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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|Promo Set (000)||Rare|
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|Commander / EDH||Legal|
Overbeing of Myth occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Overbeing of Myth Discussion
3 weeks ago
As I said that I would, I have removed two copies of each of Horizon Chimera, Overbeing of Myth, Trygon Predator, and Winged Coatl, as well as two lands, which reduced this deck to 60 cards and also reduced its average converted mana cost from 3.30 to 3.19, which is obviously a very good thing.
3 weeks ago
The next deck that I wish to discuss is named Fire and Ice. As with the previous decks, I shall remove two lands from it, which leaves me with eight more cards that I need to remove. I likely shall remove two copies each of Dominus of Fealty and Hypersonic Dragon, due to their high mana costs; Mindwrack Liege is more expensive than are they, but it is too good to not have four copies of it in this deck.
I am contemplating if I should remove either Jhoira of the Ghitu or Keranos, God of Storms from that deck, as they are both awesome creatures, but I do need to reduce the number of cards in this deck. Lightning Bolt is also an awesome card, but it is the least essential card in this deck, unfortunately, so I likely shall not keep it. However, if I do remove it, will there be a sufficient number of non-land spells to trigger the prowess ability of Stormchaser Mage? If not, I shall replace that card with Lightning Stormkin.
I also have a blue/green deck named Artificial Evolution, from which I also plan to remove two lands, leaving eight non-land cards that need to be removed. I likely shall remove two copies of Trygon Predator, because, as great as that card is, it is unlikely that my opponents shall have a sufficient number of artifacts or enchantment for it to be necessary for me to have four copies in this deck, as well as two copies of Horizon Chimera, because the lifegain from that card is largely negligible, but flash, flying, and trample are all excellent abilities, so two copies may remain. As good as Winged Coatl is, I still need to remove cards from this deck, so I shall likely remove two copies of it, as well.
Edric, Spymaster of Trest, Maraleaf Pixie, Murkfiend Liege, and Prophet of Kruphix are all too amazing to remove, but Overbeing of Myth is disposable, as tragic as that may be, so I likely shall remove it, as well.
What does everyone else say about these two decks? What cards should I remove from them to reduce them each to 60 cards?
3 weeks ago
In my five-colored EDH deck, I have all five bringers from Fifth Dawn, because a five-colored deck is the only type of deck into which they can be put. However, Dominus of Fealty is superior to Bringer of the Red Dawn in the majority of situations (as well as being less expensive), so I am considering replacing the bringer with the dominus. I also am considering replacing Bringer of the Blue Dawn with Overbeing of Myth mainly for its lower and more flexible casting cost and the fact that it becomes more powerful when its controller has more cards in hand.
What does everyone else say about this? Should I replace those two bringers with demigods?
8 months ago
You know those surprise wins that involve really weird combinations from your deck? Not the typical wincons you usually put in, but stuff that "just happens to win". Well, that's what this thread is about.
For me, I managed to eke out a win by playing Overbeing of Myth from a 50 card hand, following that with a Laboratory Maniac , and decking myself out with Prime Speaker Zegana in the space of a turn. My opponents decided to scoop as soon as I played the Overbeing but I played it out anyway because I knew I had the win (and to be frank, neither one wanted to admit that I had a legitimate win on that turn so just add that little extra element of spite to the win).
1 year ago
few new cards added..
3 Growth Spiral: new card from the upcoming Ravnica Allegiance. Not yet released and haven't been added to Tappedout, so: basically the same as Explore (which i btw removed in favor for this card), but it's instant and i get to put a land from my hand, rather than needing to play it.
2 Simic Ascendancy: also a new card from Ravnica Allegiance. i dont really need another way to win, but hey, i dont think this option will hinder me in anyway!
2 Vorel of the Hull Clade something increase the counters... this card was added before Simic Ascendancy and this deck's idea wasnt about getting +1/+1 counters but there it seems to be leading now...
1 Laboratory Maniac added back... once again... just 1 this time, which could be risky, but its more a life insurance than a preferred way of winning... and, well, now theres 3 ways to win the game... not ideal, but the main focus is still in beating the opponent with sheer force
1 year ago
That being said, the main strategy of the deck revolves around having Pir, Imaginative Rascal and more importantly Toothy, Imaginary Friend out. The deck revolves around +1/+1 counter synergy, but most wins will come from swinging for lethal Commander damage with Toothy. A lot of the cards are built to synergize around that. The clone effects are built to clone Toothy, the draw effects are built to grow Toothy, and Elixir of Immortality and Laboratory Maniac are in there in case I deck myself, which since the time of this, I have actually won with Lab Maniac. Elixir is in place in case I haven't drawn into an "unlimited hand size" card and have to discard down to hand size after drawing a ton of cards.
Darksteel Reactor wins games with all the proliferate and doubling effects, it's won me a non-zero amount of games within several playgroups (anecdotal evidence doesn't count for much, but it's all I've got.)
The Planeswalkers are in the deck for additional value. With Pir on the board, they enter with an additional loyalty counter and gain an additional counter when they uptick. Nissa, Vital Force can immediately ult after ETB which is more value for Toothy. Kiora, the Crashing Wave is a meta-call in my playgroup to stop Purphoros or other commanders that deal heavy amounts of damage. The rest are there for additional value, and again in personal experience have served well, for what it's worth.
1 year ago
All right. I'm not going to go into detail on cards to add unless you ask, but I am going to link one of my fairly similar decks at the bottom. I am going to focus on cuts.
But before we get to that, I'd like to address a couple glaring issues.
Your mana curve is devastatingly high. You are going to be playing nothing until turn 3 most of the time and that does not fly in commander. You should have your engine set up, or at least have a decent board state by turn 4. A lot of decks spend the first turns ramping and turn 4 is when shit begins. Your deck is looking more like turn 6.
Your deck has too much goodstuff to establish a reliable engine. There are a lot of cards here that really don't contribute to the theme. They're good, sure, but they could be better used in other decks and they could also be replaced with a card more applicable to your deck's theme.
Also you have VERY few cards that put counters on other creatures. I count 6. Note that that is just cards that place counters, not double them or add. I see a lot of circumstances where you have a proliferate effect or a counter doubler but have counters on maybe 2 creatures, and only because those creatures entered the battlefield with counters. You have a low creature count and most of them will either cost a lot of mana because they have an , or they don't place counters at all.
Now that that's out of the way, down to cuts.
Altered Ego is not that good. I mean it's not bad but it's pretty overcosted and it is downright awful in the early game.
Beast Whisperer is not going to be drawing you many cards, with a meager 26 creatures in the deck.
Hooded Hydra is also fairly overcosted, though it's not as bad as many other cards in the deck.
Laboratory Maniac is BAD, unless you're drawing enough cards to deck yourself out, and if you are then it'll probably get shot down and you'll lose the game. Not only that, but you will never deck yourself out because you would totally die first.
Lifeblood Hydra is either very overcosted, or it's not gonna die. For my reasoning, consider the curve. You cast it at 4 mana, it's a 1/1. Cast it at 5 and it's a 2/2. Cast for 6 and it's a 3/3. I would say that a 4/4 for 7 mana with that ability is BARELY worth it and anything bigger than 7/7 (10 mana) is not going to easily die. Do you want this to stick around? If so, it's overcosted. Do you want it to die? If so, still overcosted. It could stick around for a couple turns, eat a big attack IF an opponent is playing voltron and the voltron doesn't have trample, flying, or unblockable, and then die. That is the only use I could see for it.
Overbeing of Myth is goodstuff and not really all that good unless you have unlimited hand size.
Tatyova, Benthic Druid is great but this is not a deck that can take advantage of its power.
Walking Ballista doesn't seem like a ton of value. It can ping down a small creature or two but with very, VERY few cards that consistently provide counters to creatures it won't last long.
Fuel for the Cause is just plain bad. First of all it's a 4-mana counterspell. A 3-mana counterspell is pushin it but 4?? That means you're leaving 4 mana up HOPING to get something worth countering, rather than playing another spell every turn. Not only that but how many of your dudes have counters on them cuz most of them either enter with counters or aren't going to get them.
Darksteel Reactor is laughably slow.
Elixir of Immortality is a confusing addition. What does it do? Do you play against mill often? I will repeat that you are NEVER drawing enough cards to deck out before someone kills you.
Lux Cannon is also laughably slow.
Death's Presence is a good removal failsafe, but it costs a lot of mana and your creatures aren't dying in combat. So unless your opponents are packing a fair amount of removal this isn't doing a lot of work.
Rite of Replication and Spitting Image are bad because they DON'T copy counters (love the tricksy idea with Toothy tho), so whatever you're copying is probably an opponent's creature or one of few creatures you control that DON'T have in their costs.
Garruk, Caller of Beasts is super bad. His + is likely not to hit anything in such a creature-light deck, his - is equally bad. His ult is insane but you'll never get there because insane ults draw hate. Your opponents would just kill him.
Jace, Unraveler of Secrets is not great here. His + is fantastic but has nothing to do with the theme. His - is fairly weak. His ult is also a game winner, but once again, the opponents would just kill him.
Kiora, the Crashing Wave is bad in this deck. + is bad, - is decent but unreliable, and ult is kinda strong but not anything crazy and it would take a bit to get there.
Nissa, Vital Force has nothing to do with this deck. Her + isn't bad, but her - is and her ult is not gonna do you a whole pile of good.
Nissa, Voice of Zendikar is not bad here, but there are much better places she could be.
Here's my relatively similar deck, if you'd like to take a look.
Commander / EDH
2 COMMENTS | 27 VIEWS | IN 3 FOLDERS
1 year ago
Okay so first Arixmethes, Slumbering Isle is pretty slow. Yeah he's a land at first, but you have to cast 5 spells while he's a land (which means you can't enchant him w/ auras).
Kefnet the Mindful isn't great, but I guess he's not outstandingly bad.
Masumaro, First to Live, comparable to Kefnet, is going to be restricted by the number of cards in your hand, and that's a max of 7. While a 14/14 is undeniably huge, it will probably draw hate and be removed very before you can enchant it.
Nezahal, Primal Tide is really just not good. I mean he give you no max hand size and he is recursive, kinda, but I don't think that's powerful enough to justify 7 mana.
Overbeing of Myth is a weaker Masumaro.
Prime Speaker Zegana requires you to have another large creature.
Psychosis Crawler will get you hated out of the game immediately.
Tishana, Voice of Thunder will draw you MAYBE 3 cards when it enters. It's only slightly better than Kefnet.
You have a lot of instants and sorceries. Too many counterspells, when your enchantments could deal with any permanents that get played.
There are a lot of cards at the higher end of your mana curve that are either not worth the mana cost or laughably not worth the mana cost. Also your draw synergies would be better devoted to their own deck (see my take on that idea Oreo Fluff). While this is a unique and interesting take on Estrid, it's slow and requires a steady draw engine to work, which requires a shitload of mana to work, which requires Estrid always being out to work, which requires, in the end, some degree of incompetence on your opponents' part. It's a great deck when left to its own devices all game, but that's just not how commander works.