Description

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Countermyth is an tapp-out-control variant utilizing Myth Realized, Lingering Souls and Celestial Colonnade as its win conditions. As a result, the deck lies low to the ground, allowing the pilot to focus on interaction as early as turn two.


0.0 Background:

When Tasigur, the Golden Fang and Gurmag Angler was introduced to the format you were, with some tweaking, able to deploy a highly proactive threat for the mere cost of one mana. When playing control, going on the offense traditionally meant that you sacrificed a defensive position or had exhausted the opponent. But, the delve mechanic left enough resources available for reactive spells to be cast. These creatures made it possible to turn the corner much faster than usual, making the color paring especially potent with its reach, delve creatures and Kolaghan's Command.

I believe Myth Realized has similar potential. However, it's important to realize that a Myth-deck doesn't play like Grixis Control - Tasigur, the Golden Fang and Gurmag Angler becomes huge threats or defenders once resolved, whereas Myth Realized requires activation. The pros, I would argue, is that it doesn't rely on the graveyard, eventually grows bigger, and doesn't die to removal until we're ready to commit. The con is that we become prone to creature aggression, though this weakness can be accounted for through deck design.

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1.1 Introduction & Layout:

In the primer I will explain the main concept, individual cards, sideboarding, gameplay, and matchups. I'm fully committed to the deck and I'm always looking for improvements, so changes are to be expected. If you ever decide to pilot the list, I would appreciate it if you preserved the deck-name. Finally, I hope you will enjoy the primer as much as I've enjoyed writing it - any questions or suggestions are welcomed with an open mind.

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1.2 Deck concept:

Myth Realized is a card that rewards an interactive, but requires a protective gameplan, and for that very reason dictates our card composition. While it with little effort grows bigger, the main challenge is to evaluate when to make myth reality - a choice that will make or break the game for the pilot. Myths' synergy with Supreme Verdict, Cryptic Command and Lingering Souls is the power of the deck. Countermyth seizes a controlling role in almost every game, where an early Myth provides "face" to our disruptive gameplan.


2.0 Composition:

For Countermyth I have chosen to divide spells into three main categories.

  1. Those that can replace themselves are the "fuel", as they "cantrips" for action while triggering Myth Realized.

  2. Then we have the "grip", which allows us to keep phase with our opponent, and interfere whenever they try to get past us.

  3. Finally, the myths, souls and colonnades are our "thrust", the cards that eventually goes from twenty to zero in controlling speed.

The key to pilot this deck is to realize that "fuel" doesn't develop our gameplan alone, therefore be cautious about opening hands which only contains "fuel" and no "grip" nor "thrust".


4x Myth Realized

I believe that this card is good because it allows the deck to 'nourish' a threat while carrying out a reactive gameplan. As discussed, the reason why Tasigur and Angler are so powerful is due to their bodies being achievable for one black, making it easy to keep interaction live in hand. In comparison, Myth Realized can always be played for 'one' with the potential to grow bigger, but it requires build-up and activation to be effective. However, manifestation is what allows the card to be immune to most sweepers thus making our own Supreme Verdicts quite favorable.

While the deck most definitely is built with Myth in mind, it isnt solely relying on the card to win. Myth Realized's main role - apart from being a huge beater - is to diversify the threats we bring to the table. When sideboarding the opponent must consider his or her options; do I keep all my spot removal, or do I bring in sweepers to deal with Lingering Souls? The beauty is that few cards answer both problems we represent.

In order to utilize the Myth to the fullest you have to take into account what your opponent might be holding. When on the field the card can give you incidental information in the sense that sandbagged cards most likely will be answers - plan ahead, play smart and don't rush it. This is a card that rewards game knowledge more than anything else.

4x Lingering Souls

Souls are a key part of the "Countermyth" gameplan. The flashback ability makes the card resilient against counters and discard, while also making it possible to trigger Myth twice. It quickly populate the board with fliers that can either act as a threat or defense line. The myriad of tokens is hard to deal with for decks relying on spot removal, and it urges aggressive opponents to "go wide" in order to push damage through - setting up for a 1 for X Supreme Verdict.

4x Celestial Colonnade

I like to classify this "manland" as an 'one-drop' - theoretically giving us plenty of chances for a solid opening turn. Colonnade is a resilient late game puncher that together with Souls swings through the "air", making for a reliable source of damage that easily punish greedy mana bases. The vigilance will often allow interaction, where one and two mana spells can be cast after an attack respectively on turn five and six - and onwards.


4x Serum Visions

Visions are more favorable than Think Twice because they allow us to play with a greater spell density - by lowering the land count to twenty-three. The converted mana cost of one plays nicely with Snapcaster Mage, and makes it easier to strengthen our myths. Finally, the scry two will help us plan ahead.

4x Cryptic Command

This is the "Swiss Army Knife" for blue decks, with one mode for every situation. It's valuable because it can stall the aggressor, disrupt those that "aim high" or stop those who seek to combo off all while drawing a card. 'Tapping all defenders' also provides an opening for Myth Realized, which often is important for closing out the game. By running four copies we expect to see at least see one each game, and "chaining" Cryptics becomes a real possibility.

3x Snapcaster Mage

The wizard's power is undeniable, but in UW colors he isn't as relevant due to our flashback targets not being part of our 'engine' - like they are in with Lightning Bolt etc. However the card lets us reuse our spells, which is a flexible ability that works nicely with Myth Realized. Also, the 2/1 body can be useful, either as a chump blocker or beater.


4x Path to Exile

Efficient removal that exiles any un-protected creature for a single white mana, removing problems like Wurmcoil Engine, Voice of Resurgence and Kitchen Finks. The downside of course is that it ramps our opponent, and therefore correctly evaluating when to cast it becomes important. Pathing our own creatures in response to a Blood Moon, or when we're mana screwed, are also possible plays that sometimes can prove relevant.

3x Fatal Push

This card is pretty straight forward efficient low cost removal. It has some tricks to it, like fetching or GQ-ing to trigger revolt, but most of the time it'll be busy removing the plethora of one to two cmc creatures in modern. I believe the 4 / 3 split between Path and Push is correct as the former deals with almost any threat where the latter cannot.

2x Spreading Seas

These two slots are meta dependent, and could just as well be a selection of counter spells. That being said, in a meta where Seas are good, I wouldn't hesitate utilizing them because card draw is highly valuable for the Countermyth strategy. The fact that the card is targeting lands also makes the decision trees less complex, making it easier to prioritize early Myths. Most importantly Seas makes it possible to interact with 'priority-lands' proactively.

2x Ghost Quarter

Ghost Quarter is a desirable card in modern due to its effect - providing an answer to problematic man- or "cheatlands". In rare scenarios you can even punish greedy mana bases. The card is crucial for dealing with our worst matchup, Tron, while it also helps versus Affinity and Infect. Finally, be prepared for that GQ-ing your own lands is a play that sometimes has to be made.

2x Thoughtseize

Since we already are 'dipping our toes' in black, it's a small effort to include this 'catch-all' disruption spell in our sixty. The mana cost is key, as the deck wants to go T1 Collonnade into T2 Myth + piece of interaction. Most importantly Thoughtseize removes a threat / answer from our opponent's hand. This provides us with information that'll let us plan ahead, thus making it easier to decide wether or not to "animate" our main threats.

2x Spellskite

There will always be decks that relies on targeting in some form or another, and against those decks Spellskite becomes a valuable asset. I see these two copies as a mainstay, either in the main or in the side. It's important to know all the rules surrounding skite's ability - what you can and cannot do, but once you've learned them the creature present itself as highly versatile. You'll either use the horror to interfere with your opponent's 'flow', or to protect your own threats form removal.

2x Supreme Verdict

This is our trump card in creature matchups, especially against those who likes to go wide. Myth Realized + Supreme Verdict is the key "combo" that for five or more mana allow us to sweep the board, strengthen our myths, and accelerate through an open field. Where this spell is good it generates massive value, though, on the flip side, it's completely dead weight against some decks. The polarized usability Verdict has makes it a great starting point when sideboarding.

1x Blessed Alliance

While less powerful than Collective Brutality, the alliance still brings valuable modes to the table. The card is powerful versus aggressive creature based decks which is common in modern, leaving you less worried about combat tricks and hexproof. The life option is underwhelming alone, but at four mana the sac plus life 'combo' improves our resilience considerably. Finally the untap option is the least impressive of the three, but giving Myth Realized vigilance while pumping it can be relevant in some scenarios.

1x Negate

Since the deck utilize snares, souls, sweepers and myths, mid to late game creatures arent that problematic. Negate is in comparison to Mana Leak a definite answer to many problematic non-creature spells, reliability is valuable. Being confident in the decks ability to handle creatures, Negate becomes a solid choice.


Serum Visions facilitates a lower land count and make 'one-landers' keepable if at least one copy is among the opening seven. Since we play several color intensive cards like Cryptic Command & Supreme Verdict alongside two Ghost Quarters, the Mystic Gate becomes a valuable singleton. Apart from that, the manabase is straightforward blue is our main color so most 'fetchables' should be blue sources. Godless Shrine is there mainly for openings that contain Myth & Lingering Souls. Finally, one could discuss whether or not the full playset of Colonnade are correct, since four 'taplands' becomes more noticeable in a 24-land setup. However, the manabase is tuned based on my own playtesting, and has performed without major hick-ups thus far.


Under construction.

2x Surgical Extraction

While being a 'high-variance' card that relies on sequencing, its effect can be powerful versus decks that relies on specific cards to function. The Phyrexian mana cost synergize nicely with Snapcaster Mage, and successfully extracting key cards versus strategies like Valakut, Tron and Dredge is especially potent.

1x Engineered Explosives

Explosives I a highly flexible card that efficiently deals with problematic permanents. Thanks to our black splash we have access to 'Sunburst' for three, which further improves the card's usability. Explosives are especially powerful versus Merfolk and token strategies, though it can be utilized in a multitude of matchups.

1x Dispel

Modern is all about efficiency, where most decks naturally plays one or more unique "instant" in their sixty. Since these often can be categorized as either removal, engines or win conditions, dispelling them becomes valuable - especially when it can be done for a single mana. Though unlike Spell Snare it lack the option to interfere with creatures, and because of this it's best utilized as a singleton in the sideboard.

2x Stony Silence

This is may be one of the strongest sideboard options that white can provide, and its effect is backbreaking against decks that relies on activating artifacts - read Affinity and Lantern Control. Additionally, I believe the card helps with the Tron matchup, though in that matchup it's way more effective on the play than on the draw.

2x Spell Queller

Queller acts both as a lightning rod for removal - relieving the pressure on Myth & Colonnade, a piece of interaction and a evasive beater. The spirt is great against combo decks, punishing them for being light on creature interaction. The fact that it can forgo the 'can't be countered' clause can be relevant, and there are some interesting plays that can be made like exiling your own Lingering Souls flashback.

2x Timely Reinforcements

Since Myths are a poor defenders and the list provide few early creatures, taking damage pre turn three is common. Timely helps with offsetting some life loss against aggressive decks and stalls the game. With Myth Realized being an enchantment when idle and 'fetch+shocks' are necessary for Lingering Souls & Thoughtseize each "if-requirement" becomes easy to fulfill.

1x Crucible of Worlds

With its unique effect Crucible's power level is difficult to gauge. I was inspired to test this in the list after reading a game report, and without much doubt, powerful things begins to happen when you start recurring Ghost Quarter or fetches.

1x Vendilion Clique

Being able to look at and "remove" the most apparent threat from someone's hand is a powerful ability, and since the ability resolves with a card draw, self-targeting can be reasonable for filtering purposes. Clique gives us means to interact proactively and react knowledgeably, which is especially valuable against the "unfair decks" in the format. Though, despite being a threat in itself, the low toughness and the fact that it doesnt force a discard makes the card less potent against "fair decks" that relies on "critical mass" rather than individual key components.

1x Worship

Most strategies in modern seeks to win through damage, but few decks have access to spells that causes loss of life. This turns Worship into a potentially game ending card as long as we manage to have a creature in play - which shouldn't be hard with Lingering Souls. In most cases it will completely shut down the opposing game plan, forcing the opponent to interact with the board.

1x Supreme Verdict

I like to have access to my "mandatory" third edict effect in the side due to the card's polarized usability.


2.1 Gameplay & flow:

Like any deck Countermyth has a variety of decision trees, however each game will be different and I can only outline the basics.

Here it'll be helpful to look at the custom categories that I've outlined in the primer - Thrust, Fuel and Grip. A 'three-lander' is our ideal opening, where a 'two-lander' with Visions, or 'four-lander' with 'grip and thrust', are the second best. Remember that Serum Visions is a great tool for "fixing" 'one-landers', and therefore it should be the first card to identify - after doing the land count. However keeping low-resource hands are a gamble as five mana is the deck's 'sweet spot'. That being said I think they are a stronger bet than the five mana hands - unless it contains Myth or Souls. 'Six-landers' should in most scenarios be a mulligan.

As a general hand evaluation rule I would look for a opening with a mix of the three categories. Myth Realized should be weighted highly, same goes for the 1-3 mana spells in the deck - Collonnade is a bonus. Be cautious about the 'top-heavy' or 'fuel-only' hands, and only keep them if you think you can get away with it. Modern is a format where we, as a control deck, must be able to interact in the first three turns.

Once you're down to six cards the same rules should be applied. Though when it comes to a five card hand I tend to favor the keep, as going down to four is high risk and hard to pull off. That being said, this should always be evaluated in context - for example finding a Stony Silence versus Affinity can be valuable once you've started the "downward spiral".


Countermyth sideboard plan

Uncertain about how to present this. Currently only working on a sideboard plan for most common matchups.


0.0 FAQ:

Q: Why do you chose to include Myth Realized when it dies to card [X], and doesn't see play because of opinion [Y]?

A: First and foremost I recommend that you read this article - I agree, and believe it's important to refrain from looking cards in a vacuum. When brewing I try to see the bigger picture, then tailor the best possible 'fit' for the given card I wish to test. This way I'll eventually discover strengths and weaknesses through game experience - ultimately end up with a conclusion. It might be that Myth isn't suited for modern, but so far my testing has proven its potential.

Q: What does it mean?!

A:

Noun | countermyth (plural countermyths)

  • A myth that counters or contradicts another. source

Tournament Results

Playtesting Results

My Meta

My stats are from "Bo3" games, with sideboarding, against my Modern Gauntlet - based on the metagame breakdown from Modennexus.


Spell Pierce

Modern is a turn four format, and failing to interact or present a threat before that threshold diminishes your chances to win. Our game plan revolves around establishing an early Myth, making two mana counters hard to prioritize after a Colonnade lead. Pierce allow us to represent interaction and play Myth turn two when on the draw, which is really valuable. I also let us cast Souls & Cryptic with counter back-up T4-5 respectively.

Spreading Seas

These slots are meta dependent, and could just as well be a selection of counter spells. That being said, in a meta where Seas are good, I wouldn't hesitate utilizing them because card draw is highly valuable for the Mythic strategy. The fact that the card can be cast without a specific target also makes the decision trees less complex, making it easier to prioritize early Myths. Most importantly Seas makes it possible to interact with "key-lands" proactively, and adds a 'mana denial' sub-game in combination with Ghost Quarter and Tamiyo, the Moon Sage.

Condescend

The way this deck plays at instant speed is to either interact, draw a card, or strengthen a Myth. Since we barely deploy threats at our opponents turn Condescend becomes a potent Counterspell, this because open mana arent conflicted between proactive and reactive spells. Dumping resources into the card doesnt hinder our gameplan, thus allowing us to take advantage of this niche spell which let us counter threats and plan ahead simultaneously.

Think Twice

A simple but important card that provides raw card advantage and reduces the chance for drying out in the nutrition game. It adds micro synergy to the list in the sense that the flashback cost is the same as the cost to put a lore counter on a myth.

Remand

Were looking to deal with opposing creatures in a 2-for-1 Supreme Verdict, so delaying threats while drawing cards amplifies this plan. Another aspect is that remanding our own spell becomes a significantly better play with a myth on the field. Path to Exile + Remand + recast Path is an aggressive example that for five mana adds three lore counters, draws a card and remove a blocker - be creative.

Shadow of Doubt

A cycler with a powerful effect when timed correctly. Most modern decks searches their library, and if not, Shadow can always be chained with Path to Exile or Ghost Quarter. It shines brightest when it can catch the opponent off-guard, and will therefore often be sided out in game 2-3. I tend to start here when sideboarding.

Mana Leak

Its a never ending discussion in modern whether or not Leak should be utilized alongside Path to Exile. However, based on personal experience I believe its good more often than bad. That being said, it isnt Counterspell, and because of that it will fail sometimes. Ive been through a lot of combinations and in this shell the 3 Leak / 2 Remand split is where we want to be. Naturally, we want to go late and the most crucial turns for us is 1-5 - where Mana Leak helps us interact.

Negate

Since the deck utilize snares, souls, sweepers and myths, mid to late game creatures arent that problematic. Negate is in comparison to Mana Leak a definite answer to many problematic non-creature spells, reliability is valuable. Being confident in the decks ability to handle creatures, Negate becomes a solid choice.

Disallow

I chose to include this controversial card because I value the access to a versatile 'catch-all' spell. With Fatal Push we've gotten a highly efficient removal suite, and because of that we only have two flex slots left. I believe this choice to be the better two-off option over conditional counters like Mana Leak, Spell Snare, Logic Knot. That being said, these slots are flex and should be adjusted to the expected meta.

Painful Truths

Since the deck already splashing black for Lingering Souls truths are within reach. When we play twenty-three lands, souls, myths and sweepers Id argue that the card is better for this shell than Sphinx's Revelation. We want a fueled hand, and Truths is uncontested for its cost / cards ratio. Its more potent against matchups like GR Tron and Bloom Titan, but will be boarded out in the same scenarios where Sphinxs would. Finally, Truths are immune to Dispel, something which has become relevant in todays meta.

Esper Charm

It's nice to have a main deck answer to Blood Moon, but honestly the most valuable aspect of the card is the draw / discard mode. In the grind, drawing two at instant speed keeps us in the game, and flashing it back later with either Snapcaster or Torrential Gearhulk pure value. The 'discard two' is less used, but against combo the Charm will together with Collective Brutality bring good disruption by whittling down the the opponent's hand.

Detention Sphere

While in my option not as good as Maelstrom Pulse, Sphere still does its job as a dreamcatcher. Without access to Lightning Bolt planeswalkers can sometimes prove problematic, and its useful to have something which can exile any nonland permanent. This enhancement shines is against tokens, or any strategies presenting multiple permanents with the same name on the field.

Narset Transcendent

With the addition of Lingering Souls and Serum Visions Narset becomes a much more lucrative walker. The deck provides some good options for the rebound effect, which also works nicely with Myth Realized. The list contain fifty-six percent noncreature spells, making her plus ability reliable enough to provide card advantage. Ultimately, the emblem can be a stretch goal in some matchups but, like most planeswalkers, not something we'll rely on.

Terminus

The way Mythic Command is built sweepers never become disadvantageous. None of our cards really cares about being swept away, as they either ignore the effect or have built in card advantage. Naturally, Terminus is high variance, and I will not deny that the amount of card draw in the deck makes it more likely to miss the trigger. Serum Visions have the possibility to set it up, but it aint Brainstorm. However, a six mana board reset isnt unheard of with the amount of stall the deck provides, and the times we get to cast the card for its miracle cost itll often be a blowout. That being said I feel that this is more like a flex slot.

Tamiyo, the Moon Sage

In a color-pairing that lacks spot removal Tamiyos first ability becomes desirable. Tapping any permanent for a round adds flexibility to either lock down a threat or deny mana - great alongside Ghost Quarter. As previously explained Lingering Souls urges the opponent to go wide in order to push damage through, and when she hits the field the aggressor has to consider whether a wide attack is worth it or not. This combo delays the game, which in turn establish opportunities for a well-timed sweeper. Finally, the setup with Cryptic Command tap-all is magical Christmas land.

Gideon Jura

Gideon has impressed me as of late, and it has been a card that out of the sideboard continued to perform. He's highly flexible, has lots of interactions within the list, and offensively works the same way as Myth - being immune to sweepers. Lingering Souls and Thoughtseize does a good job protecting him, and together with Cryptic you can cherry-pick with his minus ability. Forcing opponents to attacking into a massive Myth is also a way to get rid of opposing creatures.

Batterskull

With the introduction of Thoughtseize the deck did a bit more damage to itself, making maindeck stabilization options desireable. Having good equip targets in the likes of the flying spirits, being a non-creature spell and easy to cast, including the bskull felt nothing but natural.

Archangel Avacyn  Flip

Indestructibility is a seldom seen effect that has a few valuable applications if it can be used at instant speed. Therefore, when this status becomes applicable with a 4/4 flying angel for five with flash & vigilance it becomes difficult to pass up. Avacyn can protect manifested Myths from Abrupt Decay, save our spirits from being swept away or act as removal for any attacking creature with four or less toughness. Shes a threat similar to Celestial Colonnade, that with her flip side discourage the opponent to attack our fragile soul - Lingering Souls.

Sphinx's Revelation

A 'reload' card that, once resolved for three or more, will pull us significantly ahead. While powerful, successfully casting it against blue decks can be challenging, so choosing the proper and when to "sphinx's" is crucial.

Torrential Gearhulk

This is our value finisher, that together with Cryptic Command can facilitate lethal alpha strike scenarios eot. - especially with a Myth on the field. If there are no targets available the body itself is big enough to act as 'removal' for most attacking top end creatures, but chances are high that you'll have some options to choose from when he enters the fray.


Updates

Been a lot to do at work lately so haven't really been able to attend to the list as much. Changes have been made, and I'm rather happy with the inclusion of Thoughtseize. I rarely got time for writing about the swaps as they happen, but I plan to explain the cards role eventually.

Currently testing Blessed Allianced and Jace Beleren. The two walkers are flex, and I plan to test Esper Charm and Ashiok, Nightmare Weaver at some point. Alliance replaced Batterskull and I'm happy with that for the time being.

Comments View Archive

Mr_Sausage says... #1

I hope you get the matchup sections done, I'm very interested in those. Also, if you gear hulk Blessed Alliance, will you be able to choose all 3 modes? Or just the one?

October 8, 2016 1:12 p.m.

To Mr_Sausage:

How it works is that you choose an intial mode, which doesn't cost any mana, then you pay the escalate cost to activate the other modes.

October 8, 2016 1:50 p.m.

Mr_Sausage says... #3

Oh alright. Wasn't sure about that. Thanks. And sorry for this Spotred.

October 8, 2016 1:54 p.m.

Spotred says... #4

Mr_Sausage no worries! Epser Charm and Cryptic Command is the best targets for the card - so much value right there.

Regarding the matchup section, I hope I'll get to it eventually. Just unsure how to approach it as the modern meta tends to change frequently. I hope I can manage to solve it by talking more generally.

For now I have added a section for my sideboard swaps versus my local meta. At the bare minimum I'll have an inn / out guide versus the current top meta in the mu section.

October 8, 2016 2:21 p.m.

mr_funk says... #5

especially considering you are maindecking 1 Crucible of Worlds, why not at least 1 or 2 Ghost Quarter in the main or side? that can be backbreaking for a deck like tron or any 3 color deck. even most 2-color decks in modern dont even play more than 6 or 7 basics, if that. especially considering you're playing Path to Exile, to further weed out their basics.

October 13, 2016 11:55 a.m.

Spotred says... #6

mr_funk Absolutely, I've always been at the full playset of Ghost Quarter. Think you've just overlooked it.

October 13, 2016 1:36 p.m.

mr_funk says... #7

whoops. guess i did! haha. my bad! deck looks good.

October 17, 2016 9:36 a.m.

A couple things. I love the quality of the presentation. The original artwork, and flow of the Primer is amazing. You sir make a good looking product. Once I was in the weeds with the deck, I did notice that you put some major TLC on this deck. I would love for you to play or ask someone to represent this deck at a modern GP because Myth Realized needs a lot more brewing and TLC before it can be Tier 1 OR 2.

October 18, 2016 3:22 p.m.

Spotred says... #9

Marcus_Licinius_Crassus Thanks for the kind words, means a lot! Unfortunately not a fully fleshed out product - as my writing comes and goes, but glad that it's understandable enough to be useful for others not familiar with the deck.

I would love that as well! Though, I'm just starting out with going to more serious events, so my field experience is a bit lacking. Attended a local tournament last Sunday - went 2-4-0, and did some pretty rookie mistakes which the result reflects.

The problem is - as you say, Myth Realized needs a lot more testing than a single person is able to provide, and I don't have the time to be an active magic player. However, I'm not going anywhere and I will keep working on the deck and my own play. My goal is that the deck someday will provide some results that people are willing to talk about.

Again, thanks for the comment!

October 18, 2016 3:59 p.m.

Spotred says... #11

Drcfan good catch, the list has changed a bit since I wrote that. I'll tweak the description.

November 18, 2016 10:26 a.m.

Tomazinhal says... #12

Hey!

I made a deck in the Frontier format that uses Myth Realized and uses a little bit of the same gameplan. Just thought you'd like to take a look -> Jeskai Myth Control [Frontier].

Please continue your awesome work!

December 13, 2016 1:11 p.m.

PkCometStorm says... #13

I like the idea of this, the only problem I see is the quantity of more high cost counters. I would consider something to replace disallow and one or two less cryptics for something cheaper, like spell snare and remand or some more hand disruption. Three drop counters are not super reliable against most of the premiere decks of modern like infect and death's shadow.

January 12, 2017 2:58 p.m.

Spotred says... #14

PkCometStorm I've been busy so I haven't updated the description with the changes.

3x Fatal Push replacing 2x Spell Snare & a copy of Collective Brutality.

2x Disallow replacing one Collective Brutality and one Negate.

Don't think Snare is necessary with Fatal Push in the list as it is much better versus those decks you've mentioned. The two Disallow's are there for Tron, Bant Eldrazi, Breach and the like. I think the split is fine, but will figure it out once the tournaments starts again.

January 12, 2017 5:16 p.m.

iceyyou says... #15

Hey there, been away for quite some time due to illness - back on this deck now and will be able to have a more in depth review of card choices and match-ups soon - watch this space :P

January 21, 2017 12:14 p.m.

chrisgordon says... #16

I'm very impressed with your presentation of this deck and I think the idea is interesting. I think that I'm going to start testing a Jeskai variant of this deck utilizing Myth Realized as the win condition, but please keep us updated on your results!

February 1, 2017 1:24 a.m.

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Compare to inventory
Date added 2 years
Last updated 3 days
Exclude colors RG
Splash colors B
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 1.97
Tokens 1/1 Spirit
Folders 00 - My Decks, uwr, Sword of Value and More Value, interesting builds, modern competitive ideas, best, want to make, Possibilities, cool!, Cool Stuff, See all 197
Top rank #6 on 2016-02-24
Views 79243

Revision 184 (3 days ago)

+1 Batterskull side
-1 Blessed Alliance side

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