As you all probably know, Modern Masters will be coming out soon. In this post, I will be going over all the mythics in Modern Masters.
First off is Tarmogoyf. This creature's toughness will always be larger than its power. The power is equal to all the different card types in all graveyards. The toughness is equal to that, except you add one. For only 2 mana, Tarmogoyf is a powerful creature to have at your disposal.
The second mythic is Sword of Light and Shadow and it comes from Darkseel. It gives equipped creature +2/+2 as well as protection from white and black. It is amazing. That's not all because when the equipped creature deals combat damage to a player, you get to gain 3 life and return one target creature from your graveyard to your hand.
The next mythic is another sword from Darkseel, Fire and Ice. Like Light and Shadow, it gives +2/+2 but protection from red and blue. Also, when equipped creature deals combat damage to a player, you get to deal 2 damage to target creature or player and draw a card.
The fourth mythic is Dark Confidant. I personally do not like this card and do not think it should be a mythic or even a rare. It's a 2/1 for 2 mana so it better have a great ability to be a mythic. Unfortunately, it does not. It basically allows you to draw a card at the beginning of your upkeep and lose life equal to its converted mana cost. What would you do if you drew a Gleemax with Dark Confidant? Anyway, there are many cards that allow you to draw a card for a much better cost.
The next mythic is another bad one in my opinion. Vendilion Clique is a 3/1 for 3 mana with flying and flash. But the only other ability allows you to chose a non-land card from target opponent's hand and put it at the bottom of that players library when Vendilion Clique enters the battlefield. That player draws a card.
The third artifact creature in this set comes from Fifth Dawn. Vendalken Shackles allows you to tap it and pay 2 mana. You gain control of target creature with a power equal to or less than the number of islands you control for as long as Vendalken Shackles is taped. The best part is that you can chose not to tap Vendalken Shackles in your untap step if you do not want to.
The first Modern Masters planeswalker is Sarkhan Vol. He starts with 4 loyalty for 4 mana. His +1 ability gives creatures you control +1/+1 and haste until end of turn. You can take control of target creature until end of turn and that creature gets haste and you untap it for -2 loyalty. And finally, his ultimate gives you FIVE 4/4 flying dragons for only -6 loyalty.
The first of the five legendary dragon spirits is Jugan, the Rising Star. A 6 mana 5/5 with flying is formidable. And whenever he dies, you can distribute 5 +1/+1 counters on any number of target creatures you control.
The second dragon spirit is Ryusei, the Falling Star. He is the same as Jugan except when he dies he deals 5 damage to each non-flying creature.
Another six mana 5/5 with flying is Kokusho, the Evening Star. His death ability is to deal 5 damage to each opponent and you gain life equal to the total amount of life lost this way.
Keiga, the Tide Star and Yosei, the Morning Star are both the same as the other dragon spirits. The only difference is that when Keiga dies you gain control of target creature and when Yosei dies target player skips his or her untap step and you tap up to 5 permanents he or she controls.
The second and last planeswalker is Elspeth, Knight-Errant. Like Sarkhan she is a 4 mana for 4 loyaty, but has 2 +1 abilities. The first one puts a 1/1 soldier onto the battlefield. The second one gives target creature +3/+3 until end of turn and it gains flying until end of turn. Her ultimate costs 8 loyalty and puts an emblem onto the battlefield with artifacts, creatures, enchantments, and lands you control are indestructible.
The final, and my personal favorite, mythic in this set is Progenitus. It has an interesting mana cost, 2 of every color. But this card is a 10/10 with protection from everything. Also, if it dies, shuffle it into your library instead of putting it in your graveyard. If you can get him out, chances are you will win your game.