Esper Mythseize is a midrange deck that can utilize disruption to great effect. To facilitate its signature threat Myth Realized, it uses discard effects to carve a "worry-free" path for its monk avatar. When piloting the deck your main challenge is to evaluate when to make myth "reality."

0.0 Disclaimer:

In this primer, I'll explain the deck's concept, individual cards and sideboard. Someday I hope to have a more detailed gameplay and matchup write-up. I'm always looking for improvements, so changes are to be expected. If you ever decide to pilot the deck, I would appreciate if you preserved the deck name.

1.1 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. Traditionally, when playing 'control,' going on the offensive 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 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, I'd argue, are that it doesn't rely on the graveyard / life total, eventually grows bigger, and doesn't die to removal until youre ready to commit. The cons are that we dont apply pressure quite as fast, and that we must pay if we want to block. However, these weaknesses are accounted for in the deck design.

1.2 Outlines - pros & cons:

Myth Realized is a cheap beater with potential. It grows stronger as you interact with your opponent, meaning that it can provide "face" to a proactive and interactive tap-out style. Its most apparent drawback is that it must be animated, meaning that youre prone to early creature aggression. However, the same trait also means that you can sweep the board without hurting your avatar, which why the deck is especially well positioned against creature strategies. Theres also worth noting that I've found Myth Realized to be surprisingly solid against "Burn" and "Tianshift."

While the list ensures multiple 'lore counters,' the process isn't particularly aggressive. There is also the risk of not finding the monk avatar early. Its 'wind-up' nature means that it's a bad top-deck the longer the game goes. Lingering Souls, Snapcaster Mage and Creeping Tar Pit can deliver a beatdown should we fail to find our Myths. But since these threats are on the slower side, you might face a challenge if your monk arrives later than turn one against "Combo" or "Tron." Apart from this, control or other interactive matchups is a coin flip for the deck.


When piloting Mythseize its essential to have a few cards and matchups in mind:

2.0 Deck design:

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

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

  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 game plan 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

Since we're already in a 'tap-out' style, having Serum Visions to qualify our draws is more valuable than, say, Opt. This is fuel. It strengthens the monks, replace itself, filters the deck, and work great alongside Snapcaster Mage. Finally, [hand disruption] makes 'scry two' an informed decision.

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.

2x Search for Azcanta  Flip

This card feels like it was designed for the deck - or Esper in general. Azcanta comes down fast enough to prevent bad top decks / dead cards as the game progresses - like Myth Realized, Supreme Verdict and [hand disruption]. On the front side, you'll have access to an arguably better scry effect, which works great with Lingering Souls, as it is essentially giving you 1,5 of a card when you 'bin it.' If nineteen 1 cmc spells and eight fetches isn't enough, the flip condition is easily met with Liliana of the Veil and Collective Brutality. Once transformed, Azcanta, the Sunken Ruin becomes a repeatable but more expensive Impulse, which is great in a thirty-four noncreature, nonland cards deck. The ramp effect is also welcome as Myth Realized is mana intensive, and the decks's sweet spot is five lands. Finally, the fact that you can have two Azanta on the field [front | back], is pure value in grindy matchups.

3x 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. Correctly evaluating when to cast it becomes important, as its downside is that it can 'ramp' the opponent. 'Pathing' our own creature in response to a Blood Moon or when we're mana screwed, are also plausible plays that can become relevant.

3x Fatal Push

This card is straight forward - efficient low cost removal. 'Revolt' gives some restrictions to it, but this can be satisfied by fetching, activating Myth Realized on zero etc. Most of the time, Push will be busy removing the plethora of one-to-two cmc creatures in modern. I believe the 3 / 3 split [Path | Push] is correct, as the former deals with almost any threat where the latter cannot.

3x Thoughtseize & 2x Inquisition of Kozilek

Hand disruption functions as means to remove threats or 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 threat. This split is preferred as Thoughseize deals with cards we really struggle against - and want to deal with game one, ex. Thought-Knot Seer.

3x Liliana of the Veil

This walker is perfect for the Mythseize game plan. Pitching works well with Search for Azcanta  Flip, binning Lingering Souls feels dirty, and the edict effects helps us control the board. With Liliana, the main goal is to make the opponent hellbent - which facilitate worry-free attacks with the monk avatar. The ultimate is also quite reachable as we have access to multiple options that can protect her.

3x Collective Brutality

I really like Brutality in this deck, which is the reason for the three mainboard copies. It's a flexible card with 'modes' thatll let you adapt to different scenarios. The card can answer weak but problematic creatures, interact with combo strategies and / or speed up our clock. What's great about Brutality is that you can pitch cards with "polarized" usability like Supreme Verdict, in exchange for more desirable options. Lingering Souls even make it possible to gain additional value out of the 'escalate' cost!

Furthermore, it's worth noting that the drain effect is especially potent with Myth Realized on the field. Because, if you drain and attack with the monk you essentially deal 'three' instead of two. While this isn't Lightning Bolt, brutality-snap-brutality can give you some reach if called for. Finally, theres a case to be made for holding the second to fourth Myth Realized in hand against decks that struggles with interacting with the enchantment / creature. With three 'Brutalities' main deck, the chances are that you can use the redundant myths for "escalated effect."

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 "combo" that for five or more mana allow us to sweep the board, strengthen our myth, and accelerate through an open field. When Verdict is good, it generates massive value. Its 'polarized' usability also makes it a great starting point when sideboarding.

The curve, coupled with Serum Visions and Search for Azcanta  Flip, encourages a lower land count. Since we play several color-intensive cards like Liliana of the Veil and Supreme Verdict, the Mystic Gate becomes valuable for filtering purposes. And Concealed Courtyard is great because we desire early access to black & white. Apart from that, the mana base is straightforward and fine-tuned based on playtesting.

2x Ceremonious Rejection

This is our (sorry for saying it) "f*** you Tron" package. Since we're in a shard Ghost Quarter becomes a gamble, and Fulminator Mage isn't as good when we lack red for Kolaghan's Command. I value this card because Chalice of the Void wrecks us hard, and Rejection is the only option that'll lets us counter a turn two 'Chalice on one' on the draw - while also being useful against the 'fatties.' Being 1 cmc, it 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 bi-product with this choice, is that our Affinity matchup becomes stellar post sideboard.

2x Disdainful Stroke


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 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.

2x 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".

2x Nihil Spellbomb


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 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: Does the word Mythseize have a meaning?

A: The decks name is a combination of Myth Realized + Thoughtseize . Hand disruption is essential for the strategy, which is why the name is fitting. However theres 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]

Tournament Results

Playtesting Results

0.0 Alternate builds:

Mythseize | Testlab - Direct

Esper Mythseize | Bob version - Direct

Countermyth | Mythseize - Direct

Updates Add

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.

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Date added 3 years
Last updated 8 hours
Exclude colors RG
Splash colors B
Key combos

This deck is not Modern legal.

Highlight illegal cards
Illegal cards Damping Sphere
Cards 60
Avg. CMC 1.86
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 291
Top rank #4 on 2017-11-24
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