Sideboard


Introduction:

My goal in Magic is simple; create the best Myth Realized deck possible within the shard I love, Esper. Since the decklist is displayed in detail above, I won’t list number of copies in the primer itself. That said, my general number philosophy is as follows:

  • 4 copies: This is my primary game plan, and I want to see these cards every game.
  • 3 copies: I would like one copy throughout the game and a second doesn’t hurt.
  • 2¬–1 copy: These are polarized/secondary cards that doesn’t suit every matchup.

Brewer’s note:

I'm always looking for improvements to the list, so changes are to be expected on a regular basis. If you ever decide to pilot the list, I would appreciate if you preserved the deck-name and share your experiences with the brew. For many years the deck was named Mythseize because it revolved around hand disruption like Thoughtseize. With the introduction of Teferi, Time Raveler this wasn’t longer a necessary plan, but my love for Esper kept me in the shard.

Below you see my dedication to the Myth. These my personal playset with foil peel alters.

Foil peel alters of my Myth Realized playset


The myth, the legend:

When the delve creatures and Death's Shadow were introduced to the format you were, with some tweaking, able to deploy highly proactive threats for the mere cost of one mana. Traditionally, when playing interactive strategies, going on the offense meant that you either sacrificed a defensive position or had exhausted the opponent beforehand. But, the delve mechanic and Death's Shadow left enough resources available for reactive spells to be cast. These threats made it possible to turn the corner much faster than usual, making the color paring especially potent with its reach, efficient beaters and newfound value-town in the form of Kolaghan's Command.

My belief is that Myth have similar potential – however, it's important to realize that it doesn't play like a Shadow deck. Gurmag Angler and Death's Shadow becomes huge threats or defenders once resolved, whereas Myth Realized requires build-up. The pros, I would argue, are that it don’t rely on the graveyard or your life total, providing a little more flexibility in the surrounding pieces. For example, Teferi, Time Raveler is a great supporting piece that makes Myth much harder to deal with. Being able to run the full playset of T3feri is probably the strongest trait of the deck compared to Shadow.

Mythbuster is a midrange-combo deck utilizing Myth Realized as its primary threat. The goal is to bust the myth by casting Day's Undoing multiple times a game.


Busting the myth:

Myth Realized is a card that greatly benefit from quantity over quality and “draw seven” is exactly what you want to be doing with a Myth on the field. In that regard Day's Undoing challenges the deck builder to do exactly that—create your own power nine Timetwister, and for that challenge we have two mythbusters; Teferi, Time Raveler and Narset, Parter of Veils.

Teferi three (T3feri) is great in this deck. He protects the monks and let us cast Undoing at instant speed—forgoing the exile clause of the spell. Narset on the other hand breaks the symmetry, giving us a fresh hand while they are left with only two. The ultimate goal of the deck is to have both planeswalkers out and cast Day’s Undoing in the draw step (leaving the opponent completely hellbent).


”The ultimate goal of the deck is to have both Narset and T3feri out and cast Day’s Undoing in the draw step.”


The interesting aspect of the relationship between Myth Realized and Day’s Undoing, is that the mana value of one let you to deploy your primary threat before turn three. This means that you, in this deck, often can cast Day’s Undoing without any of the mythbusters, and still come out ahead! For instance, it’s often reasonable (with a Myth on the field) to Undo on curve when you have two–three cards in hand and the opponent is at five or six.

What really breaks Undoing in this deck is the ability to almost loop the spell indefinitely. Since T3feri prevents the exile clause, and the deck can run the full playset of Day’s Undoing (thanks to Myth Realized), it’s reasonable odds to undo day’s again after wheeling. Speaking of odds, two copies of Solve the Equation makes this loop even more likely! Solve the Equation is a gem in this deck—my personal favorite is to tutor for and reveal Supreme Verdict against any creature-based deck turn three.

Due to the realize-nature of the monk avatars, the deck isn’t particularly good at protecting or attacking planeswalkers through combat. Thankfully Esper has several tools in its shard to remedy this weakness like Force of Negation and Vanishing Verse/Fracture. In general, I would say that the deck has solid interaction to cover its weak spots. Whereas Solve the Equation, Narset and the final mythbuster Jace, the Mind Sculptor are there to give you the answers you need.


These are the myths we seek to bust.


Myth Realized

As previously mentioned, the reason why delve creatures and Death’s Shadow are so powerful is because they’re achievable threats for one mana, making it easy to keep interaction live in hand. In comparison, Myth Realized can always be played for 'one' with potential of growing bigger - which is why I believe in this card. The animate aspect is what allows the Myths to be immune to sweepers, and turns spot removal into something you can play around.

To utilize the monk avatar to the fullest you must consider what your opponent might be holding. When on the field, the card can give you incidental information in the sense that sandbagged cards most likely will be answers. Plan ahead, play smart and most importantly - don't rush it. Myth Realized is a card that rewards game knowledge more than anything else.

Day's Undoing

In this deck we want to break this modern Timetwister either through the combo Day's Undoing + Narset, Parter of Veils or by forgoing the exile clause through the interaction Day's Undoing + Teferi, Time Raveler . “Wheeling” is an extremely powerful ability that becomes almost game ending when the symmetry is broken.


Our three planeswalkers seeks out to bust the myth that Myth Realized isn’t playable in modern.


Teferi, Time Raveler

Teferi, Time Raveler (now T3feri) costs three mana and starts at five loyalty. These are good rates in modern in terms of staying-power. If you're playing him on curve and uptick, most deck's in the format won't be able to kill him easily—and those who do; that's five or more damage not going to your face turn three.

Each opponent can cast spells only any time they could cast a sorcery.

When they revealed T3feri I was immediately excited. If you've followed this list for a while, you probably recall that Liliana of the Veil was included to facilitate Myth Realized (much like Tarmogoyf in Jund). With his passive T3feri is way more efficient in this role than LotV. Forcing the opponent to play at sorcery speed naturally protects the monk avatar from removal when realized on our turn. Most importantly, we no longer need to discard cards form our hand (Myth is a card that cares about spell density).

[+1]: Until your next turn, you may cast sorcery spells as though they had flash.

Being a spells-matter deck, Mythbuster naturally incorporate tons of powerful spells. Instant speed sweepers are almost legacy power-level, and draw-step Day's Undoing is what dreams are made of. Admittedly, the plus doesn't do much on its own, and some deck's will capitalize on that fact—in which case you probably side him out.

[-3]: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.

Now remember, the minus-ability is un-interactable thanks to his static ability. It's important to realize that the ability doesn’t require a target for you to draw a card, and that you can target artifacts and enhancements as well. This means that you can bounce a Chalice/Blood Moon/Bridge/Choke and take it with a piece of interaction to release the lock.

Narset, Parter of Veils

While primarily a combo piece in this deck, Narset also works surprisingly well as a hatebear. Most decks in modern draws extra cards in some shape or form, and simply having Narset on the field can be a huge burden for the opponent. Also, digging four-deep makes finding the Undoing-combo or relevant interaction quite consistent.

Jace, the Mind Sculptor

There’s no denying that Jace TMS is great—he’s even a threat himself (and key to beat infinite life). Since the deck runs the full playset of Narset, T3feri, Myth Realized and Day’s Undoing there’s a decent risk of having multiple copies in hand. Therefore, brainstorming excessive copies away is a huge boon.

In some cases, you get to have all three mythbusters on the field, and in these scenarios, I would say; “Myth busted”.


You need to have your facts right in order to bust the myth.


Solve the Equation

Tutoring for any instant or sorcery spell is great game in this shell (especially at instant speed with T3feri). For example, finding Supreme Verdict turn three against creature-based decks will often slow down the phase of the game significantly (due to the mind game created by you revealing the card). Most importantly this card is Day’s Undoing five to six for the consistency of the loop.

Force of Negation

Force of Negation is a perfect fit for the Mythbuster game plan. Going down a card doesn’t matter when we plan to Day’s Undoing anyway. Since we seek to tap-out with our planeswalkers turn three, Force provides much needed protection from a follow-up blowout like a Karn Liberated. It’s also nice (like with Jace) to be able to pitch excessive copies of Narset, T3feri or Day’s Undoing—that doesn’t do much in our hand regardless.

Delay

Probably the best counter in modern with a Teferi, Time Raveler on the field (and we run the full playset). Since T3feri hinders cards from coming out of suspend, Delay becomes a much easier to cast Counterspell (which is important in a three color deck). Worst case scenario, delaying a spell for three turns is plenty of time to plan ahead.

Supreme Verdict

This is our trump card in creature matchups, especially against those who likes to go wide. Myth Realized and Supreme Verdict is a neat combo that for five mana allow us to sweep the board, strengthen our myths, and accelerate through an open field. Where this spell is good it generates massive value. However, on the flip side, it's completely dead against some decks—the polarized usability makes it a great starting point when sideboarding.

Vanishing Verse

For two mana, exile target monocolored permanent. This is the Abrupt Decay equivalent for Esper decks. If there’s a long list of problematic monocolored permanents that you would like to answer this spell has your back. Unfortunately, this doesn’t do much against Tron variants (but that matchup wasn’t normally winnable game 1 anyway).

Fatal Push

This card is pretty straight forward—efficient low cost removal. It has some tricks to it, like fetching/T3feri-bouncing to trigger revolt, but most of the time it'll be busy removing the plethora of one to two cmc creatures in modern.


Playing this deck your focus should be: Myth, bust, undo, repeat.


Updates Add

Been a lot to do at work lately so haven't really been able to attend to the list as much. Changes have been made, and I'm rather happy with the inclusion of Thoughtseize. I rarely got time for writing about the swaps as they happen, but I plan to explain the cards role eventually.

Currently testing Blessed Allianced and Jace Beleren. The two walkers are flex, and I plan to test Esper Charm and Ashiok, Nightmare Weaver at some point. Alliance replaced Batterskull and I'm happy with that for the time being.

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Top Ranked
  • Achieved #4 position overall 9 years ago
  • Achieved #1 position in Modern 5 years ago
Date added 10 years
Last updated 1 week
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 1 Mythic Rares

30 - 9 Rares

12 - 5 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 3.17
Tokens Energy Reserve
Folders 00 - My Decks, uwr, Sword of Value and More Value, interesting builds, modern competitive ideas, best, want to make, Possibilities, cool!, Cool Stuff
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