Herald's Horn, Door of Destinies, Descendants' Path, Faces of the Past, Shared Animosity, Vigean Intuition, Distant Melody, and any of the Kindred cards
2 months ago
36 lands makes sense. I hope it works for you and you have fun playing EDH. It's my favorite format.
Here are a few more suggestions for you:
-- Thought Vessel is another redundant "you have no maximum hand size effect
-- Overbeing of Myth is a fun creature that nets you another card each turn and can be huge for swinging
-- Sylvan Library makes Kydele tap for 3 without any other draw mechanics which is pretty sweet.
3 months ago
So this is both a decent start and has a long way to go. While I don't have many specific card cuts to recommend to you, I can point you in a general direction for you to go, as well as a bunch of cards that might help you...
Lands and Mana Sources Show
Some issues I see with the deck Show
- Not enough Evasion. While your creatures might be large, very few of them have trample, flying, unblockable, landwalk, etc. This means that against any deck that makes tokens (Which is a LOT of them), you will have a VERY hard time actually killing them.
- Not enough removal. I know that UG tends to be very light in removal, but it is still VERY important. While you have a couple removal spells, mass removal is still very useful.
- Not enough protection. Similar to your removal spells, you have very few ways to protect your own creatures. Being able to protect your own beefy creatures is important in commander when there are so many opponents and having a large number of cards in your hand paints a large target upon your back.
Evasion Recommendations Show
Removal Recommendations Show
Protection Recommendations Show
Potential Cuts Show
In general, these cards are either too clunky, too expensive (cost wise), have strictly better versions, or don't push your game plan forward.
Hopefully some amount of this will help! You're allready at the deck being only $90 so you're pretty close! Good luck!
3 months ago
unless summary dismissal is a meta choice than you can try Countermand.
2nd suggestion is adding black - which allows Glimpse the Unthinkable, Mind Funeral, Pilfered Plans, Psychic Strike, and Induce Paranoia which adds more efficient milling spells and some control and card draw.
The key to winning mill is the same as burn - SPEED, but unlike burn you have to do it 3x faster since libraries are 60 cards instead of 20 life. I play a "mono blue" with the win cons of Archive Trap+Sanity Grinding, but my deck takes advantage of using the Shadowmore/Eventide Avatars Overbeing of Myth, Godhead of Awe, Dominus of Fealty and lots of UU/UUU spells (Counterspell, Cryptic Command, Wistful Selkie, Plumeveil. Usually when I hit on turn 3 it is for 20 - 26 cards and can finish up by turn 4 or 5.
Maybe drop the Sphinx of the Final Word, Doorkeeper + defender package, and most of your spells. I like the Manic Scribe + Archaeomancer + Displace as a causal combo in multiplayer, but its too slow for Modern.
4 months ago
@Despite_Myself - thanks for the suggestion. Tishana had been on my list of cards to try out after she was spoiled for Ixalan, and I tested both your suggestion, and running her in place of Spring / Mind, a card that I like a lot but I've found to be an underperformer in this deck. I tested for about 10 or so games, and played Tishana in about 7-8 of them.
Ultimately, I found her to be somewhat hit-and-miss. When drawn and played into an already strong position, she was great, but when I was behind, she was very underwhelming. For the sake of analysis, I'll break it down based on each of her abilities.
Her power/tougness setting clause is fine. It's rare that we don't have a large hand when playing this deck, so she's often a big face-beater (albeit one with no evasion) or a large wall, depending on what we need at the time. In the times that our engine has shut down, for whatever reason - aggressive discard, or boardwipes, or whatever - She's very weak, and paying 7 mana for a 1/1, even with cantrip attached, never feels good.
The 'no max hand size' clause is never a bad thing, and it gives us added redunancy in that area, helping us keep our hand in our hand! However, she is not only the most costly of these abilities, but also the most vulnerable, being a creature with no built-in protection. For contrast, Reliquary Tower is a land, which costs nothing to play and generates mana for us. Thought Vessel and Library of Leng are cheap artifacts that give extra benefits. Venser's Journal is relatively costly, but provides free lifegain every upkeep as a benefit. Kruphix, God of Horizons, when Devotion is not online, is an enchantment, which is typically the most difficult card type to remove, and him having Indestructible makes him even trickier to deal with. Even as a creature, he can only be removed by exile effects, -X/-X or bounce.
The main point of contention is her final ability.She ideally wants to be played into a board that is already heavily populated with creatures to get the most cards possible, and this is not a deck that goes very wide on its creatures. At the most I drew five cards off of Tishana, and that's including herself, and at worst she only drew me one - having to play her after a boardwipe to protect myself from the table.
All that said and done, I feel there is a space for her in the deck, just not in place of Tireless Tracker or even Spring / Mind. Based on all this, I felt a better comparison, and swap, for her would be Overbeing of Myth.
First off, Tishana is easier to cast - needing only UG and 5 generic, as opposed to five hybrid in only green or blue. Overbeing's mana cost wouldn't be an issue if we were only in green and blue, but with also running red in the deck, Overbeing is too much of a strain on the manabase.
Second, Overbeing of Myth's card draw ability, while self-contained and not reliant on my board state, is a little slow, especially for a creature with no self-protection. It does work well in tandem with other cards in the deck - Sylvan Library springs to mind, but if the card doesn't make it to my next upkeep, for whatever reason, then that five mana has been paid for nothing; the card-drawing ability, plus the size Overbeing can get to, paints a target on it for spot-removal, and it often happens that a boardwipe happens before my next upkeep. Tishana is better here because the card draw benefit is immediate, helping me run through my deck that little bit faster and getting at least some return for my mana investment, even if it isn't always what I would want; plus, if Tishana is bounced or otherwise returned to my hand somehow,I get to use that ability again.
Third, Tishana has that 'no max hand size' clause, where Overbeing of Myth doesn't. This is pretty much gravy; Tishana is already the better card to run when you consider the less prohibitive mana cost and the immediate impact of her card draw ability. As such, this is the swap I've made going forward.
Thanks again for your input!
4 months ago
The problem is that Avatars are generally game-ending threats that demand decks built around them. Avatars don't really have any tribal synergy.
I guess the closest you can get to any tribal synergy with Avatars, would be the "cards in hand matters." Use cards like Overbeing of Myth, Aeon Chronicler, Soul of Ravnica, and Living Lore exiling Enter the Infinite.
5 months ago
i have been thinking of making a 5 color avatar tribal deck (Overbeing of Myth, Nobilis of War, World Queller, etc) problem is i have no idea where to start on something like this. if anyone has any suggestions i would love them
5 months ago
Oh sorry Thorbogl, I misunderstood what you were saying. I totally agree that seklies will help Kefnet and the deck in general.
While Vanquisher's Banner is good ironeyes, especially for tribes like dinosaurs and vampires, the extra 1 damage that the banner will add to the gods wont mean much of a difference between 10 damage if I had 2 gods out, or 12 damage with the same scenario, the opponent is still on a 2 turn clock. Banner also doesn't give any devotion, which is super important in this deck. While the card draw from it is good, on average I wont be casting many gods per turn (probably 1-2), unless I have lots of ramp, and the 5 drop slot is much better used for Overbeing of Myth which adds lots of devotion and the extra card draw. Bringing it back to Ixalan, I have been thinking about Tishana, Voice of Thunder as a maybe 1-of, or in the sideboard for grindy games. I appreciate your suggestion though!