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Countermyth is an tapp-out-control variant utilizing Myth Realized as its main threat. As a result the deck's curve lies 'low to the ground', allowing the pilot to focus on interaction as early as turn two. 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. This is a deck that seizes the controlling role in almost every game, where an early Myth provides "face" to our disruptive gameplan.

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.


1.0 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.

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 "thrust" are 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.

2x Creeping Tar Pit

With such a low curve we're looking to get away with 22 lands. The deck seeks to utilize its mana every turn, and when you attack with a manland you want to be able to animate Myth as well. This makes Tar Pit a perfect fit as it only cost three mana to animate and doesn't require white mana. Celestial Colonnade ended up being too taxing.

1x Hour of Need

This is a 'flex / finisher slot', which means it can be whatever you'd like it to be. That being said, there is some thought behind Hour of Need;

With Souls, Snapcaster and Timely (out of the board) we have access to favorable 'upgrade' targets. A token or mage in exchange for a 4/4 flier for three at instant speed is decent, and two sphinxes for five represent a serious clock. 'Flashing' in four or even eight power in the air versus greedy mana bases can be a deciding factor. Overall the card fits nicely into our low curve, with opportunity cost the longer into the game we go. In testing, casting a five mana haymaker have proven to be difficult as we often end up operating on three or four mana over several turns. Hour of Need can also act as a pusedo protection or removal spell. For example 'upgrading' a Myth that's about to die to Fatal Push isn't completely off the table, and exiling an Ulamog will at least buy us another turn. When used as removal the token can be bounced with Cryptic or blocked if cast at parity.

This being said, the card is very much fringe tech and there's always the risk of drawing it without any targets to 'upgrade'. Some alternatives can be a third Liliana, Esper Charm or even a Vendilion Clique.

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 Inquisition of Kozilek & Thoughtseize

Hand disruption functions as means to remove threats / answers from our opponent's hand. It also provides information that'll let us plan ahead, thus making it easier to decide wether or not to "animate" our main threats. This split is preferred as we don't want too many Siezes' as they wither away our life total.

2x Countersquall

In Esper this card becomes the natural choice over Negate - the mana base can support it. We absolutely need the unconditional counter effect for the Tron and Combo matchups, where the two points of damage can become a deciding factor as well. With Fatal Push in the mix we have plenty of removal, which means we can favor nocreature counterspells over something like Mana Leak.

2x Liliana of the Veil

This walker works especially well in the Countermyth shell. Pitching Lingering Souls feels dirty, and the nature of Myth Realized means that the opponent can't use removal unless we expose it. With Liliana the goal is to make the opponent hellbent, which allows worry-free attacks with the avatar monk. The ultimate is also quite reachable as we have access to multiple options that can protect her. The only downside is that cantrips and counterspells - especially Cryptic Command, plays a bit awkwardly with her plus ability. Another viable option in these two slots would be Esper Charm.

1x Logic Knot

This is a solid singleton because it scales into the late game. We don't want more than one copy because about half of the cards we're putting into our graveyard are valuable flashback cards.

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.

Our curve together with Serum Visions encourages a lower land count. Since we play several color intensive cards like Cryptic Command, Liliana of the Veil and Supreme Verdict (out of the board), the Mystic Gate and Sunken Ruins becomes valuable assets for fixing purposes. 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 and hand disruption. The manabase is tuned based on my own playtesting, and has performed without major hick-ups thus far.

3x Supreme Verdict

This is our trump card in creature matchups, especially against those who like to go wide. Myth Realized + Supreme Verdict is a neat "combo" that for five or more mana allow us to sweep the board, strengthen our myth, 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.

3x 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 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.

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 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 Runed Halo

This is a versatile card that can come in in a variety of matchups. Halo is at its strongest against decks that heavily relies on specific card, like for example naming Valakut, the Molten Pinnacle versus Scapeshift or Eidolon of the Great Revel versus Burn. However, it can also be decent elsewhere, acting as a psuedo "removal spell". There's always the option to bounce it with Cryptic Command allowing us to adapt to the situation.

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.

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?!


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.

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.

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.


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.


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.


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.

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.

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.


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.

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.


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.


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.


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.


I played in a local 40+ tournament this weekend, and the experience made me realize that I wanted to take the deck more towards a hand disruption approach notably I really want to test Liliana of the Veil in the list.

We played six rounds of swiss before top eight. My matches was very lopsided. At the beginning of the day I ran hot, with three wins in a row. But, the good streak ended at the fourth game where I lost, ending the day at 3-3.

The matches were:

  1. Shadow Jund - Won 2 | 0 | 0
  2. Jeskai Flash - Won 2 | 1 | 0
  3. GR Tron - Won 2 | 1 | 0
  4. Grixis Control (Feature match) - Loss 0 | 2 | 0
  5. Merfolk - Loss 0 | 2 | 0
  6. Eldrazi Tron - Loss 0 | 2 | 0

Compared to last time I didn't go to time in any of my matches, which I'm happy with. However, I continue to make silly gameplay mistakes, so probably should slow down my phase a little allowing me more time to think.

I really struggle with the Grixis Control matchup, and always feel that I fall behind on resources. Which is understandable, the deck isn't really built to grind. This is why I think that the Liliana coupled with discard spells could help me navigate the matchup a little better. With our curve we tend to end up in top-deck mode, so forcing our opponent to do the same is something I'm interested in testing.

Spellskite didn't really perform, and Inquisition of Kozilek seems like a better option in these slots. Also, the mana base is a bit rough sometimes with four Celestial Colonnade and if we wan to support Liliana we need more black. The Ghost Quarters is also ends up being rather awkward when the list is so color intensive.

Bottom line. I've shifted a few cards around and looking forward to test with the new setup.

Comments View Archive

marc_buzzelli says... #1

Why is this list not running Mentor? seems like an auto include. Other than that looks like a very fun list! I just started building Shu Yun commander so Myth is a new card to me, but seems very very fun.

March 10, 2017 4:04 p.m.

Spotred says... #2

marc_buzzelli it would seems so at first glance, but I think they probably would end up conflicting with each other. A Myth can trigger another or a Mentor, but the Mentor can't trigger the enchantment. Think they're better off in their separate shells.

I do however have two spots that I haven't really decided on, so I might give it a test. Though, Liliana, Epser Charm or Ashiok are first in the line at the moment.

March 10, 2017 4:51 p.m.

entheogeneral says... #3

How would this deck do against Affinity?

March 23, 2017 12:02 p.m.

Spotred says... #4

entheogeneral I consider Affinity a favorable matchup mostly due to Lingering Souls and cheap removal. Pre board you have access to sweepers, GQ's and Stony Silence which makes the odds even better. The biggest concern is pre board is Ghirapur AEther Grid and Blood Moon.

March 23, 2017 12:43 p.m.

entheogeneral says... #5

Okay, thanks. I just have an Affinity deck and now I have a grasp on what to look out for. Fun deck though, neat concept.

March 23, 2017 2 p.m.

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Date added 2 years
Last updated 3 days
Exclude colors RG
Splash colors B

This deck is Modern legal.

Cards 60
Avg. CMC 1.84
Tokens 1/1 Spirit, 4/4 Sphinx
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 206
Top rank #6 on 2016-02-24
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Revision 193 (6 days ago)

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