I'M reading a whole lot of the same about Myth as I read about pack rat when it came out. Too easy to remove, too expensive to make a threat, no place for it, bad for X deck. Yeah...pack rat turned out pretty good. Let's just wait and see.
People turned out to be wrong about Pack Rat being "Too easy to remove"--it's actually somewhat easy in Modern for a midrange deck to play Pack Rat on Turn 5 with Rat-making mana up.
Sadly, Pack Rat got pushed to the fringes when it suddenly found that it had to deal with 2 more popular 4/5's in the meta than it used to--Siege Rhino and Tasigur. Siege Rhino even tramples over one smallish token very well, forcing the Pack Rat player to get out 3 Rats in order to actually deal with 1 Rhino.
Be patient enough with Myth Realized and popular 4/5's get squashed by its 5+/5+ frame. This comes at the cost of always dying to one Abrupt Decay/Path to Exile/etc. (Pack Rat often needs 2 removal spells to deal with, both Pack Rat and Myth Realized often need 2 Bolts to deal with and sometimes require 3+ Bolts).
I think Myth Realized is somewhat better in modern than pack rat because the rat also exposes you to board wipes, like verdict or damnation, which can and do see play. They also get 1 for 1'd by most removal spells, which while generally OK still sets one player up to have a better string of topdecks and "out value" the rat player. Not likely but it happens. Myth Realized doesn't have that problem--it trades with a single 1 for 1 removal spell (path/decay) but it is resilient to most other forms of removal in the format. It will probably be good in the same styles of deck that pack rat is good in, possibly while also being good in delver builds. I don't think it fits into the control niche the same way pack rat doesn't fit into the control niche in modern. Am I scared of this card coming in against me (esper control) from white splashing decks? absolutely not. I never board out esper charm. Do I think it is good against other control decks in the format? Yes, I do, and I think the tempo decks finally have a good reason to go 3-color.
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to be fair, if u are in top deck mode with myth, u have an awesome mana sink to put ur mana in (on average 2 counters a turn plus attack). I dunno, I rather topdeck a myth than any other 1cc drop (except maybe figure of destiny)
Be patient enough with Myth Realized and popular 4/5's get squashed by its 5+/5+ frame. This comes at the cost of always dying to one Abrupt Decay/Path to Exile/etc. (Pack Rat often needs 2 removal spells to deal with, both Pack Rat and Myth Realized often need 2 Bolts to deal with and sometimes require 3+ Bolts).
But when does your 5+/5+ become active? Turn 4? If such a creature is still relevant at that point, you are probably playing against some kind of midrange or control strategy, which are stacked with answers to such creatures. Those decks are probably even glad that their Abrupt Decays, bounce spells or random enchantment hate (p.e. Esper Charm) are not dead against such a large creature, so that they do not even need to use the big guns to get rid of your three turn investment. Or they are happy that they still have an easy target for their removal against your deck, depending on what kind of deck you play.
Maybe if Lightning Bolt makes a comeback as the most commonly played removal spell (which it might, seeing the resurgence of Jund) the time for Myth realized may come. But currently most Red decks are just interested at aiming those bolts to your face anyway (and don't mind getting hit for five on turn 4) and other decks are stacked with removal that can kill big, dumb beaters (i.e. the stuff your typical Abzan decks play), which incidentally also kills Myth Realized. The difference is, that your typical Abzan deck has more big, dumb beaters coming, whereas you probably spent the last 3 turns casting 1 mana cantrips and need to do so again to get the next Myth Realized going.
I can see it as a good surprise from the sideboard in decks against which your opponent would board out most of their removal (and not board in enchantment removal). That is also the spot where Pack Rat is really strong.
In my aggro and tempo decks, I tend to push for a consistent Turn 3 swinging 4/4 Myth Realized whenever I stick MR on Turn 1. You guessed it--they only become 5/5 on Turn 4 or later if I swing or block with them at least once.
In my midrange and (midrange-)control decks, I have to be content with smaller MRs (more like Turn 4 4/4).
I do find MR to be mediocre against BGx Midrange for precisely the reasons you mentioned...if it's the only Abrupt Decay target in the deck. For example, I find MR to be mediocre against BGx whenever I'm on Esper Delve (no other worthwhile Decay targets) or UWR (Midrange-)Control (no other worthwhile Decay targets) but not Esper Mentor Midrange (a Decay headed for MR is a Decay not headed for Monastery Mentor and vice versa, so I've found that MR gets stupendously big more often whenever I'm on Esper Mentor).
I've actually generally found that MR is good against UWR Midrange (they often run fewer than 4 Path to Exile, it's too easy to make a Turn 4 MR dodge 1 Bolt against them, they then spend at least 2 Bolts to kill it, and I can sometimes bloat MR into a 7/7 in response).
MR actually tends to be dirty against Twin (they take too long to combo off nowadays, MR can be played on Turn 1 and sneak under their counterspells and combo threats, it's too easy to make a Turn 4 MR dodge 1 Bolt against them, they have fewer Bolts than UWR so they can't double Bolt it nearly as easily, they need to Cryptic MR so fast that it's in Mana Leak range).
MR does tend to suck against creature-based midrange such as Abzan Liege and the fledgling Melira Collected Company Combo, especially when they're very willing to lose Qasali Pridemage to kill it.
MR's growth curve has been a bit disappointing against combo and ramp, but Breach Trap has a hell of a time killing MR with Valakut damage, and a Turn 1 MR generally deals enough damage to RG Tron for the rest of my stuff to kill them, even when I play a slow deck such as UWR (Midrange-)Control.
I don't know why people were doubting the power of Myth Realized.
Because just because we're discussing a threat that dodges Lightning Bolt, Path to Exile, Murderous Cut, Vapor Snag, Pyroclasm, Supreme Verdict, Damnation, Wrath of God, and Liliana's middle ability, that suddenly makes Abrupt Decay the only card in the whole wide entire world.
While I'm here, let me be the first to actually analyze what the card can do outside of a vacuum, as opposed to regurgitating conservative fundamentalism:
Myth Realized does not become a creature until you make it one.
Activating it costs exactly one mana.
You really don't need to do anything special to make it big. Just play normal Magic, it will accumulate counters, it's there when you need it. Not every card has to be a build-around-me black hole.
Three white decks in the format are already good at getting to late game: UWR Control, BW Tokens, Soul Sisters.
It's a turn one drop. What else were you doing turn one? How many decks have anything that important to do turn one? The majority of games I've played in Modern, turn one was "land, go" from both sides.
Late game it's a mana sink. That does come in handy once in awhile.
Now then, we have reached the strategy portion of the analysis. This is the part where I lose everyone, because it involves thinking about how you play:
What can we do with a threat that has to activate for one mana first before we swing it?
Gitaxian Probe first to check opponent's hand for removal.
Hold up counter-magic for insurance.
Hold up Brave the Elements or Apostle's Blessing for protection.
Board wipe around it, then activate and swing, when opponent is either hellbent or tapped out.
None of these are a particularly high hoop to jump through. The card's low-investment enough that you can treat it as a utility. You don't need your whole world to revolve around it. If it becomes a 4/4 late game, even if you have two and one's a 3/3 and the other's a 2/2, that's still good value for a 1-drop that dodges so much removal. For example, turn 1 MR, turn 2 Raise the Alarm (counter), turn 3 Honor of the Pure (counter), tap W to activate and swing for 7. Does that sound bad for tokens? What if they Abrupt Decay the Myth Realized? Well, thank God they spared my anthem!
I don't know why people were doubting the power of Myth Realized.
Because just because we're discussing a threat that dodges Lightning Bolt, Path to Exile, Murderous Cut, Vapor Snag, Pyroclasm, Supreme Verdict, Damnation, Wrath of God, and Liliana's middle ability, that suddenly makes Abrupt Decay the only card in the whole wide entire world.
It does not even dodge the commonly played Path to Exile, Murderous Cut or Vapor Snag. It is especially weak to Vapor Snag.
The card looks like a manland that requires you to jump through some additional (though low hanging) loops but at the same time is vulnerable to both enchantment removal and spells that handle nonland permanents. And it cannot produce mana. I somehow doubt the low activation cost can offset these drawbacks.
By this logic, no creatures should be played nor any manlands...... of course that isnt the case.
Now if you want to argue that most decks that are going to take real advantage of the card's effect are going to run very light on creatures so you are turning on their removal (like Path, Cut etc) that is a different argument.
Unfortunately, Modern has very few non-creature ways of winning the game (Scapeshift and Storm are really the only competitive decks that does not win through creatures, while Amulet has Hive Mind backup plan). So even the hardest of draw go control decks uses manlands/batterskull/big beast to win. So to argue that Myth is unplayable because it does not dodge EVERY removal spell is, while true, not a real argument.
It does not even dodge the commonly played Path to Exile, Murderous Cut or Vapor Snag. It is especially weak to Vapor Snag.
By any chance, are you missing something on the card? Myth realized isn't a creature until you make it one.
Path, Cut, and Snag only work on creatures.
And the moment you make a big enough Myth Realized a creature, it becomes an absolute Path/Cut/Snag lure. Path/Cut/Snag are all instants that can boot stuff that only becomes creatures at instant speed. A common play against a Deceiver Exarch that resolves and taps your lone remaining untapped land at your EOT is to float mana in response, then cast Path/Cut(/Dismember) targeting the Exarch using the floated mana. You boot it immediately because you don't want them to untap and suit it up with Splinter Twin. (Of course, it could be mind games so you don't boot their later Vendilion Clique that proceeds to smash your face in for 3 damage a turn...)
Addressing your earlier post:
I agree with the fact that, in well-enough-built decks, all you need to do is play Magic to charge MR up. I've gotten 7/7 MRs often enough, while it takes me forever to get 8/8 Figure of Destiny (i.e. this virtually never happens to me).
However, especially against aggro, Turn 1 land, go is underrated. With Turn 1 land, go, you can spend less life on your (fetch into) shock. You can also play a land that ETB tapped with a Turn 1 land, go, play, thus incurring less tempo loss if you have 2+-drops in hand. Turn 1 MR, go with an opening hand with Island and Polluted Delta as its only lands means I get MR into play sooner at the cost of 2 life. This sounds like a great Turn 1 play against Twin and a terrible Turn 1 play against Affinity.
I generally find other decks so threatening that I can't count on keeping counterspells in hand against any of them (until they go Hellbent or tap out). I drain my counterspells fairly quickly and my targeted discard even faster. I do like getting in with a small MR for a couple of damage against red decks that forget to leave Bolt mana up for a turn, though.
Gitaxian Probeing opponents early-game to charge MR up is a bit of a crapshoot. Even if they have no removal in hand, you might be stuck holding up countermagic that turn instead because their threats are too frightening. If they have removal and you have multiple threats out (including MR), you often have to bite the bullet and swing.
I do like MR, though, although it's shabby against fast aggro and surprisingly meh against fast combo (even when I play a disruptive deck that should slow aggro/combo down). It's seeing oddly little play in Modern right now, though, if I trust all the post-DTK results I've seen.
Of course, it could be mind games so you don't boot their later Vendilion Clique that proceeds to smash your face in for 3 damage a turn.
That's kind of my point. It's one mana. I've played Delver and lost it. Heck, I've lost 2 Delvers to removal in two consecutive turns. But it's just a one-drop. Go ahead, kill it. I've got more threats than just that. There are some threats you play just for removal bait. Come to that, if Myth Realized makes my opponent hold up removal whenever I have a single W open, it's doing its job right there.
That's why I'm looking at Myth Realized as fitting into BW Token / Dead Guy Ale / Attrition shell. Tokens already plays lots of instants and sorceries. Now Thoughtseize, Lingering Souls, and Intangible Virtue have a sidekick that gets bigger when you play them. And since playing tokens tends to draw out the board wipes, this is the threat that survives board wipes and can be the finisher. Most players tend to side out spot removal against tokens game 2 in favor of siding in the board wipes, and Wrath effects are all at sorcery speed...
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You're one of the few people who have actually understood why this card is good. AND also a person who believes that BW tokens would be a good place for this, as I agree with that.
Of course, it could be mind games so you don't boot their later Vendilion Clique that proceeds to smash your face in for 3 damage a turn.
That's kind of my point. It's one mana. I've played Delver and lost it. Heck, I've lost 2 Delvers to removal in two consecutive turns. But it's just a one-drop. Go ahead, kill it. I've got more threats than just that. There are some threats you play just for removal bait. Come to that, if Myth Realized makes my opponent hold up removal whenever I have a single W open, it's doing its job right there.
That's why I'm looking at Myth Realized as fitting into BW Token / Dead Guy Ale / Attrition shell. Tokens already plays lots of instants and sorceries. Now Thoughtseize, Lingering Souls, and Intangible Virtue have a sidekick that gets bigger when you play them. And since playing tokens tends to draw out the board wipes, this is the threat that survives board wipes and can be the finisher. Most players tend to side out spot removal against tokens game 2 in favor of siding in the board wipes, and Wrath effects are all at sorcery speed...
I think BW tokens is an interesting place for it but I am scared that they lack of card draw and how bad it is as a top deck as the deck has poor card draw. But I would love to hear how it does. I think I could replace Bitterblossom in the deck, as I have found Bitterblossom to be lackluster.
I have always been a big proponent of spell only Token decks, most run 3-5 creatures (Brimaz, Hero etc) but the strength of Tokens has always been that it makes spot removal really bad and having a few creatures that are just great targets for removal seems wrong to me.
Overall, the main point with Myth Realized is that for the decks you want to put it in, is has very little deck cost to it. Most of those decks are spell heavy (Control, Mentor decks, Tokens etc) with limited turn 1 plays. So cutting 2-3 cards to add a card that has huge upside and needs nothing else from your deck other than W and the deck following it's game plan is easily worth it.
The card is not replacing Celestial Colonnade or Creeping Tar Pit it is complimenting them. Sure it can be targetted by a few more cards than those, but it has as a lot of upside to it.
Now see, I can picture myth realized being strong in tokens--as you mentioned, there's other threats to draw out the removal there. You're also overloading their abrupt decays, krosan grips, and golgari charms with your anthem effects and bitterblossoms. I feel like that's a much better strategy than playing them in something like a control deck where it's a legitimate route to victory for your opponents to try and answer your win cons. Esper mentor probably rides the line, but I could see it being really good in some matchups and really bad in others--one of the strengths of that deck is that if you save probe for mentor, you come out ahead against abrupt decay since nothing can profitably be killed by AD in their maindeck, and myth realized might strain that a bit. To be fair, it could draw AD away from mentor, so eh. The biggest issue I see there is that mentor wants to be casting thought scour, discard, or removal on turn one most of the time.
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Primary Decks:
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EDH: Sidisi turn-3 storm
It seems people are finally realizing (pun intended?) that a control shell probably isn't the best place for the card.
I've been thinking of it with tokens for a while now and have mentioned it on our primer for it. No one really thinks it makes sense though. I have yet to test it as I haven't found an optimal list yet. But I can't wait to actually try it.
I have always thought that the card is good, there just may not be a deck for it right now or a deck hasn't been optimized for it yet.
Myth Realize , Delver, Snapcaster + 25ish UW control spells seems like a decent plan. Especially with Colonades which take 0 deck room and dodge Abrupt Decay AND Bolt...
BW tokens or no, Myth Realized is solid with the best flashback spell in the format...lingering souls.
I've seen it already as a singleton in winning esper gifts lists, see it as a solid player in junk (why not?!). Its probably just too new to have already found the perfect home.
So I threw together a jeskai delver build with delver, myth realized, snapcaster, and geist of St traft. When you have the burn, cantrips, and counters so readily available and cheap it's easy to get myth to a 4/4 with ease. It also forces the opponent to run sub optimal cards to answer it. There's a sense of pressure just having one sitting there with a few counters on it. Keep in mind, this is 21 land delver, and I'm not spending three mana to add counters, just playing spells I'd play anyway. I won't run it in my white weenie aggro deck, but in a tempo build it's potent.
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So I threw together a jeskai delver build with delver, myth realized, snapcaster, and geist of St traft. When you have the burn, cantrips, and counters so readily available and cheap it's easy to get myth to a 4/4 with ease. It also forces the opponent to run sub optimal cards to answer it. There's a sense of pressure just having one sitting there with a few counters on it. Keep in mind, this is 21 land delver, and I'm not spending three mana to add counters, just playing spells I'd play anyway. I won't run it in my white weenie aggro deck, but in a tempo build it's potent.
Yeah this is basically what I am doing minus the Geist. Whats your list look like?
So I threw together a jeskai delver build with delver, myth realized, snapcaster, and geist of St traft. When you have the burn, cantrips, and counters so readily available and cheap it's easy to get myth to a 4/4 with ease. It also forces the opponent to run sub optimal cards to answer it. There's a sense of pressure just having one sitting there with a few counters on it. Keep in mind, this is 21 land delver, and I'm not spending three mana to add counters, just playing spells I'd play anyway. I won't run it in my white weenie aggro deck, but in a tempo build it's potent.
Yeah this is basically what I am doing minus the Geist. Whats your list look like?
It was thrown together pretty quickly, lots of 2 ofs that I'm not sure wouldn't just be better as a 4 of something else. So far pretty fun and resilient.
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So I threw together a jeskai delver build with delver, myth realized, snapcaster, and geist of St traft. When you have the burn, cantrips, and counters so readily available and cheap it's easy to get myth to a 4/4 with ease. It also forces the opponent to run sub optimal cards to answer it. There's a sense of pressure just having one sitting there with a few counters on it. Keep in mind, this is 21 land delver, and I'm not spending three mana to add counters, just playing spells I'd play anyway. I won't run it in my white weenie aggro deck, but in a tempo build it's potent.
Yeah this is basically what I am doing minus the Geist. Whats your list look like?
It was thrown together pretty quickly, lots of 2 ofs that I'm not sure wouldn't just be better as a 4 of something else. So far pretty fun and resilient.
Re: Anticipate- Think Twice gets some added value here via Myth Realized
Yes, the flashback is nice. I'm pretty much putting anticipate into anything I think supports it to see how much I like it. I do like it, however think twice is probably better. I'm also thinking I should have 3 geist and a couple more counter. Maybe lightning helix can come out altogether.
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What about a pox deck? I heard that one in standard forever ago used animate artifacts as win cons. Lili of the veil, lingering souls, small pox, path to exile, hand disruption.
Or some prision dek perhaps
Does anyone still play wru jeski ascendancy combo? Seems like a fine alternative wincon. People will want to abrupt deck the asendeny so.
People turned out to be wrong about Pack Rat being "Too easy to remove"--it's actually somewhat easy in Modern for a midrange deck to play Pack Rat on Turn 5 with Rat-making mana up.
Sadly, Pack Rat got pushed to the fringes when it suddenly found that it had to deal with 2 more popular 4/5's in the meta than it used to--Siege Rhino and Tasigur. Siege Rhino even tramples over one smallish token very well, forcing the Pack Rat player to get out 3 Rats in order to actually deal with 1 Rhino.
Be patient enough with Myth Realized and popular 4/5's get squashed by its 5+/5+ frame. This comes at the cost of always dying to one Abrupt Decay/Path to Exile/etc. (Pack Rat often needs 2 removal spells to deal with, both Pack Rat and Myth Realized often need 2 Bolts to deal with and sometimes require 3+ Bolts).
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
In my aggro and tempo decks, I tend to push for a consistent Turn 3 swinging 4/4 Myth Realized whenever I stick MR on Turn 1. You guessed it--they only become 5/5 on Turn 4 or later if I swing or block with them at least once.
In my midrange and (midrange-)control decks, I have to be content with smaller MRs (more like Turn 4 4/4).
I do find MR to be mediocre against BGx Midrange for precisely the reasons you mentioned...if it's the only Abrupt Decay target in the deck. For example, I find MR to be mediocre against BGx whenever I'm on Esper Delve (no other worthwhile Decay targets) or UWR (Midrange-)Control (no other worthwhile Decay targets) but not Esper Mentor Midrange (a Decay headed for MR is a Decay not headed for Monastery Mentor and vice versa, so I've found that MR gets stupendously big more often whenever I'm on Esper Mentor).
I've actually generally found that MR is good against UWR Midrange (they often run fewer than 4 Path to Exile, it's too easy to make a Turn 4 MR dodge 1 Bolt against them, they then spend at least 2 Bolts to kill it, and I can sometimes bloat MR into a 7/7 in response).
MR actually tends to be dirty against Twin (they take too long to combo off nowadays, MR can be played on Turn 1 and sneak under their counterspells and combo threats, it's too easy to make a Turn 4 MR dodge 1 Bolt against them, they have fewer Bolts than UWR so they can't double Bolt it nearly as easily, they need to Cryptic MR so fast that it's in Mana Leak range).
MR does tend to suck against creature-based midrange such as Abzan Liege and the fledgling Melira Collected Company Combo, especially when they're very willing to lose Qasali Pridemage to kill it.
MR's growth curve has been a bit disappointing against combo and ramp, but Breach Trap has a hell of a time killing MR with Valakut damage, and a Turn 1 MR generally deals enough damage to RG Tron for the rest of my stuff to kill them, even when I play a slow deck such as UWR (Midrange-)Control.
Because just because we're discussing a threat that dodges Lightning Bolt, Path to Exile, Murderous Cut, Vapor Snag, Pyroclasm, Supreme Verdict, Damnation, Wrath of God, and Liliana's middle ability, that suddenly makes Abrupt Decay the only card in the whole wide entire world.
While I'm here, let me be the first to actually analyze what the card can do outside of a vacuum, as opposed to regurgitating conservative fundamentalism:
Now then, we have reached the strategy portion of the analysis. This is the part where I lose everyone, because it involves thinking about how you play:
What can we do with a threat that has to activate for one mana first before we swing it?
None of these are a particularly high hoop to jump through. The card's low-investment enough that you can treat it as a utility. You don't need your whole world to revolve around it. If it becomes a 4/4 late game, even if you have two and one's a 3/3 and the other's a 2/2, that's still good value for a 1-drop that dodges so much removal. For example, turn 1 MR, turn 2 Raise the Alarm (counter), turn 3 Honor of the Pure (counter), tap W to activate and swing for 7. Does that sound bad for tokens? What if they Abrupt Decay the Myth Realized? Well, thank God they spared my anthem!
By any chance, are you missing something on the card? Myth realized isn't a creature until you make it one.
Path, Cut, and Snag only work on creatures.
By this logic, no creatures should be played nor any manlands...... of course that isnt the case.
Now if you want to argue that most decks that are going to take real advantage of the card's effect are going to run very light on creatures so you are turning on their removal (like Path, Cut etc) that is a different argument.
Unfortunately, Modern has very few non-creature ways of winning the game (Scapeshift and Storm are really the only competitive decks that does not win through creatures, while Amulet has Hive Mind backup plan). So even the hardest of draw go control decks uses manlands/batterskull/big beast to win. So to argue that Myth is unplayable because it does not dodge EVERY removal spell is, while true, not a real argument.
And the moment you make a big enough Myth Realized a creature, it becomes an absolute Path/Cut/Snag lure. Path/Cut/Snag are all instants that can boot stuff that only becomes creatures at instant speed. A common play against a Deceiver Exarch that resolves and taps your lone remaining untapped land at your EOT is to float mana in response, then cast Path/Cut(/Dismember) targeting the Exarch using the floated mana. You boot it immediately because you don't want them to untap and suit it up with Splinter Twin. (Of course, it could be mind games so you don't boot their later Vendilion Clique that proceeds to smash your face in for 3 damage a turn...)
Addressing your earlier post:
I agree with the fact that, in well-enough-built decks, all you need to do is play Magic to charge MR up. I've gotten 7/7 MRs often enough, while it takes me forever to get 8/8 Figure of Destiny (i.e. this virtually never happens to me).
However, especially against aggro, Turn 1 land, go is underrated. With Turn 1 land, go, you can spend less life on your (fetch into) shock. You can also play a land that ETB tapped with a Turn 1 land, go, play, thus incurring less tempo loss if you have 2+-drops in hand. Turn 1 MR, go with an opening hand with Island and Polluted Delta as its only lands means I get MR into play sooner at the cost of 2 life. This sounds like a great Turn 1 play against Twin and a terrible Turn 1 play against Affinity.
I generally find other decks so threatening that I can't count on keeping counterspells in hand against any of them (until they go Hellbent or tap out). I drain my counterspells fairly quickly and my targeted discard even faster. I do like getting in with a small MR for a couple of damage against red decks that forget to leave Bolt mana up for a turn, though.
Gitaxian Probeing opponents early-game to charge MR up is a bit of a crapshoot. Even if they have no removal in hand, you might be stuck holding up countermagic that turn instead because their threats are too frightening. If they have removal and you have multiple threats out (including MR), you often have to bite the bullet and swing.
I do like MR, though, although it's shabby against fast aggro and surprisingly meh against fast combo (even when I play a disruptive deck that should slow aggro/combo down). It's seeing oddly little play in Modern right now, though, if I trust all the post-DTK results I've seen.
That's kind of my point. It's one mana. I've played Delver and lost it. Heck, I've lost 2 Delvers to removal in two consecutive turns. But it's just a one-drop. Go ahead, kill it. I've got more threats than just that. There are some threats you play just for removal bait. Come to that, if Myth Realized makes my opponent hold up removal whenever I have a single W open, it's doing its job right there.
That's why I'm looking at Myth Realized as fitting into BW Token / Dead Guy Ale / Attrition shell. Tokens already plays lots of instants and sorceries. Now Thoughtseize, Lingering Souls, and Intangible Virtue have a sidekick that gets bigger when you play them. And since playing tokens tends to draw out the board wipes, this is the threat that survives board wipes and can be the finisher. Most players tend to side out spot removal against tokens game 2 in favor of siding in the board wipes, and Wrath effects are all at sorcery speed...
I think BW tokens is an interesting place for it but I am scared that they lack of card draw and how bad it is as a top deck as the deck has poor card draw. But I would love to hear how it does. I think I could replace Bitterblossom in the deck, as I have found Bitterblossom to be lackluster.
I have always been a big proponent of spell only Token decks, most run 3-5 creatures (Brimaz, Hero etc) but the strength of Tokens has always been that it makes spot removal really bad and having a few creatures that are just great targets for removal seems wrong to me.
Overall, the main point with Myth Realized is that for the decks you want to put it in, is has very little deck cost to it. Most of those decks are spell heavy (Control, Mentor decks, Tokens etc) with limited turn 1 plays. So cutting 2-3 cards to add a card that has huge upside and needs nothing else from your deck other than W and the deck following it's game plan is easily worth it.
The card is not replacing Celestial Colonnade or Creeping Tar Pit it is complimenting them. Sure it can be targetted by a few more cards than those, but it has as a lot of upside to it.
I had to explain to some begginers the other day why Goyf is THAT good. Same thing for delver.
They told me they both died to doom bladeand abrupt decay, so they where bad.
Then I crushed their *****ty modern decks with my bad cards... They told me I got Lucky.
I guess you learn overtime.
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
I've been thinking of it with tokens for a while now and have mentioned it on our primer for it. No one really thinks it makes sense though. I have yet to test it as I haven't found an optimal list yet. But I can't wait to actually try it.
I have always thought that the card is good, there just may not be a deck for it right now or a deck hasn't been optimized for it yet.
I've seen it already as a singleton in winning esper gifts lists, see it as a solid player in junk (why not?!). Its probably just too new to have already found the perfect home.
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
Yeah this is basically what I am doing minus the Geist. Whats your list look like?
2 Arid Mesa
2 Flooded Strand
3 Hallowed Fountain
2 Island
2 Plains
4 Polluted Delta
1 Sacred Foundry
3 Steam Vents
2 Wooded Foothills
Dudes
4 Delver of Secrets
3 Snapcaster Mage
2 Geist of Saint Traft
4 Myth Realized
Instants and Sorceries
4 Path to Exile
4 Serum Visions
4 Lightning Bolt
4 Anticipate
2 Mana Leak
2 Negate
2 Remand
2 Lightning Helix
2 Electrolyze
2 Wear // Tear
2 Celestial Purge
1 Rest in Peace
2 Combust
2 Eidolon of Rhetoric
2 Ghostly Prison
4 Leyline of Sanctity
It was thrown together pretty quickly, lots of 2 ofs that I'm not sure wouldn't just be better as a 4 of something else. So far pretty fun and resilient.
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
Re: Anticipate- Think Twice gets some added value here via Myth Realized
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
Or some prision dek perhaps
Does anyone still play wru jeski ascendancy combo? Seems like a fine alternative wincon. People will want to abrupt deck the asendeny so.