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Purely Ponza - A Modern Ponza Primer

Modern RG (Gruul)

stormrider991


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Purely Ponza – a Modern Ponza Primer

Ponza is a modern deck archetype that aims to win the game by disrupting your opponents plays, while simultaneously sticking a threat to pressure their life total. This primer will cover the history of Ponza’s name, previous builds that have been successful in the past, my current list for the ever-changing modern format, and popular sideboard cards. The most recent primer is roughly a year and half to 2 years old, so I figured now would be a time to give back to the community surrounding my favorite deck. The matchup section will be a work in progress, but it will eventually be complete. Without further ado, let’s move on to the history of the deck.

Many people know Ponza by it’s shorthand name, but not by it’s whole name which is Ponza Rotta Red. Ponza Rotta Red was a deck that came about as a creation of Brian Kowal, a player who adapted a popular Sligh deck at the time (Sligh is a magic archetype you can learn about here - https://mtg.gamepedia.com/Sligh) into what would be our first version of Ponza. The deck was named after a popular food in Waukesha, Wisconsin called the Ponza Rotta. A Ponza Rotta is for all intents and purposes, a calzone that is deep-fried instead of baked and contains many of the same ingredients. When Brian was asked why the deck was named Ponza Rotta, he claimed that the deck had all the ingredients involved in making a Ponza Rotta. The meat were the big creatures in the deck, the cheese was the burn cards played in the original list, and the sauce was the land destruction the original deck played. Thus, Ponza Rotta Red was born and took the MTG world by storm, placing high in many large-profile tournaments throughout the inception of the deck. I don’t want to talk too much about the history of the deck, but if you would like a more long-form style this article on Pojo has an expansive article on the topic - https://www.pojo.com/magic/Featured%20Writers/History/060401.html

Ponza in Modern

Ponza has historically been looked down upon in Magic’s Modern format since an adaptation was first made to try playing it there. Originally, it did not have the tools to keep up with the fast, combo heavy metagame nor out-grind decks like Jund. Thus, it gained a notoriety as a “bad” deck since it simply could not compete with the top decks. Once the format started to slow down some around 2016 and evolve is when we first started to see the first modern iterations of Ponza show up. This list is the first recorded result I can find on MTGO for the deck, courtesy of MTGTop8 - http://mtgtop8.com/event?e=11608&d=266067&f=MO

You can see that this list has many cards that still carry over into our current iterations for modern. We have Arbor Elf and Utopia Sprawl main to accelerate our mana to 3 on turn 2 to play our mana disruption with cards like Molten Rain and Blood Moon. In fact, that’s the goal of pretty much every Ponza deck that has existed in the history of Magic. Playing an accelerant on turn 1 to allow a 3 mana play on turn 2 is the essence of Ponza – whether the 3 drop is disruption or a threat doesn’t matter too much, but playing adaptable threats and cards a turn early is how the deck thrives.

Checking in with the deck a year later, we start to see some variance on our lists due to the release of Kaladesh in September of 2016 and Aether Revolt in January 2017. Here are two differing lists from around that same time - http://mtgtop8.com/event?e=14767&d=288923&f=MO, http://mtgtop8.com/event?e=14925&d=290106&f=MO

The first list shows a new combo that people started to play in Ponza to take advantage of our quick accelerants. Madcap Experiment flips into the only artifact in our deck which is Platinum Emperion who then negates the damage that Madcap Experiment would deal to you. This is a small package that only took 6-7 slots in the deck and people were excited to try out, but the best addition from this block actually came in the form of Chandra, Torch of Defiance. Chandra ToD (as I like to abbreviate it to) gave the deck another solid 4 mana play and another finisher if the game went long. It could either ramp you 2 mana to play your Inferno Titan on the turn afterwards, generate card advantage from its other plus ability or slowly ping, act as removal with your first minus, and ultimate to close out games if you ever needed to reach that point. Chandra ToD is still a staple to this day in the deck.

Another card that came out during this time but had yet to gain traction with the deckbuilders yet was Tireless Tracker, but within the next year we would start to see people opting towards this as the Premier 3-drop for the deck. Here is a list from February 13th of 2018 that shows the utility of Tireless Tracker http://mtgtop8.com/event?e=18558&d=315537&f=MO

The core of the deck is still the same, containing 8-10 accelerants and disruption in the form of Blood Moon, Stone Rain, and Mwonvuli Acid-Moss (a card that is sadly outclassed today.) But you can see the list above is playing 4x Tireless Tracker as the main creature in the 3 mana slot. This is for two reasons mainly, the first of which is that it solves the problem of flooding out on mana that Ponza has always contained. Many games you would draw too many lands or accelerants and have no usage for your extra mana outside of pumping it into Inferno Titan. With Tireless Tracker, you now have the ability to draw cards off of your extra mana. The second reason is that it doubles as a late-game finisher due to its ability to grow itself by gaining +1/+1 counters after cracking your clues, which lets you get to large numbers on it’s power and toughness. Combine this with the fact that having multiples out increases your pump on both of them when you sacrifice 1 token means that they can get out of hand quickly. Tireless Tracker helped the deck fix some of it’s glaring issues, but it didn’t really gain the deck any mainstream notice until later that month in February of 2018 when we got one of our strongest tools in our arsenal back.

O Bloodbraid Elf, how you touch my heart when I cast you and you flip into a relevant 3 mana card, especially Blood Moon. Bloodbraid Elf alongside card:Jace, the Mindsculptor were both unbanned in Modern in February of 2018. Bloodbraid Elf had previously been banned in January of 2013 for its usage in Jund and overcentralizing the metagame around it and cards it could flip into with Cascade. Here’s a list that was pretty standard around the time it had gotten unbanned - http://mtgtop8.com/event?e=18907&d=318531&f=MO

With the ability to cast 3 drops off of Bloodbraid Elf, the deck tightened it’s curve to have a higher density of cards to cast off of BBE or on turn 2 with an accelerant. This is why you see 8 land destruction spells in this build alongside 4 Blood Moon. Bloodbraid Elf is nearly always a 4 of in Ponza decks to this day, what it offers is simply too good to ignore.

Since BBE’s unbanning, Ponza shifted around on builds. When War of the Spark released in April of 2019, people started experimenting with Karn, the Great Creator and an artifact wish-board containing cards like Trinisphere, Mycosynth Lattice, and Liquimetal Coating. This list put up some results, but it still took a while for people to continue experimenting with the deck to settle on a standard list. However, everything changed when Modern Horizons came out. Ponza finally got another card that allowed it to jump into the spotlight and bring itself out of the dregs of the bottom of the tier list for Modern.

Pillage was released in Modern Horizons in June of 2019, giving us another relevant land destruction spell that outshines nearly every other option for the deck. Pillage allows us to have mainboard artifact removal alongside land destruction, giving us more tools of attack against decks like Whirza and Hardened Scales, or even against tribal decks playing Aether Vial. Also alongside Pillage came Seasoned Pyromancer, a card that has gained traction since January of 2020 to replace Tireless Tracker as our card advantage engine in the deck. However, with upsides of Modern Horizons also came downsides. Wrenn and Six, a powerful 2-mana planeswalker was released that allows you to add lands from your graveyard back to hand. This interfered with our strategy of wanting to destroy lands due to them being able to simply pick them back up for little to no cost to them. Another card that released in Modern Horizons was Arcum's Astrolabe, a 1 mana cantrip that mana fixes. Astrolabe causes issues when playing blood moon because your opponent can still hit their colors easily through it due to the low opportunity cost of playing Astrolabe. So although Ponza got some fun tools in Horizons, it has taken about a year for it to materialize as one of the premier midrange decks of the Modern format.

So what all has happened in the past year for modern then? Let’s take a look at the set releases. We have had Modern Horizons in June 2019, Core 2020 in July, Throne of Eldraine in September, Theros Beyond Death in January, and Ikoria in April/May depending on if you’re playing online or in paper. Out of these sets, the following cards have shown up in Ponza decks mainboard and sideboard in large numbers: Seasoned Pyromancer, Pillage, Weather the Storm, Veil of Summer, Questing Beast, Bonecrusher Giant, Klothys, God of Destiny, and occasionally Lukka, Coppercoat Outcast. Many of these cards are main-deck playable or are extremely strong out of the sideboard. In fact, the stock list that I’m about to show you contains 19 cards from the past year, which is not a small number at all. Also, recent bannings in the format (most currently being Astrolabe) has allowed Ponza to show up in large numbers, being one of the most prominent decks featured in the modern metagame tab of MTGGoldfish for nearly 4 months straight. Without further ado, let’s jump to present day and look at what current lists and card choices look like.

Ponza in Modern, circa July 2020

So, let’s take a look at this recent 5-0 list from MTGO.
As you can see, this list has many of the cards I talked about earlier in this primer. It plays 2 Chandra, ToD, 8 acceleration spells in Utopia Sprawl and Arbor Elf, the full playset of Bloodbraid Elf, and many of the other cards mentioned such as Pillage, Seasoned Pyromancer, and Bonecrusher Giant. Another notable addition that has gained traction since June 2019 is Glorybringer. Previously the deck played Stormbreath Dragon as its 5 mana hasty finisher, but Glorybringer happens to naturally line up well against Batterskull which was recently brought into the spotlight due to the Stoneforge Mystic unbanning. It also doubles as normal removal for many threats in the format (like Thought-Knot Seer in Eldrazi Tron) allowing you to push through for damage on the ground. Many other choices here are, however, tech choices. In fact, much of Ponza can be teched for your local metagame. In the next section I’ll cover popular and sometimes old card choices and when you should play them mainboard or sideboard. Card Choices for Main and Side

Let’s break down this section by covering it into 4 parts. Acceleration, disruption, threats/utility, and lands. Afterwards, there will be a sideboard specific section.

Acceleration:

4x Arbor Elf – Your premier mana accelerant, can allow you to reach 4 mana on turn 2 with Utopia Sprawl and a 2nd land in your opening hand. Don’t play less than 4.

4x Utopia Sprawl – The same as Arbor Elf, opening one of these will net you 3 mana on turn 2 which is a priority for the deck. Don’t play less than 4. Be careful when enchanting lands with this, however, and try to only enchant basic Forests so that when you play Blood Moon your shocklands turn into mountains, leading to Utopia Sprawl being unable to enchant them because they are no longer forests.

0-2x Birds of Paradise – An option that used to see lots of play, however with the London Mulligan it is easier to see an accelerant and mulligan for one, so many lists are cutting the BoP entirely for stronger cards main. Your accelerants are terrible topdecks anyways, so I prefer to only run 8 accelerants nowadays.

Disruption:

3-4x PillagePillage is a strong option for land disruption due to the ability to also hit artifacts as a secondary mode. If you have a heavy artifact metagame or simply love seeing the world burn, play 4 of these main-board. If you expect less artifacts I would only pack 3x.

0-4x Blood Moon/Magus of the Moon – Both Blood Moon and Magus of the Moon are strong cards depending on your meta. However, they both work in 2 different ways and you need to know when one is stronger than the other. Blood Moon is an enchantment so it cannot be removed by many traditional means, but it also can’t attack like Magus of the Moon can so extra copies usually end up fairly redundant. On the flip side, Magus of the Moon can be removed by many popular creature removal spells like Dismember, Fatal Push and Path to Exile. It being a creature is relevant though and the 2 damage it boasts on attack can sometimes mean the difference between closing out a game or not. They both line up poorly against fair manabases playing mainly basics such as Merfolk or other primarily red decks such as Burn or Mono Red Prowess. If you expect lots of the fair manabase decks, I would play 0 in your main and instead leave them in the sideboard. If you expect creature removal, play regular Blood Moon. If you don’t expect creature removal to be abundant, play Magus of the Moon.

0-4x Stone Rain/Molten Rain/Mwonvuli Acid-Moss – If you want to play traditional Ponza with more than 4 land destruction effects, these are your best bets. However I would urge against it as 8~ disruption effects are usually enough for you to close out games and these options are just outclassed by the other cards we’re using.

Threats and Utility:

4x Lightning Bolt – You should really always play 4 bolts. Hitting face, creatures, or walkers for 3 damage at 1 mana is too good of an effect to pass up. This will help free up attacks on the ground or close the game out during board stalls.

3-4x Bloodbraid Elf – You’ve already heard me praise BBE many times in this primer already, so I don’t need to explain why this card is great. If you’re playing large amounts of 3 mana threats, play all 4 copies but if you have a higher density of 4 mana and higher cards (e.g. more than 6 in total of the following - Chandra ToD, Questing Beast, Inferno Titan, Elder Gargaroth, Glorybringer, Stormbreath Dragon) you’re better off playing 3 copies instead.

4x Seasoned Pyromancer – This card fixes so many issues the deck had and is a fantastic edition. Draws cards, dumps extra lands, puts more bodies on board to attack with, and is a mana sink from the grave if you kill it. I wouldn’t play less than 4 copies in modern iterations of the deck unless you’re on a budget.

0-4x Tireless Tracker – Your budget replacement for Seasoned Pyromancer. Still works pretty well, but you’ll see the power of Seasoned Pyromancer when you upgrade. You can still play 2 in conjunction with him and it works fine, but I would recommend using the mainboard space on something better and maybe putting this in the side for grindier matchups.

4x Glorybringer – Like I mentioned previously in this primer, Glorybringer brings so much power to the table that playing with less than 4 copies seems like a mistake. This card is very powerful and your best 5 drop at your disposal. Play all 4.

0-2x Stormbreath Dragon – If you have lots of UW control in your metagame, Stormbreath Dragon mainboard can work out well due to it’s protection from white allowing it to dodge Path to Exile, and the 3 mana and 5 mana Teferi removal effects. It can also be a manasink that burns for damage in the lategame. Normally outclassed by Glorybringer, just play 0-2 if your meta calls for it.

2-4x Bonecrusher Giant – This was an excellent addition to the deck from Throne of Eldraine. Adventures give you 2 card effects in one card, and Bonecrusher Giant is one of the better ones. Being able to shock something for 2 mana while also doubling as a 4/3 threat for 3 mana that shocks the opponent if they want to remove it all in one card gives it utility that is too good to pass up. Play between 2-4.

0-3x Questing BeastQuesting Beast is another option from Throne of Eldraine that fills up our 4 mana slow alongside Bloodbraid Elf and Chandra ToD. I currently don’t play any due to preferring the versatility of Chandra ToD and BBE over it, but it’s a very real option that closes games out fast. Run 0-3 based on your build.

1-3x Chandra, ToD – The best planeswalker this deck has at it’s disposal, as shown earlier it does it all from ramping, card advantage, removal, ping damage, and being a strong finisher. Always play at least 1 in my opinion, but 2 seems to be the best number. 3 can be viable if you think the effect is strong enough in your meta.

0-2x Wrenn and SixWrenn and Six can function well in our deck due to the fact that we play 9 fetches which can be picked up with Wrenn and Six while also functioning as removal. I prefer playing Scavenging Ooze as a 2 drop which is why I play 0, but many lists have found success with 2. Play either 2 or 0.

3x Klothys, God of Destiny – Much like Seasoned Pyromancer, Klothys has fixed so many issues with the deck. Being able to drain opponents for 2 every turn is amazing in the burn matchup or other close matchups where your life total matters, but the ability to generate mana also lets you play less lands than normal and exile your own or opposing lands from the grave to hit your 4-5 mana plays on turn 3. It also is an enchantment most of the time so it is less susceptible to removal, and it has indestructible so it’s extra sticky. You either have to exile it, or when it's a creature hit it with something like Dismember. It’s deceptively easy to hit your 7 devotion to turn it into a creature too, due to utopia sprawls and dorks adding 1 devotion apiece to your devotion pool and cards like Seasoned Pyromancer, Bloodbraid Elf, and Chandra ToD providing 2 points of devotion apiece. I would always play 3 as extra copies can be pitched to Seasoned Pyromancer if needed, and I nearly always want to see at least one in the course of a game.

0-2x Scavenging Ooze – Scooze excels against decks that want to use the grave like Dredge, but it can also act as a stabilizer due to it’s built-in lifegain and pump with counters. A good mana sink if you have too much extra mana as well. However, sometimes it has anti-synergy with Klothys and both of them needing things in grave to exile. I recommend playing 2, but you do not need them.

0-2x Inferno TitanInferno Titan is a bomb, plain and simple. Split bolting on entering and attack, and firebreathing gives you reach to close out games. However, 6 mana can sometimes be a steep cost for the deck to reach in a reasonable amount of time. Klothys makes it easier, but I would recommend playing none at the current moment. 2 is an acceptable amount at times when your local meta calls for a strong finisher though.

Lands:

8-9x Fetchlands – Prioritize green fetches with 4x Wooded Foothills being the best.

6-7x Basic Forests – You need green on turn 1, and green mana when your Blood Moons are online

0-2x Basic Mountain – Red is less important on one, but sometimes you need basic mountains when fetching to take less damage against burn decks.

4x Stomping Ground – Always play 4x Stomping ground, the strongest dual land in your deck.

0-1x Kessig Wolf Run – An option for a mana sink late game, but the inability to tap for colored mana can make awkward opening hands sometimes. If you play this, I would count it as a spell and not as part of your 20-21 lands.

Sideboard Options:

Ponza has a nearly infinite tool of sideboard cards at its disposal due to the color combination you’re in when playing the deck. Knowing this, let’s cover the most common ones seen and then talk about some more niche options.

Abrade – Doubling as creature removal and artifact hate, if your meta has lots of artifacts this card might be the right call over options like Cindervines or Nature's Claim

Anger of the Gods – A strong option against other creature based decks, it can sometimes backfire against you when you hit your own cards with it. Board this in against other creature matchups like Devoted Druid, Humans, Infect or Dredge.

Boil – Instant speed to destroy all islands is a very powerful effect against U/x control decks, but also a strong hedge against card:Dryad of the Illysian Grove in decks like Scapeshift or Amulet Titan as all their lands become islands – basically a build your own Armageddon.

Choke – Same as Boil but as a 3 mana enchantment that doesn’t let them untap their islands. It’s much easier to land on turn 2 compared to Boil and it also can be cascaded into off of BBE, but they can play around it much easier than boil. Personal choice, but I prefer playing Choke due to it’s ease to cast early.

Cindervines – An enchantment that gives us extra pieces of artifact and enchantment removal, while also making our opponent take damage when casting non-creature spells. Very strong against storm if they go for the Aria of Flame route, and a strong choice as removal.

Collector Ouphe – a Stony Silence on a creature and in our colors, very good against decks like Hardened Scales or Urza.

Grafdigger's Cage – a strong option against decks looking to use the graveyard as a resource such as Dredge, Uro, Titan of Nature's Wrath decks, Snapcaster Mage, or Storm. Be warned that this can and will turn off your Seasoned Pyromancer effects in the grave.

Nature's Claim – Another option for artifact and enchantment removal, only costs 1 mana but gives your opponent 4 life as a downside. Usually it’s worth the upside of instant speed removal, and a solid option if you want extra hate cards.

Obstinate Baloth – Good against decks playing Liliana of the Veil like BG Rock, Jund, and 8-Rack. Also strong against burn to just gain 4 life and put a body on board.

Relic of Progenitus – Repeatable graveyard hate that can also draw cards. Bring this in alongside Grafdigger's Cage in the same matchups.

Veil of Summer – Perhaps the strongest sideboard card in our arsenal, Veil gets compared to Cryptic Command due to its flexibility in 2-for-1'ing your opponent in many cases while only costing 1 mana. Also fun against Gifts Ungiven as the card targets an opponent and if you Veil of Summer the Gifts, the spell will fizzle due to you being an illegal target.

Weather the Storm – The best card in our sideboard against Burn, usually reads “2 mana, counter target spell, gain 3 life” because you negate their bolt damage and then gain 3 life on top of it. Gets better the more spells your opponent casts, very powerful against decks trying to turbo cast cards.

These are the most common sideboard cards. Other, more niche cards will be listed in the maybeboard for you to peruse at your own leisure. All of these cards come from the Deckbuilding Primer that Clayperce and Moonbar at the /r/PonzaMTG subreddit have made, which can be found here - http://tappedout.net/mtg-decks/ponzadec-deckbuilding-primer/

Closing Notes

This primer was lots of fun to write, and I hope that the people reading it end up loving the deck as much as I do and continue to help the deck evolve to the best version it can become. Ponza seems to be a mainstay and with Astrolabe being banned, it looks like it will have an up-tick in popularity. Shoutouts to my homies that play modern with me and have helped me test the deck, try new cards out, and play games when I need to practice!

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Casual

95% Competitive

Top Ranked
  • Achieved #20 position overall 3 years ago
  • Achieved #4 position in Modern 3 years ago
  • Achieved #1 position in Modern RG (Gruul) 3 years ago
Date added 3 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

9 - 0 Mythic Rares

23 - 5 Rares

12 - 8 Uncommons

8 - 2 Commons

Cards 60
Avg. CMC 2.70
Tokens Elemental 1/1 R, Emblem Chandra, Torch of Defiance
Folders Decks, ponza primer, Ponza, Edh
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