Creature (14) | |||
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$0.24€0.170.03 | |||
$0.60€0.630.03 | |||
$1.27€1.310.02 | |||
$0.33€0.200.02 | |||
Instant, Sorcery, Enchantment, Artifact (17) | |||
$0.25€0.190.03 | |||
$0.97€1.020.02 | |||
$43.63€36.2319.26 | |||
$1.63€0.920.03 | |||
$0.50€0.712.87 | |||
Planeswalker (4) | |||
$4.98€3.530.10 | |||
Land (25) | |||
4
Island
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$0.480.03 | ||
3
Swamp
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$0.280.03 | ||
$7.43€9.010.72 | |||
7
Forest
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$0.300.03 | ||
$3.82€3.770.55 | |||
$2.16€2.950.22 | |||
$10.95€10.480.13 |
$0.48€0.540.02 | |||
$0.17€0.090.03 | |||
$0.20€0.150.03 | |||
$0.15€0.110.03 | |||
$0.18€0.070.03 | |||
$0.25€0.140.02 |
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Learn more Download For WindowsMystic Reflection is an incredibly good card that I think many are sleeping on. It can act as:
1) Removal (turning your opponent's entering creature into something weak, like a 1/1 Pest token)
2) Copy the best thing your opponent controls (for when you're behind)
3) Copy the best thing you control (for when you're ahead)
But wait, it gets better! The value of this card sky rockets if you can make multiple creatures enter the board at the same time: now you're getting two (or more!) copies of the best thing on the board.
And already we have an easy two card combo with Tovolar's Huntmaster // Tovolar's Packleader: cast Tovolar and let the spell resolve. Then, while the ETB trigger is on the stack, cast Mystic Reflection targeting Tovolar, and boom: for 7 mana you just made three 6/6 creatures with upside and four 2/2 Wolf tokens. But wait, the combo gets even easier; what if you've already cast Tovolar? Not to worry, because when he flips to his nightbound side he can also attack to create two creature tokens, allowing you to combo off if you drew your Mystic Reflection later, or if you really just needed three creatures on the board on turn five to help you stabilize and couldn't wait an additional turn for that extra mana.
And this isn't even the best combination with this card, not by far. Here's the second namesake of the deck:
Maybe you can see where this is going... now instead of making two of the best creatures on the board, we're making many more than that: often four copies, or six... or sometimes even ten+ copies (if you combo these cards off with Wrenn and Seven's treefolk token). Awesomely, Tend the Pests is an instant speed spell, allowing you to get this combo off on your opponent's turn.
However, don't be deceived, this is not an actual combo deck. Both Mystic Reflection and Tend the Pests are very good cards in the deck even when you're not combo-ing. Mystic Reflection often gets enormous value by turning something stupid of yours, like an Eyetwitch, into something else on the board, say a Titan of Industry that your opponent has played. For 2 or 3 mana, copying the best thing on the board is huge value.
And Tend the Pests is excellent against aggro. Once you are able to make large power creatures like Topiary Stomper, you can hold up Tend the Pests as a response to the inevitable removal spell from your opponent. Now you have 4 or more chumpers that gain you life when they die, and you also might have gained a bunch of life if you happened to have a Prosperous Innkeeper on the board.
This flexibility is what makes this deck strong, particularly against the very fast meta we are in where opponents can pressure your life total quickly.
My advice to anyone wanting to play this deck is to play these cards when they have good value, and DON'T wait until you've assembled the perfect combo. It's easy to think, "if I just cast Memory Deluge and find the Tend the Pests, this Mystic Reflection gets even better," and in the process of hunting for that perfect combo, you miss out on many good plays.
I can't stress this enough, despite the tag I put on this decklist, this is NOT actually a combo deck, or if it is, it is a bad combo deck. Good combo decks will win the turn that they play the combo. This can rarely do that. It can't even reliability do that the turn after you play the combo. Instead, this is a Midrange deck. So play it that way, including playing your "combo" cards like Mystic Reflection and Tend the Pest when they have good value, or when they may be critical to stabilizing the board, rather than waiting to assemble a "game winning" combination.
Good targets from an opponent:
14 | 15 | 24 | 7 | 0 |
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3 | 2 | 1 | 1 | 0 |
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