|Commander / EDH||Legal|
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|Dragons of Tarkir (DTK)||Rare|
|Promo Set (000)||Rare|
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Whenever you cast a noncreature spell, put a lore counter on Myth Realized.
: Put a lore counter on Myth Realized.
: Until end of turn. Myth Realized becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it."
Myth Realized Discussion
2 weeks ago
As a disclaimer, some of these are not perfect 1:1 replacements. Essentially, any card on the remove side can be swapped for any card in the replace side. Remove-Replace Blind Obedience - Kismet : Slowing down your opponent's lands is huge and will make you "faster" in comparison
Huatli's Raptor - Mikaeus, the Lunarch : HR is low cost, which implies it will come out early, but it really works best midgame. Mikaes scales to any point in the game and can proliferate faster with all your "untap creatures" effects.
Inexorable Tide - Unbreakable Formation : IT is flashy, but slow to build up. UF is cheap, can save your creatures from a wipe, and if cast during your main phase, basically gives you a free combat round with no consequences.
Caustic Caterpillar - Black Sun's Zenith : You have tons of artifact/enchantment removal and without graveyard recursion, CC is just too small. BSZ can be cast for X=1 and then can be proliferated. Plus it recurs itself.
A few cards I found that would work great in this deck, but had no easy replacements: Gleam of Authority , Together Forever , Orochi Hatchery , Citadel Siege , and (I know you used to have it here) Vorel of the Hull Clade
3 weeks ago
HoFG might just be the best utility land printed in years. In my experience, Authority of the Consuls is pretty good. It slows opponents down and give you some life to keep you in the game long enough to lock opponents up. Myth Realized is the other common 1CMC spell, and it's pretty good too.
A fun but probably not worth including spell is Ethereal Armor which can make a creature pretty big after your Starfield goes off. I think it's just too conditional to worth including. I just thought it might give you a chuckle to think about.
3 weeks ago
Hey man, I used to run a deck that was pretty similar to this, here's the list:
I haven't updated it in forever, but i don't think there's much to change anyway. Mine is mono white because i wouldn't be able to afford fetches.
Not sure how the modern meta is nowadays, but Wrath of God did some great work in my deck. Suppression Field was good enough for mainboard but I guess that wouldn't be the case in a deck with fetches. I wouldn't run Myth Realized , as it's just going to eat every removal spell that would otherwise be stuck in the opponent's hand, since the deck doesn't run creatures other than the indestructible gods otherwise. Luminarch Ascension was always in the sideboard for me, to use against slower decks, but modern didn't have control decks back when I played
3 weeks ago
ChibiNature tell me what you think about this: I could tune it to chase the Arcbond + Martyrdom combo and add in more indestructible instants, but I know Feather is not the Legendary to expect more out of than getting lucky and steamrolling one player in a cEDH pod even at its best. I'm not looking to spend a whole bunch of cash to win dollars--I just like playing to be social without being a complete casual. Pinging keeps the pressure on everyone if I can protect the creatures but there aren't enough of those to rely on. Prophetic Flamespeaker 's pseudo card draw is what makes it stay in; Swiftblade Vindicator is on the way out so I'm looking at also removing Uncanny Speed and Invigorated Rampage because they lack a card advantage or defense function. Akroan Conscriptor is great for it's ability to steal things at instant speed but it is one of my highest CMC cards and is not always relevant; there is a far stronger argument for keeping Magnetic Theft around despite it being a dead card sometimes. I'm not even sure how attached I should be to Charmbreaker Devils because it is at the top of my curve and the effect is random. Myth Realized and Scroll of the Masters are slow but definitely require answers before they get out of hand; Chandra, Fire Artisan isn't going to win the game on the turn it hits, either, but that ultimate digs deep and does damage at the same time. Settle Beyond Reality feels like a super great effect but I think it isn't good enough at sorcery speed and I would likely be defenseless after using that much mana; Sentinel Tower is also being cut because of only working on my turn. Primal Amulet Flip seems like a sure buy once it cycles, as does a Clifftop Retreat ; Settle the Wreckage can be cast with Sunforger so it feels like something to consider strongly as well. I could use Fateful Showdown to target my own creature like I plan to to do with Orim's Thunder and recycle it with Feather's ability but it would require indestructible backup.
3 weeks ago
Also your list seems to be pretty divided in how it wants to win the game. On one hand you are trying to ping everyone to death with cards like Guttersnipe . Yet on the other hand you are also trying to win via combat with cards like Prophetic Flamespeaker . Just remember that a deck that tries to do too many things will end up doing neither.
Since this isn't a cEDH list I am not too sure how far you want to take it competitively, but as a general rule I try to stay away from lands that enter tapped no matter what like Temple of Triumph in a deck that is really reliant on being fast.
1 month ago
1 month ago
Myth Realized , Smallpox , Flagstones of Trokair . consider it. Smallpox + Flagstones of Trokair = Porphyry Nodes ? ish... idk seems interesting. if you had graveyard synergy like Lingering Souls or something it would be even better. I like the deck. Heart of Kiran also seems good for a more aggressive strat in the sideboard maybe.
1 month ago
Keep in mind that this is a budget deck, and though Thing in the Ice Flip's price spike drove it up to >$100, I would like to keep the rest of the deck that way. Anyways, I am aware of all those points regarding Manamorphose and Path, but for this deck I'm cutting it off at around $3 per card so they're out of budget (again, disregarding Thing in the Ice). I do mention Path and Manamorphose in the "Suggested Upgrades" section in the description.
As for Mana Leak , you don't always have a Thing in the Ice Flip to play on turn 2. This deck isn't Izzet Phoenix; your singular goal is not to flip Thing in the Ice, and neither is it to win quickly (though the deck is capable of doing so). This is a midrange deck, and as far as I know Mana Leak is an a-okay card to play in midrange decks. In testing I've found that outside of a turn 2 Thing in the Ice Flip, you'll almost always be able to leave up mana for a Mana Leak on turn 2. There really aren't any other plays besides cantrips/removal or a late Myth Realized to do on turn 2; if you draw and can cast TiTi by turn 2, so be it. It may not be the most opportune time to cast it, but Leak can still be held up for next turn, and if there is nothing to counter, you can play any of the other instant speed cantrips or removal you have in your hand and save it for later. It's not nearly as bad as you make it out to be.
I was hesitant to put Dovin's Veto in because of how intense it is on the lands, but I suppose there are enough white sources to support it so in they go.
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