Sweep the board and swing for lethal.

Esper Mythseize is a spell-slinging midrange deck with Myth Realized as its centerpiece. When piloting the deck, your main challenge will be to evaluate when to make “myth reality”. A decision which is eased by Teferi, Time Raveler and hand disruption. Throughout the game you’ll grow the myths by interacting with your opponent, weaving cantrips in between. Your goal is to carve a worry-free path for the monk avatars.


0.0 Disclaimer:

In this primer I'll explain the deck’s concept and individual card choices. One day I’ll have a more detailed sideboard section.

I'm always looking for improvements to the list, so changes are to be expected on a regular basis. If you ever decide to pilot the deck, I would appreciate if you preserved the deck's name - and shared your experiences.

For the Mythseize archetype I have chosen to divide spells into three main categories. The key to pilot this deck is to realize that "fuel" doesn't develop our game plan alone. Therefore be cautious about opening hands which only contains "fuel", and no "grip" nor "role-players".


1.1 Point of interest:

When the delve creatures and Death's Shadow were introduced to the format you were, with some tweaking, able to deploy highly proactive threats for the mere cost of one mana. Traditionally, when playing interactive strategies, going on the offense meant that you either sacrificed a defensive position or had exhausted the opponent beforehand. But, the delve mechanic and Death's Shadow left enough resources available for reactive spells to be cast. These threats made it possible to turn the corner much faster than usual, making the color paring especially potent with its reach, efficient beaters and newfound value-town in the form of Kolaghan's Command .

My belief is that Myth Realized has similar potential. However, it's important to realize that "Esper Mythseize" doesn't play like a Shadow deck. Gurmag Angler and Death's Shadow becomes huge threats or defenders once resolved, whereas Myth Realized requires activation. The pros, I would argue, are that Myth doesn't rely on the graveyard or your life total. It eventually grows bigger, and doesn't die to removal until you’re ready to commit. The cons are that we don’t apply pressure before mid game, and that we must pay mana if we want to block with the monk avatar. However, these weaknesses are accounted for in the deck’s design.

1.2 Why chose Myth Realized:

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Myth Realized is a cheap beater with increasing threat level. It grows stronger as you cast your spells, meaning that it give face to an interactive play style.

As an enhancement, few decks will have answers to Myth’s idle state game one. So deciding when to go on the offensive becomes a game of cat and mouse. A good pilot must be aware of every possible answer in any given meta, which becomes a burden of knowledge. For example Jund normally have between 3-6 answers to Myth game one.

Its most apparent drawback is that it must be animated, making the deck prone to early creature aggression. However, the drawback becomes a deck building opportunity when you realize that you can sweep the board without killing your own Myths - which probably is the card’s strongest trait.

While the deck’s design ensures a steady stream of 'lore counters', the process isn't particularly aggressive or broken - it’s painfully fair. This wind-up nature means that the longer the game goes without seeing a Myth, the worse of a top-deck it becomes. That said, you can still win a grindy game with a top deck Myth by dumping mana into it. I’ve done that multiple times.


Role-players are cards that together brings the opponent from twenty to zero.


4x Myth Realized

As previously mentioned, the reason why delve creatures and Death’s Shadow are so powerful is because they’re achievable for one mana, making it easy to keep interaction live in hand. In comparison, Myth Realized can always be played for 'one' with potential for growing bigger - which is why I believe in the card. The animate aspect is what allows the Myths to be immune to sweepers, and turns spot removal into something you can play around.

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 to it once animated. Plan ahead, play smart and don't rush it. Myth Realized is a card that rewards game knowledge more than anything else.

3x Teferi, Time Raveler

When they revealed Teferi, Time Raveler - now T3feri - during WAR spoilers I was excited. If you've followed this list for a while, you probably recall that Liliana of the Veil was included to help facilitate the Myth Realized plan. In this revision Lingering Souls was a natural role-player since it favorably pitches to Liliana/Brutality and could trigger Myth twice.

T3feri costs three mana and starts at five loyalty. These are good rates in modern in terms of staying-power. If you're playing him on curve and uptick, most deck's in the format won't be able to kill him easily - and those who do; that's five or more damage not going to your face turn three.

Each opponent can cast spells only any time they could cast a sorcery.

Since T3feri naturally protects the monk avatars from spot removal when animated on your turn, we suddenly got another option on the table over LotV. The important change here is that we no longer need to discard cards form our hand which plays much better with Myth Realized - a card that cares about spell density.

[+1]: Until your next turn, you may cast sorcery spells as though they had flash.

Being a midrange spells-matter deck Mythseize naturally incorporate tons of powerful sorceries. Combine those with Snapcaster Mage , and Teferi's plus becomes quite potent. Instant speed sweepers are almost legacy power-level, and draw-step Snapcaster into hand disruption is like building your own Vendilion Clique . The plus-ability admittedly doesn't do much on its own, and some deck's will capitalize on that fact - in which case you probably side him out.

[-3]: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.

Now remember, his minus-ability is uncounterable thanks to the static ability. This means that targeting your own Snapcaster Mage is pure value. Imagine this scenario with a Myth on the field; bounce Snapcaster, draw a card, cast the one-mana spell you drew, re-cast Snap and flashback the spell you just cast. These recursion-plays are exactly the kind of lines Myth Realized needs in order to function optimally! It's important to realize that the ability doesn’t need a target for you to draw the card and that you can target artifacts and enhancements as well. This means that you can bounce a Chalice/Blood Moon/Bridge and take it with a Inquisition of Kozilek releasing the lock.

2x Saheeli, Sublime Artificer

In the past we utilized creature lands in these slots, but with the reduced land count taplands becomes too much of a gamble. It’s also dangerous to solely rely on Myth Realized to win. Therefore a total of six threats in the main are preferred. You might wonder why we won’t run Monastery Mentor instead, but the answer is simple; we don’t have easy targets for spot removal. In this deck Mentor would just be a giant lightning rod, with little to no chance of generating value. Saheeli however works great alongside Myth. They trigger each other, she won’t get swept away and she provides a go-wide option which is much better at pressuring planeswalkers - something which Myth is not.

1x Jace, the Mind Sculptor

One of the key aspects of the deck is to keep casting spells that triggers Myth - or finding thrust/grip that can advance our position. Jace does this job better than anyone. This is a must answer card that helps diversify our threats.


Fuel are cards that can replace themselves while triggering Myth.


8x Cantrips

4 Serum Visions 4 Arcum's Astrolabe

Cantrips are most of the reason why we’re in Esper and not Mardu. These cards facilitate a low land count and quickly grow our Myths while filtering our draw - ensuring that we find the pieces we need to navigate a victory. Coupled with discard we can make more informed decisions with the scry and the Astrolabe makes our mana base much less painful - while also counting as a permanent for Dead of Winter

4x Snapcaster Mage

The wizard naturally pairs well with Myth Realized due to the flashback ability - triggering Myth a second time. It’s especially good in this shell due to the sheer amount of cheap spells for it to chose from. The 2/1 body is useful enough alone either as a beater, Ambush Viper or chump blocker for our walkers.


Grip are cards that allow us to control our opponent and eventually ensure a worry-free path for our monk avatar.


6x Discard spells

4 Inquisition of Kozilek 2 Thoughtseize

Discard functions as means to remove threats or answers from our opponent's hand - especially important versus Chalice of the Void decks. Hand disruption provides information that'll let us plan ahead. Thus making it easier to navigate through counter magic and decide whether or not to "animate" our main threat.

6x Spot removal

3 Path to Exile 2 On Thin Ice 1 Winds of Abandon

Spot removal that exiles is especially important in a graveyard centric modern. We diversify our removal suite in order to play around Meddling Mage and the single Winds of Abandon is there to play around Chalice - it’s also a great late game sweeper.

3x Sustain spells

3 Kaya's Guile

As previously stated, a deck leaning on Myth Realized will be prone to early creature aggression and the Kaya package is a remedy for this weakness - doubling up as graveyard hate. Kaya's Guile is a Swiss army-knife where every mode is relevant for our game plan. It keep us at a healthy life total or protect our walkers.

3x Sweepers

3 Dead of Winter

Since the deck runs so many one mana spells and barely have any double mono-colored requirements, fetching basics becomes trivial. While we didn’t get Toxic Deluge in Modern Horizons, Dead of Winter isn’t that far of in the matchups we wanted it for - it might even be better if we consider the life loss. Reaching three snow permanents is achievable by turn three-four, and you’ll naturally be at five or more in the mid game. Considering how well our removal suite deal with bigger threats, the clunky Supreme Verdict isn’t really missed in the 75.


A sideboard should always be tweaked based on expected meta and personal experience with a deck. Therefore, I won’t go into each card in detail, but instead outline my general plan for the Mythseize board.


Early creature aggression is a weakness, and I want to be favored against these strategies game one - which the main deck should reflect. This configuration release some sideboard slots that can be used for more problematic matchups.

In modern you should probably never leave home without protection (read: graveyard hate). While we have some natural interaction main deck, some slots in the side should be reserved for these strategies. Rest in Peace hurts our Snapcasters, but in a meta where four Leylines is taxing the 15 slots, RiP could be considered.

As a personal rule I never go below two Stony Silence . This helps us a little in the GBx Tron matchup. However, I still like having solid hate pieces dedicated for our nemesis. You can chose to ignore the flavors of Tron, but the matchup is winnable game 2-3 with the right config.

Chalice on one is a problem. However most of our answers to it are main deck. I like to approach his problem with three aggressive slots. My choices are two Geists and one Clique. These works great in multiple matchups and won’t get countered easily.

Kaya, Orzhov Usurper ’s plus ability serves a similar sustain-role as her Guile. However, her minus abilities have other uses; her second paragraph can deal with the ever so problematic Chalice on one (and other 1-cmc permanents), and her ultimate can be a game winning action together with a large Myth.

Having extra threats in the side helps pressure hard-to-reach planeswalkers post board. That said, the deck can still have some problems pressuring early walkers. Here I like Pithing Needle as a catch-all. These slots should probably stay as designated walker hate.


In this section I'm going to highlight cards that's currently being tested in the list. This because I want to make my brewing process a little more transparent and explain in detail why these cards are being tested in the first place.


Currently the snow-cards On Thin Ice and Dead of Winter are being tested in the list. So far the deck has an easier time fetching basics than I anticipated, seemingly making these a good inclusion for the list.

Kaya planeswalker is a card I’ve been hesitant to test in the past. However, considering how the list now runs eight cantrips and fewer lands, having a main deck answer to Chalice on one feels good - if not necessary. Her ultimate together with Kaya's Guile seems like a cool ‘combo’ against Dredge that I want to pull of at least once.


2.1 Keep or mulligan:

Here it'll be helpful to look at the custom categories that I've outlined earlier; Role-players, Fuel and Grip. You always want one or two Role-players in your opener, if not your first objective is to find one.

A 'three-lander' with grip or a ‘two-lander' with a cantrip is ideal as three mana is the beginning of our sweet spot. 'Four-landers' can be considered, but mull ’5/6-landers’ game one. Remember that Serum Visions is a great tool for fixing a 'one-lander', and therefore it should be the first card to identify - after doing the land count. However, be wary of leaning to heavily on Opt in the same scenario.

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. 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 an interactive deck, must be able to disrupt the opponent’s game plan the first three turns.

2.2 Matchups:

Eldrazi Tron

  • Chalice on one wrecks our deck. If you’re seeing a Tron land/ Eldrazi Temple G1, prioritize hand disruption for Chalice T1.
  • Once a Chalice for one is on the field, you have a few outs; Myths that have been cast are still operational, and casting stranded one mana spells into Chalice will still trigger the enchantment. You can break the lock with Teferi bounce + hand disruption or with Kaya’s minus.

Sideboarding - Reduce the amount of one mana spells. Have a plan for Karn, tGC. Don’t go for the lands with Ego, their threats are more important.

Out; 4x Myth, 3x DoW, 2x IoK Inn; 2x Geist, 2x Needle, 2x Ego, Jace, Clique, Thoughtseize

Humans

  • Mantis Rider is their most threatening creature, always consider the hasty damage and never let it surprise you.
  • Meddling mage can be an issue, so be sure to have a plan for them. If you’re low on interaction, you should probably consider taking them with discard. That said, we’re a rogue deck and it’s not often see Meddling Mage on DoW, OTI or Winds G1.
  • Their threat density makes it a challenge to decide what to take with discard. Vial is a priority if their hand isn’t too explosive.
  • Thalia is annoying but thankfully not as back-breaking since we run DoW.
  • Be aware that Deputy of Detention can interact with your Myths, same with Reflector Mage when Vial’s on three. Don’t forget this!

Sideboarding - our deck is well configured for this matchup game one and you shouldn’t have too much to bring inn.

Out; 2x Teferi Inn; 2x Needle (for Vial, if you draw the second copy, name the Canopy land)


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 won’t deny that I like piloting and brewing with the card. Meaning that I won’t deny that there probably are better options out there.

Q: Does the word ‘Mythseize’ have a meaning?

A: The deck’s name is a combination of Myth Realized + Thoughtseize . Hand disruption is essential for the strategy, which is why the name is fitting. However there’s an interesting quote connected to the name;

  • 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]

Updates Add

Modern Horizons could have huge ramifications for the modern format. There's a bunch of possibilities from older sets and the newly designed cards that could boost or form completely new archetypes.


Anticipating reprints from older formats, here's the wishlist for Esper Mythseize:

Esper Mythseize with the cards from the wishlist

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Date added 4 years
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This deck is Modern legal.

Cards 60
Avg. CMC 1.73
Tokens 1/1 Servo, 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 329
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