Positives:
1) Gets big quick in the right deck the earlier it comes down.
2) Avoids board wipes.
3) Attracts removal that can cause your opponent to not have removal for other must answer cards.
4) Cheap to cast, cheap to activate.
5) Can sink mana into it if you don't need it.
Negatives.
1) Late game it is not nearly as good as early game in some cases could be a dead card.
2) Dies to instant speed removal and enchantment removal.
3) Limited number of decks could even consider running this.
4) No evasion or trample
5) Needs mana put into it if it comes down late game.
I am sure there are more positives and negatives, but those are the ones off the top of my head. As can be seen, some of the positives/negatives can be placed in both categories. For instance, the dies to Abrupt Decay fact. Yes, it dies to it, but if you have a bunch of things that are good abrupt decay targets, then it can be a positive in that each target for abrupt decay protects the others a little. Fish swim in schools because the individuals are safer in a school than alone, yet the school as a whole is an easy target to spot for a big fish. Abrupt decay is the big fish in this case.
Overall, I think this card needs to be tested for us to know it's real potential. It can certainly be strong. We will see how strong it proves to be.
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All your base are belong to us!
RIP Batman guy. I hope somebody picks up the slack now that you are gone. Sick children need their Batman.
I wonder if this could go into the Jeskai Ascendancy combo deck. Turn 1 this, and they are basically playing spells to untap make mana and draw. This would get counters quick, trigger ascendancy when cast, and be able to attack. While it doesn't benefit from ascendancy's +1/+1 clause, just casting spells does give it the +1/+1 in the form of counters. You could have that big beats really quickly in that deck and the power boost stays over a few turns unlike the bonuses of ascendancy.
this might be the card to push that deck over the edge
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Former DCI Tournament Organizer
What is the standard organisational structure of shadow organisation?(Gotta love 4Chan)
Current MTGO Player and paper reseller/speculator.
You will face Dromoka's Command A LOT in standard and it eats this card left and right.
In older formats, you have Young Pyromancer which is simply better if you want to go with Red/white anyway storm style (cheap spells in chains).
As a controll card the card would be cool, but in standard you badly want Perilous Vault right now, and splashing white in UB isnt that cool. Going full out white/blue or something like that might do the trick, but the card still dies horrible to Dromoka's Command and the last you want is give them options to trade against you.
In Legacy the card dies to Abrupt Decay like anything else, but its at least good against red decks, which cant just throw a Lightning Bolt at it, at least not without fear that it will outgrow the damage, but thats only really true if you drop it early, turn 1 as best (you really dont "want" to put mana into it if you dont have to).
Cards really not "bad" but it does not do anything a format demands, and it really does not provide any real advantage other cards wont do better.
It's true that, especially in Standard, Myth Realized is pretty Dromoka's Command- and Abzan Advantage-weak (although Dromoka's Command is in slightly restrictive colours, and I only remember seeing Abzan Advantage in Jeskai). I suppose that at least it lures removal for Outpost Siege...
But I disagree about your comment about Myth Realized in older formats. Myth Realized can dodge Lightning Bolt (unlike Young Pyromancer), and it also dodges creature removal as long as it's not a creature. Young Pyromancer tends to make 1 token (immediately after YP resolves, cast an instant/sorcery), then die to creature removal. Wait too long to strip the creature removal out of your opponent's hand before sticking YP into vulnerable range and YP may have no more fuel. If you're an extreme coward with Myth Realized, you can strip all the creature removal out of their hand, then swing with MR...yes, that MR you stuck on Turn 1 and fuelled for a long time. Heck, you don't have to rip out sorcery-speed creature removal before you swing safely with MR.
There's quite a lot of nonblack, nonwhite decks in Modern that either have to get in enchantment removal, bounce, or burn to kill Myth Realized. An early MR gets out of Bolt range quickly enough, the most common maindeck nonwhite and nonblack enchantment removal in Modern is Engineered Explosives (which isn't that common), and the most common maindeck bounce spell in Modern is Cryptic Command (which is pretty easy to counter in some shells). Note that I didn't mention blockers as ways to kill MR--MR becomes 7/7 or larger surprisingly easily and quickly from my testing, so they basically need multiple blockers to kill MR.
I've tried Myth Realized in Modern in many shells, and early MRs tend to predictably rip grindy decks apart. In particular, the popular Twin has a pretty hard time dealing with MR. Multiple MRs get pretty formidable pretty fast (yes, often including the second one).
I've been testing it quite a bit in modern and I like it.
Dies to Abrupt Decay is not really correct. Abrupt Decay costs 2, MR 1 so you're already ahead. I think it's a great card in the right deck: drop it on turn 1 vs a control-ish deck and watch them sweat. Vs midrange you don't activate it unless they're tapped out or you've nuked their hand. It seems best in an esper deck because it works great with black discard and blue cantrips.
I think "dies to removal" is often too simple a statement when dismissing a card, since there are obviously many factors in play, including cost and tempo. That said, it's important to note that as an enchantment creature, this is particularly vulnerable to multiple types of removal.
Check my signature. Myth Realized does not die to Abrupt Decay or Path to Exile. Path and Decay die to Myth Realized.
You end up ahead if you force your opponent to use precious removal on a 1 CMC card.
This card will almost never be the only threat you place. It plays nicely with Young Pyromancer or Monastery Mentor.
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Level 1 Judge
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
1) Gets big quick in the right deck the earlier it comes down.
2) Avoids board wipes.
3) Attracts removal that can cause your opponent to not have removal for other must answer cards.
4) Cheap to cast, cheap to activate.
5) Can sink mana into it if you don't need it.
Negatives.
1) Late game it is not nearly as good as early game in some cases could be a dead card.
2) Dies to instant speed removal and enchantment removal.
3) Limited number of decks could even consider running this.
4) No evasion or trample
5) Needs mana put into it if it comes down late game.
I am sure there are more positives and negatives, but those are the ones off the top of my head. As can be seen, some of the positives/negatives can be placed in both categories. For instance, the dies to Abrupt Decay fact. Yes, it dies to it, but if you have a bunch of things that are good abrupt decay targets, then it can be a positive in that each target for abrupt decay protects the others a little. Fish swim in schools because the individuals are safer in a school than alone, yet the school as a whole is an easy target to spot for a big fish. Abrupt decay is the big fish in this case.
Overall, I think this card needs to be tested for us to know it's real potential. It can certainly be strong. We will see how strong it proves to be.
RIP Batman guy. I hope somebody picks up the slack now that you are gone. Sick children need their Batman.
this might be the card to push that deck over the edge
Current MTGO Player and paper reseller/speculator.
It's true that, especially in Standard, Myth Realized is pretty Dromoka's Command- and Abzan Advantage-weak (although Dromoka's Command is in slightly restrictive colours, and I only remember seeing Abzan Advantage in Jeskai). I suppose that at least it lures removal for Outpost Siege...
But I disagree about your comment about Myth Realized in older formats. Myth Realized can dodge Lightning Bolt (unlike Young Pyromancer), and it also dodges creature removal as long as it's not a creature. Young Pyromancer tends to make 1 token (immediately after YP resolves, cast an instant/sorcery), then die to creature removal. Wait too long to strip the creature removal out of your opponent's hand before sticking YP into vulnerable range and YP may have no more fuel. If you're an extreme coward with Myth Realized, you can strip all the creature removal out of their hand, then swing with MR...yes, that MR you stuck on Turn 1 and fuelled for a long time. Heck, you don't have to rip out sorcery-speed creature removal before you swing safely with MR.
There's quite a lot of nonblack, nonwhite decks in Modern that either have to get in enchantment removal, bounce, or burn to kill Myth Realized. An early MR gets out of Bolt range quickly enough, the most common maindeck nonwhite and nonblack enchantment removal in Modern is Engineered Explosives (which isn't that common), and the most common maindeck bounce spell in Modern is Cryptic Command (which is pretty easy to counter in some shells). Note that I didn't mention blockers as ways to kill MR--MR becomes 7/7 or larger surprisingly easily and quickly from my testing, so they basically need multiple blockers to kill MR.
I've tried Myth Realized in Modern in many shells, and early MRs tend to predictably rip grindy decks apart. In particular, the popular Twin has a pretty hard time dealing with MR. Multiple MRs get pretty formidable pretty fast (yes, often including the second one).
Dies to Abrupt Decay is not really correct. Abrupt Decay costs 2, MR 1 so you're already ahead. I think it's a great card in the right deck: drop it on turn 1 vs a control-ish deck and watch them sweat. Vs midrange you don't activate it unless they're tapped out or you've nuked their hand. It seems best in an esper deck because it works great with black discard and blue cantrips.
Check my signature. Myth Realized does not die to Abrupt Decay or Path to Exile. Path and Decay die to Myth Realized.
You end up ahead if you force your opponent to use precious removal on a 1 CMC card.
This card will almost never be the only threat you place. It plays nicely with Young Pyromancer or Monastery Mentor.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
http://www.starcitygames.com/events/coverage/jeskai_midrange_with_korey_mcd.html
Pilot went 7-1 with it in day 1 portion, just missed top 8 by 1 point, can 11 out of 500+ players
Korey McDuffie, the pilot, is not in the 7-1 or Better Standard Decklists page--what were his Standard results? He got 7-1 or better in the Legacy portion and probably did worse in Standard. (If I only knew which SCG Invitational rounds were Standard...)
...OK, I did the math. Guess 5-3 for Standard (or 4-4 if he actually got 8-0 for Legacy) isn't that shabby.