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Snapdisastermage well, there are a few outlines. If we take the advantages;
Esper Charm. Arguably one of the most powerful draw spells in the game.
Snapcaster Mage. The main reason for being in blue. Re-use your spells - flashback Esper Charm is gas.
Serum Visions. Facilitate a low lad count, set up draws and digs for impactful sideboard cards.
These cards makes Blue-Junk an option. Now you can argue that Tarmogoyf is why you should be in green, or that reach is why you should be in Red.
Anyway my list makes a case for Myth Realized as it's main threat. This makes the blue cards more favorable than you normally would assume.
August 2, 2017 2:52 p.m.
Snapdisastermage it feels right. Information is key when piloting Myth, so hand disruption becomes much more valuable than counter magic. It's also a bit awkward sitting on a counter when you have Liliana on the field. You do have the Countermyth setup with Cryptics and such, but currently I'm favoring this build. If I were to slot in some counters they might replace the Detention Spheres, but then you loose the option to interact with resolved permanents that isn't creatures.
August 2, 2017 3:15 a.m.
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