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Thanks for the comment NoOneOfConsequence,
I agree that only 5 polymorph and 6 token generators seems low, however I havent had issues of consistency in about 25 games with this deck and usually have around a 66% chance to attempt a turn 4 polymorph. However this isnt always the best gameplan as our emrakul wont come in with haste (or an extra turn) and we can easily lose with him on the field.
The main win condition of the deck is polymorph, however we can play a blue/red control shell until the opportunity arises later in the game. Sometimes this a role you have to take in some matches, so being able to stay in the game with early interaction and counterspells is a legitimate gameplan and rushing into a turn 4 polymorph is sometimes wrong.
On your comment about adding green: I have considered this a few times and have had many comments about the addition of green, which also includes allowing an instant speed creature in Dryad Arbor from having a fetch land on the field which is a big play. However with the addition of green it usually involves what you suggested which is changing about 15/20 cards of the deck and means its probably best to build a brand new R/U/G polymorph deck instead of tweaking this current build. However I welcome your opinion and would be happy to look at a R/U/G deck if you make one.
The Electrodominance package is interesting, but doesnt directly add to either gameplan of controlling the board or enabling polymorph into emrakul so I wouldnt want to spend 8 or more card slots trying to make this happen.
March 6, 2019 12:25 p.m.
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