I've been messing around with various Polymorph builds lately and thought I'd take it in a different direction. Polymorph is the only castable blue card in this deck meaning that the deck can win in a variety of ways and the mana base can commit to red and green, the best token generating colours.
I won't go through all of the individual card choices but I'd like to point out the usefulness of Sarkhan Vol in this deck. His first ability can make a bestial menace explode (and occasionally even a progenitus) but most important is being able to take one of your opponents creatures and sacrifice it to polymorph.
I'm not totally sure about the sideboard yet but I've been messing around with the idea of siding out all of the polymorph stuff and pushing the Eldrazi win condition.
EDIT: List updated. However I can't afford some of the new cards so I'm running the decklist below at the moment
This seems really cool! If for anything other than the Vol interaction. I don't know much about Polymorph building, but might Garruk be helpful as well?
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Formerly JacobsCabin, thank god the new site let me change it.
Also very much into fighting games (mostly UMvC3) and chess, feel free to hit me up about either!
Modern: GWGW Sovereigning Trap (my own design, feedback welcome!) WG RGB Aggro Loam (does a more fun deck exist?) BGR R Robots with burn R
I feel like it can support the edge's because most of the spells in the deck only need one coloured mana (bestial menace being the only double colour commitment).
- add garruk, gives you both tokens, acceleration + overrun (lose earthquake, not really helpfull unless you have the monument out)
- change harrow to rampant growth to have 4 mana turn 3 (vol, garruk)
- I find the manabase somewhat difficult so -4 tectonic edge +3 UG-fetch -1 mountain +1 oran reef (works well with garruk and bestial menace)
Ha yeah I changed the harrows for rampant growths almost immediately in testing. With a strong mana base the harrow's fixing is irrelevant and getting one of the 4 drops out on turn 3 is pretty important in this deck, you're right.
I like your suggestions about the mana base and I've put Garruk in too. This is my updated list.
Does it ever get awkward between Rampant Growth and Explore? With 25 lands and 7 more mana-producers (albeit one being a cantrip), maybe find something else to replace the Explores with? I'm not sure what...what else makes tokens in Standard...?
For token generators at two mana there's Zektar Shrine Expedition and sometimes Baloth Cage Trap or Stone Idol Trap. I like the latter two in the sideboard (although esper aggro would need to get more popular) whereas zektar shrines would need a dangerously high fetch count to be remotely useable in this deck.
I like the consistency the the rampant growths give the larger drops, especially the planeswalkers. Also the explores lead to some nuts hands and the ability to replace themselves lategame when the ramp isn't needed.
With the introduction of Garruk the eldrazi monuments are less useful. As he is far more of a utility card i agree with taking out the monuments altogether.
2 Progenitus
Spells
4 Lightning Bolt
4 Explore
3 Rampant Growth
3 Dragon Fodder
4 Goblin Assault
4 Polymorph
3 Sarkhan Vol
3 Garruk Wildspeaker
3 Bestial Menace
2 Eldrazi Monument
4 Raging Ravine
4 Khalni Garden
1 Oran-Rief, the Vastwood
4 Forest
4 Mountain
1 Island
4 Scalding Tarn
3 Misty Rainforest
1 Eldrazi Monument
4 Bloodbraid Elf
4 Siege-Gang Commander
3 Ricochet Trap
3 Stone Idol Trap
3 Earthquake
I won't go through all of the individual card choices but I'd like to point out the usefulness of Sarkhan Vol in this deck. His first ability can make a bestial menace explode (and occasionally even a progenitus) but most important is being able to take one of your opponents creatures and sacrifice it to polymorph.
I'm not totally sure about the sideboard yet but I've been messing around with the idea of siding out all of the polymorph stuff and pushing the Eldrazi win condition.
EDIT: List updated. However I can't afford some of the new cards so I'm running the decklist below at the moment
2 Progenitus
Spells
4 Goblin Assault
3 Dragon Fodder
2 Eldrazi Monument
4 Polymorph
3 Bestial Menace
3 Earthquake
3 Rampant Growth
3 Sarkhan Vol
4 Lightning Bolt
4 Explore
4 Khalni Garden
2 Scalding Tarn
5 Forest
2 Rootbound Crag
3 Terramorphic Expanse
4 Island
5 Mountain
Also very much into fighting games (mostly UMvC3) and chess, feel free to hit me up about either!
Modern:
GW GW Sovereigning Trap (my own design, feedback welcome!) WG
RGB Aggro Loam (does a more fun deck exist?) BGR
R Robots with burn R
Please don't spam the forum with posts like this. Also don't double post.
Ha yeah I changed the harrows for rampant growths almost immediately in testing. With a strong mana base the harrow's fixing is irrelevant and getting one of the 4 drops out on turn 3 is pretty important in this deck, you're right.
I like your suggestions about the mana base and I've put Garruk in too. This is my updated list.
2 Progenitus
Spells
4 Lightning Bolt
4 Explore
3 Rampant Growth
3 Dragon Fodder
4 Goblin Assault
4 Polymorph
3 Sarkhan Vol
3 Garruk Wildspeaker
3 Bestial Menace
2 Eldrazi Monument
4 Raging Ravine
4 Khalni Garden
1 Oran-Rief, the Vastwood
4 Forest
4 Mountain
1 Island
4 Scalding Tarn
3 Misty Rainforest
1 Eldrazi Monument
4 Bloodbraid Elf
4 Siege-Gang Commander
3 Ricochet Trap
3 Stone Idol Trap
3 Earthquake
A possible sideboard plan against control decks is to remove the polymorph element from the deck entirely and focus on Eldrazi Monument:
I'm also considering Ricochet Trap and Stone Idol Trap for the sideboard but I'm not sure how effective either of them are.
Sadly a lack the money required to actually make these changes so for the moment I'm running something like this online:
2 Progenitus
Spells
4 Goblin Assault
3 Dragon Fodder
2 Eldrazi Monument
4 Polymorph
3 Bestial Menace
3 Earthquake
3 Rampant Growth
3 Sarkhan Vol
4 Lightning Bolt
4 Explore
4 Khalni Garden
2 Scalding Tarn
5 Forest
2 Rootbound Crag
3 Terramorphic Expanse
4 Island
5 Mountain
It's nowhere near as effective (the mana base especially) but it's giving me an idea of the deck in general.
I like the consistency the the rampant growths give the larger drops, especially the planeswalkers. Also the explores lead to some nuts hands and the ability to replace themselves lategame when the ramp isn't needed.
How about something like this:
2 Progenitus
4 Polymorph
Other Spells
4 Lightning Bolt
4 Explore
3 Rampant Growth
3 Dragon Fodder
4 Goblin Assault
3 Sarkhan Vol
3 Garruk Wildspeaker
3 Bestial Menace
2 Vines of Vastwood
4 Raging Ravine
4 Khalni Garden
1 Oran-Rief, the Vastwood
4 Forest
4 Mountain
1 Island
4 Scalding Tarn
3 Misty Rainforest
3 Trace of Abundance
4 Ricochet Trap
3 Earthquake
3 Relic of Progenitus
2 Iona Shield of Emeria