Neat little budget control deck I'm working on. Win con is usually getting multiple Myth Realized onto the battlefield. Since only 16% of the deck is creatures Myth Realized gets big real fast, one game I got it up to 8 Lore Counters. This started as a UW control deck but I could not keep up against mono red agro so I added R, Soulfire Grand Master, Student of Ojutai, Fiery Impulse, and Radiant Flames to help keep my life total up in the early game and blast away small drops or tokens that I don't want to waste enchantments on.
CREATURES:
Mizzium Meddler - Does a lot of work as a three drop. You can flash this guy in to redirect a combat trick or protect one of your permanents by eating a kill spell.
Archangel of Tithes - Slows the board state down to a crawl. Especially good against token strategies or cards that rely on combat tricks.
Soulfire Grand Master - Good for obvious reasons I just wish it was easier for my wallet to cast.
Student of Ojutai - Lots of noncreature spells in this deck and a decent blocker for four mana. Still testing this card.
NONCREATURE:
Treasure Cruise and Coastal Discovery are in here because if you happen to draw both treasure cruises casting two cruises would be highly unlikely since you are losing a lot of delve targets to one of them but you could more possibly have enough mana and delve targets for both cruise and discovery.
Monastery Siege - Tempo protection from targeted removal or card selection.
Silkwrap - White creature removal for the early game for 2 mana. Solid.
Stasis Snare - White instant removal for any problematic creatures.
Negate - In testing but here for obvious reasons.
Fiery Impulse - Early game cheap removal.
Radiant Flames - Solid board wipe that is either highly one-sided with our high toughness creatures or only slightly one sided with SGM gaining us a ton of life.
Scatter to the Winds - Catch all counterspell that will make a 3 drop in the late game.
Myth Realized - The jewel of this deck. I often start out the game with one or two and they trigger ones already on the battlefield. Start building them up early with removal spells and swing big in the late game. Awesome because they avoid sorcery speed removal and not every deck is equipped to handle all of the enchantments that this deck brings.
I would absolutely love any comments or suggestions you have for this deck or about Rick and Morty.