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How Are the Mythics of Modern Horizons Ranked?

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Few sets have been quite as contentious as Modern Horizons. When it was first announced, players were excited at the prospect of straight-to-Modern cards, as well as the selling point of it being essentially Time Spiral 2. As would become tradition with these kinds of sets, though, several cards broke numerous formats, leaving a particularly sour taste in many players' mouths. Despite this, it brought with it a whole host of awesome mythics and we're going to rank every single one of them today!

15. Mox Tantalite

Mox Tantalite

Kicking us off is a rather surprising one. Every Mox card that's ever been printed has been notoriously strong, and this also had similar play patterns to Lotus Bloom which has seen a solid amount of play over the years. This had players cautiously optimistic for Mox Tantalite to be somewhat playable, if only on the niche end, yet time has proven that it's basically unplayable everywhere. It might be okay in some Commander decks if you really want a free mana rock, but even there it's often too little too late when it comes down.

14. Serra, the Benevolent

Serra the Benevolent

The big problem with Serra is that despite being quite good, she's also very narrow in terms of playability. You have to be playing a fliers deck to make her truly useful and while getting a four mana Serra Angel token is nice in Limited, it's not as good elsewhere - particularly if your opponent has access to more creatures than you. While it was really awesome to see Serra finally get a true card representation, this one left non-angel devotees wanting a bit more.

13. Kess, Dissident Mage

Kess, Dissident Mage

Strange as it may seem, this was the only card reprinted into Modern that was printed as a mythic rare. It's certainly a cool card and one that was popular in Commander at the time making it worth a solid amount of money. Its impact on Modern, though, was fairly muted, seeing very little play overall. So, while it was a cool inclusion, it could've been something more desirable like the Cabal Coffers reprint we'd get a few years later with Modern Horizons 2.

12. Sword of Sinew and Steel

Sword of Sinew and Steel

When it was first revealed that Modern Horizons was finally giving us the allied Sword of X and Y cycle, players were ecstatic. All five of the originals were powerful and iconic in one way or another, and so expectations were high. When they were finally revealed, though, they were seen as somewhat underwhelming, particularly Sword of Sinew and Steel. If you could manage to destroy two permanents, then sure, it's great, but the likelihood of getting to do that in most games - even in Commander - was so low, many found this to be a bit of a dud.

11. Echo of Eons

Echo of Eons

Many players wrote off this card at first, as it was seen as being unlikely that you'd realistically get to cast this as Timetwister most of the time. As it happens, it was much easier than you might've thought as you'd simply play it with powerful discard effects such as the then-legal Faithless Looting. It arguably saw more Legacy play than Modern play, making it remarkable standout card, albeit a fairly niche one.

10. Unbound Flourishing

Unbound Flourishing

Players love a good X spell, and this made them bigger than ever. As the art showcases, this was primarily the best when paired with hydras, but if you cast something like a Fireball, it could absolutely devastate your opponents. This has made it a strong casual card, particularly in Commander decks using lots of X spells such as Rosheen Meanderer, making it a fairly hot card to the right player.

9. Hexdrinker

Hexdrinker

Hexdrinker is a really interesting amalgamation of cool things. Not only is it a neat callback to the level up mechanic from Rise of the Eldrazi, but also to Progenitus in that over time it essentially turns into a mini-version of the famous legend. Even without hitting the max level, just getting it up to level three is often strong enough to dominate games, which made it a fairly powerful option for Cube, Modern, and even Legacy.

8. Sword of Truth and Justice

Sword of Truth and Justice

The other allied sword revealed was seen somewhat comparably, yet was simultaneously viewed as being better. The buffs it gave out were marginal, but it proved to compound as the game would go on. This proved much better in Limited and Commander than in Constructed formats and was still a little underwhelming, but was still notably the better of the two in this set, especially in casual circles.

7. The First Sliver

The First Sliver

Few things get casual players excited quite like legendary five color slivers. Prior to this one, we'd seen four iterations on this style of card design and every one proved extremely popular, even the ones initially seen as controversial like Sliver Hivelord was. The First Sliver provided a means for Sliver Commander players to go absolutely nuts, providing value on top of value to every sliver you cast in every game. For everywhere else, The First Sliver is downright useless, but it's so good in that one specific space that it's hard to give it anything but a strong showing on this list.

6. Ranger-Captain of Eos

Ranger-Captain of Eos

Players scoffed at this a bit initially, owing to the fact that it only found you a single card compared to the original Ranger of Eos finding two. Players quickly realized that the cheaper mana cost, additional toughness, and ability to Silence opponents made for one heck of a package. Not only has it been a staple of Modern and Cube, but it even has become the most played mythic in Commander, even above powerful cards like Urza, Lord High Artificer. If that isn't worth the high placement, I don't know what is.

5. Morophon, the Boundless

Morophon, the Boundless

Morophon is such an awesome solve for Commander players everywhere. Typal strategies are one of the most beloved play styles in Magic, but there's the unfortunate downside of many creature types not having a lord to build a deck around. Morophon, the Boundless fixes this by benefitting any creature type you can think of, meaning you can finally build the Drake and Kavu deck of your wildest dreams.

4. Seasoned Pyromancer

Seasoned Pyromancer

Initially, players weren't super high on Seasoned Pyromancer. Then everyone quickly realized that you didn't actually need to discard anything. If you cast the Seasoned Pyromancer with no cards in hand, you just outright drew two cards. Even if you did discard cards, you could still get value out of them thanks to flashback and the creatures it would generate. This made Spyro - as it's known - to become a tremendous mainstay of the Modern format ever since while remaining firmly on the fairer side compared to some of the more notorious Modern Horizons-era standouts.

3. Yawgmoth, Thran Physician

Yawgmoth, Thran Physician

It's not often cards get entire decks named after them, but Yawgmoth is powerful enough to do just that. Combined with cards like Young Wolf, it's possible to loop the Father of Machines' abilities to draw absurd amounts of cards and whittle away your opponent's life in the process. This brought about the now-famous Yawgmoth Combo deck that even now remains a powerful force in the Modern metagame. It's also proven quite strong in Commander and Cube, cementing it as one of the best mythics of Modern Horizons.

2. Urza, Lord High Artificer

Urza, Lord High Artificer

It's almost poetic that not only was Magic's greatest villain Yawgmoth one of the set's best mythics, but so too was its most famous protagonist in Urza. Urza, Lord High Artificer became an instant hit in every format he was legal in, up to and including Vintage which famously uses tons of cheap artifacts. His biggest impact was in Modern, where he alongside Oko, Thief of Crowns brought about the banning of Mox Opal thanks to the power of the Urza Thoptersword deck of the time. While his play has diminished a bit as the years have gone on, he still remains extremely powerful and is downright deadly in artifact-heavy Commander decks.

1. Wrenn and Six

Wrenn and Six

When Wrenn and Six was first previewed, most people didn't know what to make of it. Getting a land back and then only a one point ping didn't seem like much for a two-mana planeswalker and many were wondering where it would land compared to the only other two-mana planeswalker in Tibalt, the Fiend-Blooded. As it happens, Wrenn and Six was far more playable than Tibalt, becoming one of the premier cards in Modern to the point that many players wanted it banned for invalidating 1 toughness creatures. It actually was banned in Legacy partially for this very reason, as well as its power alongside cards like Wasteland, cementing it as the most powerful mythic of the set by a considerable margin.

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