Wednesday, 16 August 2017

Hour Of Devestation - Mythdirection

 Crested Sunmare

I would love horse tribal to be a thing in standard, if it did become a thing then Crested Sunmare would be the top end hay-maker. Right off the bat it's a five mana 5/5 and that's pretty good, it's on curve and has upside, having the potential to make even more horses. Multiple, indestructible horses may sound good but with Mythic Rare status I would have expected either Crested Sunmare itself or the horses it creates to have Lifelink or some sort of life gain effect, it may have made it a bit too good but I'm not asking for it to be easy, for example maybe gaining a life when a horse token dies to keep it from getting out of hand. In my opinion Crested Sunmare could have been pushed a little more and for that reason doesn't hit the Mythic level for me, loving the horses though.

Majestic Myriarch

An ability like this always sets the deck building mind going, almost limitless potential in the abilities Majestic Myriarch can gain gives you so many options and more creatures with more abilities for it to gain also means more power and toughness. I think this is a slam dunk Mythic for the feel and potential power level, even if it's not the best creature in a constructed sense It will still be a powerhouse in limited.

Neheb, The Eternal

Neheb has returned, this time as only one colour and a little more expensive but powerful none the less. Five mana is a good start as it's in that sweet spot of being a high cost card and therefore having a splashy ability and not too expensive as to deter from playing it. The Afflict 3 can be a beating as you're being attacked by a 4/6 anyway so you could choose to take four or most probably lose a blocker and lose three as well. The kicker is in the last ability which incidentally makes Neheb a great commander because it can give you a lot of mana to work with, it is only red mana but that means it lends itself well to aggressive plays like burn spells or lots of small creatures for the following turn. As a Mythic I think Neheb hits the mark. The flavour is fantastic, being brought back to fight in Nicol Bolas's army of the dead because of the power and strength, the abilities are very aggressive and give you a lot of value and potential for insane plays.

Nicol Bolas, God-Pharaoh

Where do you go if you want dark, destructive, malicious power and strength? This dragon right here. Nicol Bolas has always been the most feared of beings through the Multiverse and since his last iteration in Conflux, he's become a bit more subtle with his destruction deciding to go after the mental aspects of a Mage instead of just destroying their stuff. He is still incredibly powerful though and is big and splashy and all those other nice things that players want in their planeswalkers. In a flavour sense he's perfect; he's shaped a world to his whim and has returned to decimate it with his zombie army and own raw power sat atop his throne as self appointed God-Pharaoh. The four abilities he has all offer so much power and potential each more devastating than the last until his ultimate pretty much says "win the game". Nicol Bolas, God-Pharaoh is a home run for the Mythic Rares in every sense of the words.

Nicol Bolas, The Deceiver

Even though this is the planeswalker deck Nicol Bolas it hits a lot of the same points as the God-Pharaoh; It's big, splashy and powerful. The abilities might not be as devastating but the feel of the planeswalker and the presence is definitely enough to take it up to Mythic status for me.

Nissa, Genesis Mage

This is the eight iteration of Nissa as a planeswalker and the most expensive so far. It's also her second appearance in a planeswalker deck but that should never take away from the fact that she is still a planeswalker and still very powerful however there is one point that I feel she could have been pushed and that's giving the creature Trample in addition to +5/+5. I'm sure it's not that way to keep complexity down for newer players which is fine but it does feel like a fairly small addition that would have been fine to have. Genesis Mage isn't the best version of Nissa in my opinion but she still makes the Mythic cut as it is still free value every turn.

Overwhelming Splendor

This eight mana Enchantment looks like where every ramp deck or fancy Bitterheart Witch/Academy Rector combo deck. The truth is, it's very win more. Ideally when you get to eight mana you want to be doing something impactful, almost game winning, if the board is empty when you gas Overwhelming Splendor then it hasn't done anything for eight mana. If there are creatures in play then all it does is make them smaller not even get rid of them. The effect is big and maybe it's just me wanting more but it feels more like a rare than a Mythic.

Razaketh, The Foul Blooded

As many complaints as there can be with a top down designed set they have their upsides. The story furling the cards can result in some great design, Nicol Bolas is one and another is Razaketh. This is what a demon should be; big, threatening, powerful and other similar words. An 8/8 for eight is great, it fly even better, it Tramples ok you can stop there, oh and it Demonic Tutors for the small price of two life and a creature whenever you want gimme gimme gimme. Mythic status and more.

Samut, The Tested

You might remember Samut from Amonkhet as the card with all the keywords. She's back as a planeswalker and I'll get it out the way now, she underwhelming at best. The first ability is fine if you have a creature which she doesn't help with, her second ability is Twinbolt and her Last ability will take way too long to get to as you'll be using that second ability a lot more than the first. Planeswalkers should be big and powerful in some way or another and it doesn't feel like Samut hits that.

The Locust God

The first of our three Gods, The Locust God has a little weaker than I would have liked body for six mana but makes up for it everywhere else. Flying is a good start, making tokens that also fly when you draw a card pushes the potential through the roof already as it's something that happens at least once per turn anyway and there are plenty of cards to use with The Locust God to abuse that ability further and it even comes with its own draw engine. The cherry on the cake, like with all the Hour Of Devastation Gods, if it would die it returns to your hand at the end of the turn just to start the card and board advantage all over again. Mythic all the way.

The Scarab God

The Scarab God gets off to a good start being more on curve than The Locust God at five mana for a 5/5. It's actually pretty aggressive with its first ability causing your opponent to lose life just for having zombies and while The Scarab God itself isn't a zombie, it does help you make them very efficiently. Four mana to take any creature in any graveyard and turn it into a 4/4 zombie under your control is strong, especially if that creature has an enter the battlefield trigger and like I said, it helps with your opponent losing life and you being able to Scry and gain more information. Last but not least we can't forget the kicker, it keeps coming back to your hand if it dies which will be even more brutal when you have some 4/4's in play that your opponent still has to worry about. Obviously a Mythic in every sense of the word, it's swingy, splashy, big and intimidating.

The Scorpion God

The Scorpion God is probably the most aggressive of the three Gods; it's above curve with its extra power to mana cost ratio and ability cost of three mana to permanently weaken a creature. The fact that it gains you card advantage is a nice addition to all of the destruction it will be causing but more often than not, The Scorpion God will be machine gunning down your opponents creatures in short order. Also it just keeps coming back so it's very difficult for your opponent to deal with permanently and have to either suck it up or keep wasting removal spells on it. Just for sheer power The Scorpion God is up there on the Mythic scale with its aggressive nature and cheap yet powerful ability.

Uncage The Menagerie

At first glance this card looks a lot better than it plays. It looks like it'll get you a lot of value and card/board advantage, but in reality you have to have a lot of one of creatures with different names to make it worth while which results in spreading your strategies and card choices thin. It's most akin to Weird Harvest in effect but as I've said in my set review Weird Harvest allowed both players to search for creatures and wasn't as restrictive on choice which feels a lot more powerful. Uncage The Menagerie doesn't feel like it should be a Mythic because it's effect is quite meh and when cards have been doing similar, better things in the past at rare, granted when Mythic wasn't a thing, it feels like I could have made way for something a bit better.

Unesh, Criosphinx Sovereign

This is what you want in a sudo Sphinx lord, it may not pump other Sphinxes but it does reduce the cost and gives you added card advantage in the form of a Fact Or Fictionesc effect. A six mana 4/4 Flyer doesn't seem Mythic but it does make up for it somewhat when you get the it's trigger as it comes into play. Your opponent does decide how to split the four revealed cards but the fact that you can get one to maybe even four of those cards, although 4/0 should never be the split, can net you so much card advantage plus you get the same effect whenever another Sphinx comes into play. The body could be pushed a little more, but I guess if you give it even just one more power it becomes a four turn clock instead of a five turn clock which does make a difference, but the repeatable Fact Or Fiction pushes it into the Mythic range.


That's been a look through all the Mythic Rares weighing them up, keep checking back to Game Changers for more gaming news and updates.


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