Description

Mythseize is an Esper 'hand control' variant utilizing Myth Realized as its signature threat. The main challenge is to evaluate when to make 'myth reality' - a choice that will make or break the game for the pilot. To ease this decision, the deck's main goal is to make the opponent hellbent - a worry-free path for the monk avatar.


0.0 Disclaimer:

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.


0.0 Alternate builds:

Mythseize | Testlab - Direct

Countermyth | Mythseize - Direct


1.0 Introduction:

When the delve creatures and Death's Shadow was introduced to the format you were, with some tweaking, able to deploy highly proactive threats for the mere cost of one mana. When playing control, going on the offense traditionally meant that you sacrificed a defensive position, or exhausted the opponent beforehand - which took time. But, the delve and Death's Shadow 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, efficient beaters and Kolaghan's Command.

I believe Myth Realized has similar potential. However, it's important to realize that Mythseize doesn't play like Grixis Control / Shadow. Tasigur, the Golden Fang, Gurmag Angler and Death's Shadow becomes huge threats or defenders once resolved, whereas Myth Realized requires activation. The pros are that it doesn't rely on the graveyard / life total, eventually grows bigger, and doesn't die to removal until we're ready to commit. The cons are that we dont apply pressure as fast and become prone to creature aggression. However, I try to account for these weakness through my deck design.


2.0 Deck design:

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

  1. Fuel:Cards that can replace themselves as they look for action - while triggering Myth Realized .

  2. Grip: Cards which allow us to keep phase with our opponent, and interfere whenever they try to get past us.

  3. Thrust: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 in this card because it allows the deck to 'nourish' a threat while carrying out a reactive gameplan. As discussed, the reason why Tasigur, Angler and Shadow are so powerful is due to their bodies being achievable for one mana, 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. Most importantly the manifestation aspect is what allows the card to be immune to spot removal and sweepers while idle.

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.

To utilize the monk avatar to the fullest you must consider 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 "Mythseize" game plan. The flashback ability makes the card resilient against counters and discard, while also making it possible to trigger Myth twice. It quickly populates the board with fliers that can either act as a threat or defence 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 man-land you want to be able to animate Myth as well. This makes Tar Pit a perfect fit as it only cost three mana to activate and doesn't require white mana. In comparison, Celestial Colonnade ended up being too taxing.


4x Serum Visions

Serum Visions are favourable because they make it easier to get away with a twenty-two lands setup, allowing us to operate with a high spell density. They are great alongside Snapcaster Mage, and strengthen our myths all while filtering our deck. Finally, hand disruption followed by the scry two will help us plan accordingly.

4x Snapcaster Mage

This is a card that let us reuse our spells - a nice utility to have when we often must discard our own cards due to Collective Brutality or Liliana of the Veil. The wizard naturally pairs well with Myth Realized , and the 2/1 body is useful enough either as a beater or surprise chump blocker.

3x 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 Snapcaster Mage ispure value. The Mind Rot -mode will together with hand disruption and Liliana of the Veil quickly hellbend the opponent which is ideal when we want to swing with our monk avatar.


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 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.

3x Inquisition of Kozilek & 2x 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 whether or not to "animate" our main threats. This split is preferred as we don't want too many Siezes' since they wither away our life total.

2x Liliana of the Veil

This walker works especially well in the Mythseize shell. Pitching Lingering Souls or even Failure / Comply 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.

2x Collective Brutality

Multi-functional cards are valuable, whereas the 'modes' let you adapt to different scenarios. Brutality is especially helpful because it can pitch "polarized" cards in exchange for more desirable options. The card can answer weak but problematic creatures, interact with combo strategies and / or speed up our clock a little. Also, Souls makes it possible to gain additional value out of the escalate cost.

2x Detention Sphere

Sphere does a nice impression of a "dreamcatcher." Allowing us to interact with any problematic non-land permanent - like planeswalkers. This enhancement shines against tokens or any strategy presenting multiple 'same-name-permanents.' While vulnerable to removal, it's a boon versus decks like Dredge and Eldrazi Tron.

1x Supreme Verdict

This is our trump card in creature matchups, especially against those who like to go wide. Myth Realized + Supreme Verdict is a "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. The polarized usability Verdict has makes it a great starting point when sideboarding.


Our curve, coupled with Serum Visions, encourages a lower land count. Since we play several color intensive cards like Esper Charm, Liliana of the Veil and Supreme Verdict, the Fetid Heath and Sunken Ruins becomes valuable assets for fixing purposes. Apart from that, the mana base is straightforward and tuned based on my own playtesting.


3x Ceremonious Rejection

This is our (sorry for saying it) "f*** you Tron" package. Since we're in tricolors Ghost Quarter becomes a gamble, and Fulminator Mage isn't as good when we lack red for Kolaghan's Command. I choose this over Disdainful Stroke because Chalice of the Void wrecks us hard, and Rejection is the only card that'll lets us counter a turn two 'Chalice on one' on the draw. At one mana it also lets us counter a turn three Karn Liberated with a Snapcaster Mage - which, with a Myth on the field, makes clocking them a real option. The biproduct with this choice, is that our Affinity matchup becomes great post sideboard.

2x Surgical Extraction

While being a 'high-variance' card that relies on sequencing, its effect can be powerful versus decks that leans 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 Blessed Alliance

The card is powerful versus aggressive creature based decks, leaving you less worried about hexproof and Reality Smasher. The life option is underwhelming alone, but at four mana the sac + life mode improves our resilience considerably. Finally, the un-tap option is the least impressive of the three, but giving Myth Realized vigilance while pumping it can be relevant in some corner case scenarios.

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 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.

1x Engineered Explosives

While in the same vein as Detention Sphere, Explosives hits a bit wider as it allow us to pinpoint targets up to three CMC which becomes especially strong against homogeneous decks - like Merfolk. In some corner case scenarios it can be cast for zero, essentially strengthen our Myths for free. This, alongside Sphere and Esper Charm ensures that we can interact with almost anything that our removal cannot.

1x Flaying Tendrils

In the meta the 'exile' keyword is important, and Tendrils sweeps most of the targets we need it for. While it doesn't hit Prized Amalgam like Anger of the Gods, it's still a decent option versus Dredge. On the plus side it does hit Etched Champion... Poor Affinity.

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".

1x Batterskull

With a three-color mana base the deck naturally damages itself, and in the grind a stabilization option becomes desirable. Having good equip targets in the likes of flying spirits, bskull can become a potent threat. Its resilient and easy to cast which makes it a nice shoe-inn for gaining life.


2.1 Gameplay & flow:

Like any deck Mythseize 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, 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 - Tar Pit 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. 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".


Mythseize 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 shown potential. Finally, I wont deny that I like piloting and brewing with the card. Meaning that I wont deny that there probably are better options out there.

Q: What does it mean?!

A:

  • There is a way in which to a child everything is myth-size: people are enormous and ominous and have great backlogs of mysterious information and of a life lived that you lack. I don't think that without the myth you'd have a book. [Quote - John Updike]

Tournament Results

Playtesting Results


Updates

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

dpac says... #1

Nice deck! How did Dark Confidant and Liliana of the Veil perform?

June 29, 2017 7:28 a.m.

Spotred says... #2

dpac I'm still testing the Confidants. Unsure if they're worth it over Serum Visions, though the card hasn't underperformed per se. Hard to tell if there's a notable difference - it's better versus decks that skimps on removal.The deck performs well with either.

Liliana of the Veil is great, and does exactly what the deck needs her to do. I consider her a staple in the build.

June 29, 2017 11:10 a.m.

jonmaior says... #3

My DeckSpotred, can you look at My Deck for me? I made it based on a similar idea as this deck and though I feel the idea is good, I'm not sure what direction I should go with the deck. it is a creatureless mardu control deck that uses cards like Gideon and Myth Realized and Heart of Kiran combined with cards like Death Cloud and Smallpox and Flagstones of Trokair to maximize the usefulness of cards that make both players sacrifice creatures or lands. (Ironicly it never beats this deck because of Lingering Souls) do you think that I should go for esper rather than mardu? should I add The Rack or Shrieking Affliction or Ensnaring Bridge and go for more of an 8-rack build (since most times both players end up hellbent) If you have the time I would love it if you helped me out, I would love to do something with this deck Idea.

July 2, 2017 10:44 p.m.

Jack_attack_ says... #4

Nice deck! Too expensive for me but I like that somebody is making it work with Myth Realized. I really like that card.

July 4, 2017 11:02 a.m.

ej133 says... #5

My main doubt about this:

What is the right play when I get Inquisition of Kozilek and Myth Realized in my opening hand? Which one do I play first?

Thanks!

July 4, 2017 11:02 a.m.

Spotred says... #6

Hello jonmaior I'll see if I get the time to take a look. But, I must warn you that my experience is exclusively with UWb colors, and how to utilize Myth - ofc.

-

Jack_attack_ Thanks, I'm continuously impressed by how many players enjoying Myth Realized. Shame there's so few brewing with and testing the card - there must be many more builds out there.

-

ej133 now that's a good question, glad you asked! First of all, the answer isn't one, but many. It all depends on whether or not you're on the play / draw, if it's the first or second / third game.

  1. On the play, in the blind, I would always lead with Myth, as the extra lore counter is valuable.

  2. If you're on the draw and see a land that implies a combo / tron strategy you want to lead with a piece of hand disruption - targets could be Goblin Electromancer, Chalice of the Void etc.

  3. If you're on the draw and see a land that implies a grindy / aggro matchup I would make the case for leading with Myth - with the goal to make it a 4/4 + asap.

July 4, 2017 5:02 p.m.

Brainiac1511 says... #7

This is still probably one of my favorite decks on this site!

I do have a question though. Do you have problems with protecting your Myth or getting its damage through? It's not hexproof, nor does it have flying or trample. I'm still working on some spicy brews with Myth (Jeskai Tempo & Esper Tap-Out), but I can't help but consider that it lacks the keywords to really bring it home as a superb finisher.

July 6, 2017 4:04 a.m.

Spotred says... #8

Brainiac1511 Thanks, that means a lot - especially when I've spent so much time on it!

-Regarding your question:

It depends. In general, no. As you get used to the build you're staring to see the openings. Myth isn't an easy card to play, but it's forgiving when idle - it has pseudo "hexproof".

As I describe; making the opponent 'hellbent,' makes going on the offensive easy. But until you get there you have to play smart and learn the meta (which card can interact with it). That being said Fatal Push has made it a bit harder, but we still present diverse threats with Lingering Souls and they gets "pushed" more often than Myth.

If the card had evasion it would be busted. It would be nice, but isn't needed. The list has so much removal that you should be able to get some clean swings with Myth. In most games, I end up finishing over a few turns with a 7/7 + Myth. Turn 1-5 is the disruption phase, don't rush it unless you're threatened.

July 6, 2017 5:51 a.m.

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Date added 2 years
Last updated 1 week
Exclude colors RG
Splash colors B
Key combos
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 1.82
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 237
Top rank #6 on 2016-02-24
Views 92134

Revision 212 (1 week ago)

-2 Swamp main
-2 Plains main
+2 Plains main
-1 Island main
+1 Island main
+2 Swamp main

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