Get To Know Your Metagame: Mythic

Features

KrazyCaley

13 May 2010

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Mythic, so called because it features four or five mythic rare cards and plenty of regular rares, is not the deck you want if you are on a budget. Mythic comes in two flavors nowadays- with and without Eldrazi Conscription. We'll talk about both.

Core cards (Basically always there)

Baneslayer Angel, Lotus Cobra, Knight of the Reliquary, Noble Hierarch, Birds of Paradise, Rafiq of the Many, Finest Hour.

If you're running Mythic Conscription-style, then you will also undoubtedly have Sovereigns of Lost Alara and Eldrazi Conscription, of course.

Secondary cards (Depends on the build)

Rampaging Baloths, Thornling, Rhox War Monk, Jace, the Mind Sculptor, Mind Control, Admonition Angel, various counterspells and assorted paraphernalia.

How it works

The cards that Mythic runs are so expensive because they are really, really good. Baneslayer Angel is a flying, first striking, lifelinking 5/5 badass for a mere 5 that HAS to get blasted by a removal spell before it takes over the game by itself. Lotus Cobra, in combination with the deck's fetch lands, can produce obscene amounts of mana very early in the game. Rhox War Monk, Knight of the Reliquary, and Rafiq of the Many, in combination with Finest Hour and perhaps some of the associate fatties noted above, bring the pain. In Conscription builds, getting Sovereigns of Lost Alara to activate will win the game automatically if you can't kill the soon-to-be-enchanted-with-Eldrazi Conscription creature.

How to beat it

Bring removal. The deck has nasty monsters, but their heavy casting costs means that you can get some very good value for a Terminate or Maelstrom Pulse. Consuming Vapors punches this deck right in the solar plexus, as does most mass removal. You have to have a fairly high number of answers, or else this deck will kill you with nasty monsters VERY quickly. It is not uncommon to see a turn 3 Baneslayer Angel against this deck, and before you know it, Finest Hour and Rafiq will be out there, and you will be looking at game over before turn 5.

If you pick your fights and blast the right creatures (or all of them), this deck is very beatable. This deck HATES Nemesis Trap, if you're brave enough to run it in your sideboard, and any other efficient removal. Jund and other B/R decks are especially pleased to draw their Blightnings and other discard spells against Mythic, which then has to throw $50 cards into the trash. Some builds do run counterspells, so beware, but typically it'll just be a few Negates to protect its creatures and nothing more.

You have to mulligan aggressively against this deck. If you don't have removal, or SOME answer for Baneslayer Angel and Co. in your opening hand, you will probably lose. Don't be afraid to throw away an otherwise good 3 land, 4 spell hand if it's got no answers, unless you're SURE you can put up enough damage quickly enough, keeping in mind that Mythic has lots of ways to gain life.

Good sideboard choices

Terminate, Consuming Vapors, Day of Judgment, Infest or Volcanic Fallout, Mind Rot, Doom Blade, Deathmark, etc. Path is not such a great choice because this deck DOES want to get a bunch of mana out.

Tomorrow's Meta: U/W Control

This article is a follow-up to Get To Know Your Metagame: Jund The next article in this series is Get To Know Your Metagame: U/W Control

kabrazell says... #1

I feel like consuming vapors isn't that great against this deck, don't they run like 4x noble hierarch, 4x birds?

May 13, 2010 9:30 p.m.

l0ki says... #2

Yeah, it'd only be beneficial if all they had was mister conscription and mister Sovereigns.

May 13, 2010 9:37 p.m.

bosheck says... #3

The point is it's better late game vs. mythic. If Consuming Vapors is the only removal you're running, you deserve to have it backfire with weenies. Put a Vendetta or something in there!

I would like to note that my local mythic player has been known to drop a Sphinx of Jwar Isle in lieu of a baneslayer (still have the walletslayers in there, just backed up with jwar jwar).

May 13, 2010 11:33 p.m.

These articles are great and right to the point. Please continue writing them!

May 13, 2010 11:36 p.m.

KrazyCaley says... #5

I'll back up Consuming Vapors for two reasons-

1: If you have OTHER removal, it's great. Birds and Hierarchs aren't around, they're sacking big-time players.

2: Even IF you only hit a Bird or a Hierarch, you're still in good shape. This deck needs lots of mana to operate, as mentioned.\

But yes, it does suck when you Vapors and they have out two Baneslayers and they go "Ok, sack birds, and birds."

May 14, 2010 12:58 a.m.

rockleemyhero says... #6

i play a deck similar to "Mythic" (without some of the mythicness lol) and what kills it is cheap, early game removal. if you can kill the rampers with lightning bolts and other cheap removals (preferably not PoE) it really helps slow down the deck. Black and Red do well against this kind of deck, Vendetta is awesome here in the early game.

or be quick and force them to block with creatures like the knight and rhox before they swing big on your side!!

May 14, 2010 10:59 a.m.

DeckBuilder345 says... #7

Keep up the good work Krazy i am really enjoying these articles.

May 14, 2010 4:04 p.m.

randplaty says... #8

Good article! Are you sure Path is not a good choice against Conscription? While the deck can kill you without the Sovereigns into Conscription combo, that is what the deck is about. I usually hold a path and wait until they have 6 mana and cast Sovereigns... then I PtE the Sovereigns. At that point they already got their mana so it doesn't matter and I only need to keep one white open.

Doomblade and Terminate are good too if you're playing those colors, but you have to leave two mana open. All the non-instant removal is not as good because if they just have one birds or one lotus cobra out, they can hit you for 12 trample at any time. The removal has to be instant otherwise you have to keep their entire board clear. That's pretty tough when they usually have 28+ creatures.

May 28, 2010 4:10 p.m.

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