Font of Mythos

Combos Browse all Suggest


Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Font of Mythos


At the beginning of each player's draw step, that player draws two additional cards.

StopShot on Is Staff of Completion a …

6 hours ago

I'm a bit late to the discussion, but I'm going to go out on a limb and say cards like Temple Bell and by extension Horn of Greed are not bad cards and they're perfectly fine to run in non-group-hug // non-wheel decks.

I see the argument that one card for you is collectively three cards for your opponents, but last I checked, hardly ever do all three of those cards get aimed at you to begin with unless you're running a tier 0 meta-deck against a group of casuals who already see you as the archenemy. Do you want to know what is also one card for you, three for your opponents? The draw steps taken by you and all your opponents, so by the same logic it would imply you already start off with a massive disadvantage the moment you start any game which is just silly. Like, how could a seven-card hand ever beat a collective 21-card hand that is your opponents'?

Let me put it another way, if my opponent plays a Temple Bell by the same logic for every one card that Temple Bell gives me, it's collectively giving three cards to my opponents. When applied by that perspective doesn't that not make Temple Bell sound like a serious threat of a card to my game plan? Well, it's not. The logic just doesn't hold when put to practice.

Now look, if there was another card with the same CMC that had "{T}: Draw a card." Then yes, that would be serious leagues better than Temple Bell. If something like that exists for you to slot in definitely make the cut or hell, why not run both? Both is fine in my opinion.

My analysis on Temple Bell is that it is mostly good, not amazing, but definitely serviceable. Its only con is that you're using up a card to effectively double the number of draw steps for everyone. If this was a 1v1 format having a one-card disadvantage just to alter the flow of the game is just gimping yourself for a loss unless you have some serious payoff tied to both you and your opponent drawing extra cards. In a multiplayer format where wins and losses can be heavily dictated by how much the table wants to gang up on someone Temple Bell's drawback is incredibly negligible when compared to the forces that are beyond your control. (Though if you wanted to, you could argue giving your opponent's extra cards can have some political sway over how much they would be willing to team against you which can be a pro in of itself, but I digress.)

Temple Bell has two pro's that I'd argue make it worth it over its one con, but the trade-off is very debatable so let your preferences be the deciding factor here.

(1) One pro to consider is, if you play a game of EDH and in this scenario everyone's decks were perfectly balanced such that those decks could consistently win by turn 8 always, then the player with the best chance of winning in that scenario would likely be whoever started the first turn of the game as that player would reach their 8th turn before everyone else could take their own 8th turn. Your odds of being the first player is not favorable and if the probability of drawing something game changing is what your deck is banking on for a win, then Temple Bell changes the dynamic almost as if you were the player that had started first. That is to say if it is turn 7 and you're going last you can tap Temple Bell to draw your eighth card on turn 7 and while this will also give your opponents their eighth card at the same time, it will be during your main phase while everyone else will have to wait for their main phase after yours before they can use any sorcery speed card they may have drawn. Keep in mind this only impacts effective turn order where card draw is concerned as it doesn't affect other aspects such as additional land drops and additional combat steps. Also keep in mind Temple Bell benefits you only every other card drawn such as in this scenario your opponents will still draw their 9th card before you, but you'll still be able to effectively draw and use your 10th card before them and so on. Do note this is still much better than having your opponents always drawing and using their Xth card before you do without Temple Bell in the same scenario. And in scenarios where you're the player who goes first where your draw step always comes before everyone else's draw step, having Temple Bell effectively double up on your draw step which only furthers the advantage of going first. These are advantages you wouldn't get with Howling Mine and Font of Mythos and is why Temple Bell and Horn of Greed should be seen as a serious upgrades from those cards.

(2) The other pro is that giving your opponents more cards in situations where one of your opponents is in the lead makes it much easier for the table to gang up on them and set them back, and in situations where you're in the lead you can simply choose not to ring the bell just to maintain your advantage. You can make the counterargument of what good is a card if it has no use under a given scenario, but the only scenario where it doesn't have a use is if you already happen to be winning. Would you really scrap a card that could save a game you would have lost if it can't be counted as a win-more type card? At worse it will definitely prolong games, but I'd hardly ever say it hands a win to an opponent on a silver platter. If an opponent was able to power through three opponents that had extra card fodder to throw at them then it likely wasn't a game you were going to win without the Temple Bell anyway. This is one advantage I'd give Temple Bell over Horn of Greed, but if your deck has a means of removing the horn easily when you're ahead then they'll both work great especially if you're operating a deck that can easily fly under the radar of your opponents.

To conclude this massive word wall I want to restate, Temple Bell is a serviceable card. Not amazing and not bad either. As always, if you can find a similar replacement that gives only you card draw with negligible drawback, that should always be the better pick, but again there's also nothing wrong with running both. If a card isn't breaking anything in your deck, then why make an excuse to fix it?

fluffyeel on The apocalypse (Sheoldred)

1 month ago

Yay, darkness. Here are some thoughts that might synergize with your deck:

Caerwyn on Should I Put Cutthroat Negotiator …

1 year ago

I cannot speak for K&T, but I think this is a bad card for Nekusar, for the same reason I suggested Font of Mythos was on your prior thread.

Yes, it gives you some value in terms of mana and a card, but you are also giving your opponents a lot of value (a single card) with a very low cost (a small bit of damage, if and only if you have other damage enablers fielded). On its own, it does little for you; even with other cards, it only provides incremental gains rather than the more explosive burns you want in order to win.

DemonDragonJ on Should I Put Cutthroat Negotiator …

1 year ago

I am contemplating putting Cutthroat Negotiator into these two decks, since that creature works well with the group hug (or, in the case of Nekusar, group slug) theme that those decks have, but I am not certain what cards to remove for the negotiator.

In my Kynaios and Tiro deck, I imagine that I could replace Crystal Ball with the negotiator, since that deck already has sufficient methods of drawing cards that it should not need to worry about scrying, and I could replace Font of Mythos in my Nekusar deck, as they have the same mana value.

What does everyone else say about this? Should I put Cutthroat Negotiator into those two decks?

Caerwyn on Should I Put Orcish Bowmasters …

1 year ago

I would add Bowmasters to the deck, but neither of those are the cards I would cut. Instead, I would cut one of the following:

  • Crystal Ball - This is just a bad card. You pay 2 mana and get no immediate effect. You have to pay a one mana and tap it down to get any effect. And the effect you get is generally bad - but is really bad in Nekusar where you should be drawing deep enough that you don’t need to worry as much about top deck manipulation.

  • Font of Mythos and Howling Mine - These cards seem like they would be good with Nekusar, but they are too slow. Nekusar has the problem of giving your opponents cards - which means he often is the one empowering your opponents into finding ways of stopping you. You want to go big and explosive, killing opponents as fast as possible - little tiny gains like these cards empower your opponents and increase their chances of drawing into answers before you kill them. Consider, for every 1 card these artifacts net you, you are giving your opponents 3 cards and some small damage amounts.

Journeytodiscoverychannel on Queza Go Brrrrrrrrrrrrrr

1 year ago

Ad Nauseam would be a good one

Paradox Haze will give you 4 draws when paired with Kami of the Crescent Moon

Fate Unraveler and Font of Mythos let’s you benefit from giving other players additional upkeeps

Rhox Faithmender groups well with Children of Korlis and Ad Nauseam

Crawlspace would be good to slow down incoming attacks on top of Propaganda and Ghostly Prison

Using Sanguine Bond or Vito, Thorn of the Dusk Rose you could double up damage, paired with Rhox Faithmender and Children of Korlis that could be game.

Just some suggestions! Started building mine today and figured I’d check out what other people were building with Queza.

tkjanacek on Nekito

1 year ago

Necrologia is a combo with Psychosis Crawler. Demonic Consultation is a combo with Laboratory Maniac and Thassa's Oracle. Browbeat is not great in commander. Font of Mythos and Dictate of Kruphix are more Howling Mine type effects.

Caerwyn on Nekusar 2.0

1 year ago

I would cut all the Howling Mine, Font of Mythos, and similar effects. While they seem like they would be good with Nekusar, they end up hurting you more than they help. These cards do very little damage - and only do damage when you have a Nekusar effect on the field - while giving your opponents a major advantage in terms of additional cards. Consider, in a four player game you are drawing one additional card from a Howling Mine, while giving your collective opponents three cards per round. Nekusar already struggles from the reality that it increases the chances your opponents draw the cards they need to stop you - these effects increase that chance drastically, while only minimally furtherance of your own victory.

Load more