I did initially look at Myth Realized as a possible powerhouse for control decks but it would need to be protected at all costs to get so. The main idea for this deck then was to build a protection, removal, and counter set that would be able to give lots of lore counters before swinging in for lethal damage.
Key Pieces
Myth Realized - This should be the obvious part but I'll explain why I chose this as the centrepiece of the deck. Having a tron strategy that is easy to build up, can be set up from turn one, and avoids creature removal until it becomes one is extremely good in the Modern format. The ability to also spend your excess mana at the end of an opponent's turn to tick it up with more counters can also prevent it from being a dead card if card draw is only going into lands.
Greater Auramancy - The thing that this deck needs the most is enchantment protection. This card provides this with Shroud which very infrequently in this build is ever a problem for Myth. With two out at the same time though, this deck goes into lockdown on removal that isn't board wide like Fracturing Gust.
Faith's Shield - While it doesn't get Rebound like Emerge Unscathed or Scry like Gods Willing, the power of Faith's Shield is much greater in this deck. Paying one white mana to give anything you want protection is better when the number of non-creature permanents in this deck that need protecting outnumbers the creatures at 7.5 to 1. And with Abrupt Decay holding so much power in Modern, not being able to protect against it is a death sentence for a deck that relies on stuff with a CMC of 1 or less. Not to mention that the Fateful Hour ability will allow some additional usage in late game as a way to stall for an extra turn or get lethal when none of your opponent's spells can legally target or their creatures block yours.
Counterspells
Cryptic Command - Being one of the most mana costly spells in the deck means that it needs to be worth the investment and it certainly does. It's the one counterspell that is a hard counter and doesn't have an additional cost. The additional modes also give it some versatility that prevents it from being a dead card. Particularly good is being able to tap down their creatures so you can swing in without fearing problematic blocks.
Remand - Sometimes all that is needed is a bit of disruption. And if that disruption happens to also draw a card whilst sending back your opponent's spell to their hand, letting you keep up something for it in the next turn, that is pretty good.
Mana Leak - Good ol' Leak has been helping with early game disruption. Aggro decks have become a bit of a store meta staple so being able to throw them off their rhythm helps.
Board control
Supreme Verdict - Sometimes you just need to wipe the board and in this deck, that's not a problem. With only two creatures in the deck and the rest being creatures only temporarily, this creates a huge swing in Myth's favour; adding a counter and letting it swing in without worrying about blockers. Being unable to be countered also lets it go off without worrying about counter magic being cast.
Blind Obedience - Aggro, affinity and token decks can be a major pain for this deck so having the ability to tap them down as they enter is pretty good. It stops Eggs decks for a turn, make Haste useless, stop cards like Raise the Alarm from being used to chump block, and also becomes an outlet for cheap spells to dump excess mana with the Extort ability.
Path to Exile - Simply put, one mana instant removal is amazing. With the only cost being that it gives an opponent a basic land on the resolution, it is too good not to include.
Other cards
Monastery Mentor - A 2/2 with Prowess that makes 1/1s with Prowess when you cast non-creature spells. It can be its own powerhouse in this deck and also makes a great addition to Myth.
Sphinx's Revelation - Dumping spare mana at the end of an opponent's turn for some card draw and life gain? Very helpful it turns out.
Lotus Bloom - A free spell that lets you get three mana is nothing to sniff at.
Jace, Vryn's Prodigy
- While I admit that Snapcaster Mage is better for being able to flashback counterspells, I do appreciate that Jace is able to fill up the hand early on and being able to flashback a board wipe without sacrificing him can be helpful.
Celestial Colonnade - Having a late game threat with evasion is good in this type of deck and having something that dodges sorcery speed removal like boardwipes.
Westvale Abbey
- Token generation and the ability to transform into a huge threat with evasion is great.
Sideboard
Elspeth, Sun's Champion - Not a win condition but rather another way to win by either going wide or going big. The advantage of Elspeth in this context though is that her second ability wipes out big creatures and leaves the Monastery Mentor and its tokens alone. The emblem is okay but it's not really something this deck is going to need.
Ghostly Prison - I'm trying this as a one-of for the moment as I like the idea of taxing opponents for making swings but I'm unsure if it'll be good long term.
Leyline of Sanctity - Mostly here for the burn and discard decks, having hexproof for free before you even begin the game is undeniably good, especially against those decks which target you rather than your board.
Pithing Needle - Qasali Pridemage can be a problem for this deck if the protection isn't found early so being able to lock it out is very good. It also helps with multiple other cards that rise from time to time.
Porphyry Nodes - I have little problem with this card being used against me as a quick non-creature spell will ensure I won't be destroying my own Monastery Mentor to it. Other than that, my other "creatures" are safe on the trigger activation unless I need to make creatures for some reason.
Spellskite - Being able to redirect spells it always pretty good and this card soaks up most of the threats that are usually problems for Myth. Abrupt Decay, Qasali Pridemage, Path to Exile, Disenchant/Naturalize. All able to be legally redirected and worth it.
Wrath of God - An addition to the Verdict is not bad when facing tokens and other swarm builds and one that doesn't allow for regeneration is pretty cool.