Last updated on September 30, 2026

Hexhaven Invigorator - Illustration by Olivier Bernard

Hexhaven Invigorator | Illustration by Olivier Bernard

Mythic rares are often the best cards in a given set, and the most sought-after. Reality Fracture is a very powerful MTG set that will impact many formats, mostly Standard, in a big way, and itโ€™s packed with strong mythics. Plus, planeswalkers returned to MTG with a bang.

Today, we take a look at all 26 mythic rares from the Reality Fractureโ€™s Standard-legal set (FRA), which includes some really interesting and powerful designs. Iโ€™m also only considering the cardsโ€™ base version; cards like Loyal Tutor and Codie, Ravenous Codex have a mythic rare printing, but are base rares in the main set. Letโ€™s dive in and see what we can find.

How Many Mythic Rares Are in Reality Fracture?

Emrakul, the Exigent Doom - Illustration by Cristi Balanescu

Emrakul, the Exigent Doom | Illustration by Cristi Balanescu

Reality Fracture has 26 mythic rare cards, which is a bit more than your usual 15-20 mythics set. The fact that there are mythic rare Echoed Pairs (two Chandras, Garruks, and Ajanis) contributes to this slightly higher number of mythics.

Of note, we have a cycle of five 2-colored sphinxes, and seven mythic planeswalkers, and I canโ€™t remember the last set with that many mythic planeswalkers โ€“ M13 had six, and even sets like War of the Spark and Phyrexia: All Will Be One didn't have this many at mythic rare.

#26. Omnipresence

Omnipresence

Omnipresence is powerful, but you need a way to cheat it into play to be extra-effective. Enchantment-heavy EDH decks like Yuna, Hope of Spira or Anikthea, Hand of Erebos can do that, while having some creatures to support it. Elfball decks may also be interested in this since they have creatures and ways to generate a lot of mana in a single turn, and once you do that, your cards are essentially free.

#25. Return to the Light Realms

Return to the Light Realms

Return to the Light Realms is definitely worth your 9-mana investment if you have a filled graveyard. But it also costs 9 mana, and the decks interested in cheating out sorceries often canโ€™t make use of this card. Itโ€™s not clear which deck will want this, but some sort of typal creature deck like angels, or something like Kaalia of the Vast can be a good option (considering youโ€™ll probably have many creatures in the 5-8 mana value range in your graveyard to bring it back). Another interesting option is in planeswalker or enchantress decks.

#24. The Echoverse Fulcrum

The Echoverse Fulcrum

The Echoverse Fulcrum adds another wrath to colorless decks, or for decks that donโ€™t have access to this effect. Its base mode is 2 mana to draw and discard, so you might also be interested in that for a start. Iโ€™d say colorless Eldrazi and blue artifact decks are the most interested in playing this card as a synergy piece that also offers versatility.

#23. Tarmogoyf

Tarmogoyf was MTGโ€™s best 2-drop and was played in a lot of formatsโ€ฆ until MTG got power crept and suddenly it wasnโ€™t anymore. Itโ€™s just a very efficient 2-mana beatstick, often being a 4/5 or 5/6 for a low mana investment. Unfortunately, removal got better, and good threats tend to snowball. Outside of Cube and specific EDH decks like Disa the Restless, itโ€™s getting a shot in Pioneer, and I think it can see some play in Standard.

#22. Bloodline Recollector

Bloodline Recollector

Bloodline Recollector lives or dies by its prepared spell. If you have ways to prepare it, or to consistently make three creatures die, itโ€™s excellent. This card is a little better in EDH than 1v1 formats simply because you can play an Innocent Blood and make four creatures die. Itโ€™s also a cool vampire for the many vampire-typal interactions out there.

#21. Avatar of Burgeoning Echoes

Avatar of Burgeoning Echoes

Avatar of Burgeoning Echoes is another tool for landfall decks. Empowering Jace 2 every time a land hits the battlefield is strong, and youโ€™ll want at least two landfall triggers so that you can draw a card right away. Or you can have proliferate synergies, which are plentiful in blue and green. Plus, youโ€™re getting this on a 2-MV card, instead of a 5-drop like Tatyova, Benthic Druid.

#20. Overwrite the Multiverse

Overwrite the Multiverse

While white decks have access to Sunfall, Overwrite the Multiverse is a first sweeper of this kind for black decks. Most black wraths make you sacrifice creatures or outright destroy them, and if the metagame calls, youโ€™ll want to pay 6 mana for this effect. Either because your opponents have cards like Raise the Past to keep bringing creatures back, or because they play recursive threats. Even in Standard we have cards like Enduring Curiosity or Bloodghast that this card solves. And most black EDH decks will at least give this card a try.

#19. Hexhaven Invigorator

Hexhaven Invigorator

The next card in the Phyrexian Obliterator mold, Hexhaven Invigorator ramps when itโ€™s dealt damage. That's tough for opponents with large creatures or burn as their primary source of removal. Plus, green has ways to fight, so casting this plus a Prey Upon can be one of the best ramp plays. Youโ€™ll definitely want some landfall creatures around to reap the rewards, as well as big green creatures.

#18. Kwia Vigorbloom

Kwia Vigorbloom

Kwia Vigorbloom is an excellent value flier, and a 6/6 lifelinker is a bomb that must be answered. Creating a Lotus token (3 mana when you sacrifice it) each turn you gain life can quickly catapult you from 6 to 9 mana and beyond, which even offsets your commander dying quickly. Ideally, youโ€™ll want cards that make you gain life when a creature enters.

#17. Uldaros Theorix

Uldaros Theorix

Uldaros Theorix can be a valuable flying threat, but the requirements are also harsh. Casting cards without paying their mana costs opens up the possibilities for spells like Ancestral Vision or Crashing Footfalls. Itโ€™s an interesting addition for decks like Muldrotha, the Gravetide, which already explore their own graveyard, or for dedicated self-mill decks. But even if youโ€™re getting two cards cast for free, itโ€™s already a good deal on top of your flier.

#16. Garruk, Veiled Butcher

Garruk, Veiled Butcher

Garruk, Veiled Butcher is an interesting black planeswalker design. The graveyard hate passive is very important in certain matchups. All of its abilities are accessible from the get-go, and theyโ€™re all removal. If you need to protect yourself or your planeswalkers, a +2 that gives -4/-1 is good. You can also edict with the -2 and get a free 4/4 token.

The -3 is excellent in Commander, and you can make players discard and even draw some cards. For formats like Standard, I think this Garruk shines in specific matchups, and will see some sideboard play.

#15. Chandra, Torch of Defiance

This is the 4-mana Chandra we all know and love. Chandra, Torch of Defiance sees play because itโ€™s a very flexible card. You can use the minus ability to kill a 4/4, or uptick and get some card advantage. Either youโ€™ll get a free card or deal damage your opponent, or even add 2 red mana, no questions asked. And if you can ultimate it, the game is pretty much over. While itโ€™s a staple 4-drop across many formats, I donโ€™t think itโ€™s a good fit for Standard right now as an expensive 4-mana removal spell. But it can see some play out of the sideboard against some control decks, for example.

#14. Emrakul, the Exigent Doom

Emrakul, the Exigent Doom

Emrakul, the Exigent Doom is a giant threat that also offers a buyout. It doesnโ€™t sit in your hand because you can exile it targeting a land, and this will also ramp you. Once youโ€™re in that 9-10 mana territory, you can actually cast it โ€œfor freeโ€ and have a giant 12/12 flier with a very annoying ward ability (annihilator 3, basically). Not every deck wants a 10-mana Eldrazi titan, but the ones that do are well served.

#13. Seasoned Cryomancer

Seasoned Cryomancer

Seasoned Cryomancer has the same enter effect as Kiora, the Rising Tide, and this is excellent for decks that want to fill their graveyard and discard specific cards. This card in particular has different upsides: You can stun enemy creatures in matchups where youโ€™re under pressure, and later you can cash this in for two cards. Which version you play is a metagame call. Itโ€™s nice that this card plays well with other draw and discard effects because it has the graveyard activated ability.

#12. Chandra, Chill of Compliance

Chandra, Chill of Compliance

Chandra, Chill of Compliance is a powerful 3-mana planeswalker that slows the game down via its tap and stun ability. On the plus side, you can add mana or surveil and sometimes draw noncreature spells. It can defend itself and draw cards on an empty board, so whatโ€™s not to like? And like Chandra, Torch of Defiance, its ultimate isnโ€™t hard to achieve but is hard to beat.

#11. Enlightened Confidant

Enlightened Confidant

Gaining life in a dedicated deck is fairly trivial. You have your gain lands, your lifelink creatures, your creatures like Liliana the Faultless, and removal spells like Lightning Helix. Now, with Enlightened Confidant, you can turn this lifegain into surveilling and card draw every turn. Many formats in MTG have a high-tier Soul Sisters deck, and this card can slot right in, or even in something like Oloro, Ageless Ascetic with its guaranteed lifegain every turn.

#10. Denzilore Fatehold

Denzilore Fatehold

Denzilore Fatehold is a flash threat that spreads +1/+1 counters around when you scry or surveil. You can do that with protective spells (like Gods Willing), creatures that enter and scry, cards like Opt, or even lands. This card isnโ€™t a lone finisher โ€“ youโ€™ll want to play this in a deck that goes wide with tokens or fliers.

#9. The Theorist, Jace Beleren

The Theorist, Jace Beleren

The Theorist, Jace Beleren is basically WotC acknowledging that planeswalkers tend to be bad in Commander games, and here we have abilities that scale with the number of players. Just casting this and passing means youโ€™ll draw some cards on your opponentsโ€™ turns, and the bounce affects every player. The ultimate isnโ€™t hard to reach and makes a lot of sense in WU or GU decks where youโ€™ll have a strong board presence, not to mention the extra cards.

#8. Craterclaw Colossus

Craterclaw Colossus

Craterclaw Colossus has the same Craterhoof Behemoth effect in red, just depending on the artifacts you have in play. You can consider everything, from lands to Treasure and Food tokens. Ramping this threat via mana rocks is the way to go, or youโ€™ll want some evasive thopter tokens that can really benefit from the +X in power. This card will probably see play in any EDH deck that has the means to cast it.

#7. Ajani Unrelenting

Ajani Unrelenting

Ajani Unrelenting is stronger the more planeswalkers you have, simply because its passive triggers whenever you activate any planeswalker ability: Each time, you get a free 2/2. Giving +1/+0 and haste to all your creatures (while making a new 2/2 in the process) is like a mini Heroic Reinforcements, and thatโ€™s on the plus. The other abilities are just generic red effects, allowing you to discard and draw, or to sweep the board of everything but your tokens. Red Ajani gets much better if you have planeswalkers that create or double tokens (Elspeth, Storm Slayer is perfect).

#6. Aerid Konstrari

Aerid Konstrari

Making a mana rock on entering or dying is pretty solid, and Aerid Konstrari already has a flying body big enough to see play. Itโ€™s also a strong RG artifacts-matter design, an archetype that hasnโ€™t been explored much. This card ticks a lot of boxes: Itโ€™s costed aggressively, it generates and uses excess mana, and you can even cast a second Aerid just to get two extra Heartwood tokens.

#5. Ingris Stingerquill

Ingris Stingerquill

Ingris Stingerquill makes every creature you attack with deal 1 damage to all players, and you can break this in a couple ways. First, there are go-wide Mardu () strategies that use mechanics like mobilize or small 1/1s to trigger cards like Cavalcade of Calamity. Next, you can play cards that amplify damage dealt to your opponents, so youโ€™re pinging for 2 or more damage. A commander like Caesar, Legion's Emperor, which makes tapped and attacking creatures, is perfect for taking advantage of this ability, but Ingris can be a competent commander on its own.

#4. Garruk, Curse Breaker

Garruk, Curse Breaker

Garruk, Curse Breaker is just a solid and versatile planeswalker, and you can activate all of its abilities from the get-go. Most of the time, youโ€™ll play this to make a 4/4 and draw a card, alternating between the -3 and the +2. But if you already have a good board, the -4 is a mini Overrun that also incentivizes other players to attack each other, which is a cool design. Garruk's Uprising is already a good card in Commander, and here you get another free instance of it.

#3. Stingcaster Mage

Stingcaster Mage

Stingcaster Mage is excellent for most spellslinger decks, considering that youโ€™ll get a โ€œproactive Snapcaster Mageโ€. Youโ€™re not reusing counterspells with this one, but anything from burn to discard to removal is fair game, not to mention card draw. Burn decks probably want a couple copies just because cheap burn plus 2 haste damage puts a fast clock on your opponent. The new Stinging Vitriol is a very nice target, adding burn and discard.

#2. Ajani Resolute

Ajani Resolute

Ajani Resolute is an enabler and payoff for lifegain strategies. It can gain life on the 0 ability, triggering your other stuff. You want to gain at least enough life to make an Ajani's Pridemate token on the -4 when it has 5+ loyalty, so it survives; otherwise, youโ€™re playing a bad card. White Ajani's good in the early game to start upticking when thereโ€™s no pressure, but if you cast it late and you already have some lifelink going on, or some lifegain engines, it can even ultimate in a few turns.

#1. Darklight Phoenix

Darklight Phoenix

Darklight Phoenix has a big impact in 60-card formats where you can jam four of these. Like Arclight Phoenix, you really want a turn when there are two or more of these in your graveyard so you can put them into play and develop a fast clock. Making two creatures die in a turn is doable with the right tools, but it isnโ€™t trivial, so youโ€™ll need a dedicated synergy deck.

Wrap Up

Enlightened Confidant - Illustration by Denman Rooke

Enlightened Confidant | Illustration by Denman Rooke

And thatโ€™s about it for this setโ€™s mythic rares. Reality Fracture has been a homerun in all aspects, and my only gripe is that this story could have been developed across more sets. The seven planeswalker designs are all solid, among the best MTG has ever had, especially for Commander. The mythic sphinxes will end up seeing a lot of play, too, as theyโ€™re all pushed and they incentivize you to build a deck in a certain way.

Which of these mythic rares is your favorite? Are you guys building Commanders decks around them? Let me know your opinions in the comments section below. And if you want our full coverage of Reality Fracture and more, check out our YouTube channel, The Daily Upkeep.

Thanks for reading guys, and may you open many of these mythics in your boosters.

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