Mythic Shadow Midrange

:The following deck is a legacy deck. It has lost its potency, either due to nerfs or power creep, but was still significant enough to warrant posting.
Before there was the Apocrypha (Archetype), there were the Mythic Shadows, an archetype hailing from the original Ancient Stirrings (Legacy) pack in 2016. The Mythic Shadow archetype was based around the curious mechanic of triggering effects upon directly attacking the opponent.
After release, it was neglected for two long years. But then, Temporal Halo released, bringing with it new support in the forms of Contumacious Astrobleme and Zanzel Repentant. While this did not revitalize the playstyle, it gave it exactly what it needed: A proper win condition.
Hello! This is civilCornball, the player who made the decklist and this page! I've put off posting my Mythic Shadow deck to the wikia for about a year now, and my memories are a bit fuzzy. There's going to be some stuff that isn't quite clear. -CC
__TOC__
==Stats==
Name: Mythic Shadow Midrange	The name of the deck.
Creator: civilCornball 	The name of the person who built the deck.
Deck Colors: Green 	The most common colors in the deck.
Deck Type: Midrange 	The category of the deck's playstyle. See Deck Terminology for help on this.
Consistency: ?/5 	How much you'll not hate the opening hand, or how static the cards' effects are. A rating of 5/5 represents a deck that always gets to do what it wants in the first couple turns and whose effects do the same thing every time. I can't remember how consistent this was. Like, at all.
Complexity: 1/5 	How difficult the deck is to play. A rating of 5/5 represents the most difficult deck to master. Summon fighter. Hit things. It's the simplest kind of midrange you can get.
Accessibility: 2/5 	How easy it is to get the cards to build the deck. A rating of 5/5 represents a deck anyone could easily and cheaply purchase or create. Required several Rares, as well as difficult-to-obtain cards from both Temporal Halo and Ancient Stirrings.
Versatility: 3/5 	How difficult the deck is to counter, or how often it can interact with other decks. A rating of 5/5 represents the most difficult deck to play against. If you could out-midrange it, you were fine. But that was difficult.
Popularity: 0/5 	How often people play or have played this deck. A rating of 5/5 represents a deck that everyone plays or has played. This deck was created at the end of the Mythic Shadow lifespan.
==Decklist==
 Last updated May 7, 2020.
FIGHTERS 	Why play them?
MyDadIsAGuest x4 	A cheap target, which healed. The plan was to use it with HasTheHero, but it didn't always work out like that.
Pillager x4 	Did you know? Pillager used to have somewhat decent Power! In this era, 200 Health starters like FuryBlocks (2W 200/400) were very common, so Pillager dealt with them easily.
Verisimilitudal Dissonance x4 	A 3G fighter that generated 2 colourless when it got to attack directly. Worked very well with old WebGL3D, giving insane value.
Blotnik x3 	3W starter that healed itself when it attacked. Very good midrange.
Overseer Prophet x3 	A very underrated card for the time. A 900/900 for 2W3G? Sign me up! Of course, it also gave your opponent a small buff, but it was negligible.
V_yriss x3 	A cheap depower. (Note: Apparently, I used the CjMcGamingYT altart in my last screenshot of the deck. No idea what that was all about.)
Apheliotropic Syzygy x2 	This card. This card was how the deck stayed functional during Astrobleme locks. It added a random Mythic Shadow to your hand when it hit the opponent, which could be another copy of it, the 2G mythic shadow, the 3G mythic shadow, or another Astrobleme. As long as you had icons to burn or cards to discard, locks would usually continue until the opponent lost.
Contumacious Astrobleme (Legacy) x2	The first of the two wincons. This card's effect is a unique one: it prevented genning for both players, as long as you cast a Mythic Shadow each turn. Completely and utterly; players couldn't even generate White icons! Ah, it was fun while it lasted.
Leitris x2 	Used to be a target depower with decent stats.
Overseer's Steed x2 	Existed to help trigger Oddman's Gambit and be a cheap fighter for Divine Favor.
WebGL3D x2 	Added a copy of itself to your hand when it was cast, up to a limit of 3 times. Being a 400/400 fighter, this meant that it was excellent for genning, midrange, and making a comeback, since it was effectively 4 fighters in 1.
IlIll x1 	High White cost, but it took care of most aggro so...
Brick_Man x1 	Confused? This card swapped places with aII_duck a while back. This card did especially well during the earlygame, as decks would often heavily rely on their White icons to get more powerful starters out. After you got them into the negative, they were locked out of any fighters with a Colourless cost. Plus, it still functioned during an Astrobleme Lock.
HasTheHero x1 	Refunded its colourless cost and returned itself when it was targeted. In exchange, it wouldn't ready itself when summoned again. This card was much more balanced before Storexit rolled around.
Bereghost x1 	This card used to draw your opponent a card each turn. Yeah. It wasn't as devastating as it seems: this deck was created before Storexit.
Zanzel Repentant x1 	Surprised? This card used to be Mythic Shadow support! It was best used in the lategame, allowing you to constantly shuffle Birds into your deck. Of course, that wasn't always an option.
ACTIONS 	
Divine Favor x2 	Divine Favor meant that, as long as you had more fighters than the opponent, you'd be able to get some direct attacks in and trigger your Mythic Shadow's effects. Used to be paired with crazycaleb77, since back then he would spawn all of the crystals and they'd stay if you didn't target any.
Oddman's Gambit x1 	Sometimes, you just needed a few more cards. I think I was testing this card out with the Overseers, to see if it could even be usable.
Lightning Blast x1 	Boardwipes were vitally important in the pre-Storexit era. This card was one of them.
Note that this deck did not run the 2G Mythic Shadow, Liechtenauer's Sophistry (Legacy), due to its poor stats.
=== How to Play ===
This deck did one thing, and it did it well: Value.
It got the absolute most it could out of every single one of its fighters, since it almost completely lacked conventional sources of card advantage.
If it couldn't get a foothold? Well, it was screwed.
im tired. wake me up later. -CC
Category:Legacy Decks