Polymorphist's Jest

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Polymorphist's Jest

Instant

Until end of turn, each creature target player controls loses all abilities and becomes a blue Frog with base power and toughness 1/1.

Arrzarrina on Roon Shenanigans

1 week ago

19/01/2023 changes: There have been a few rounds of changes. Removed counterspells to attempt to make the deck to make more fun to play against, sold the Mox Diamond because it's become worth a mint in the last 7 years, added more draw and refocused the deck on creature ETB based interaction instead of something like Oblivion Ring. It's a good card but I don't get the value that I could get out of a Fiend Hunter. You know where I'm going with this. I've also added more mana fixing to the land base and adjusted colours for the new balance.

Removed:

Added:

DreadKhan on unthinkable apocalypse

2 months ago

I'm not certain the Commander has enough explosive power to consistently win vs 2 decks, but I have very good results in 1 v 1 with my Rakdos deck, and it often has spare cards by the end of the game, be it wipe or removal, because the deck just runs so much of those, with lots of the removal hitting more than 1 target (I love stuff like Phyrexian Purge, Fire Covenant, Make an Example, and Volcanic Offering can each be a terror of a card, and a deck running all of them has lots of pinpoint removal that will clear lots of stuff out. Ashes to Ashes and Reckless Spite also exist fwiw, and if you aren't certain you'll have creatures out, Tergrid's Shadow can do a bit of work, as can Plaguecrafter or Demon's Disciple, cards Sedris can recur for 2B even. Another value card is Dredge the Mire, which can cheat in the 3 worst creatures in people's graveyards, note certain creatures will kill you if you control them, so check before playing! Necromantic Selection not only clears the field, it also gives you back the best thing, this is extra juicy if you use some sort of Indestructible creature(s) that won't die. If you consistently have a fairly big creature, or one with Deathtouch and Lifelink, Chandra's Ignition is one sided by definition, one of many cards that shines brightly with Basilisk Collar (which is also very good with Jaya Ballard, Task Mage or even good old Banshee, Jaya's 6 damage wipe really is amazing if you've got Collar on her, though it'll kill her too). If you expect to have multiple opponents, Goad is a very strong effect, Karazikar, the Eye Tyrant is potentially pretty solid, lots of card draw. There is also Kardur, Doomscourge that will force everyone's hand. Spectacular Showdown is a great card if you've actually got a board of your own to finish people off, keep in mind that on your next turn, you not only won't have been attacked by any pre-existing creature, everyone else will have swung for the fences with Double Strike, and they will likely have nothing left to defend with, making your Double Strikers very effective. Another Goad source that is great with a creature heavy board is Agitator Ant, which is hilarious a lot of the time. If you're using Goad effects, War Tax can let an opponent have a way around them, if there is a tax to attack Goad fails, and War Cadence is absolutely devastating with Goad, even a tax of 1 to block can make blocking impossible for weenie decks, and you can use either on anyone's turn.

As you've got access to Blue, there are a few non-Rakdos tricks you can use, the most hilarious I know of is Mass Diminish, note that it lasts until your next turn and have a good laugh. There is also Sudden Spoiling, which is powerful but lasts for that turn, or Polymorphist's Jest, which is similarly a 1 turn solution. I use Mass Diminish more aggressively, to make a player hyper-vulnerable to attackers (and make them unable to counter attack), getting two casts is just savage. Visions of Duplicity can create some chaos with it's two casts, Cultural Exchange is obscene if someone else has better creatures. Bident of Thassa is glorious if you want both of it's effects, forcing people to attack is incredibly mean, and this doesn't require you to run a weenie like Goblin Diplomats, but that's also a fun card fwiw. If you're going to run Oriq Loremage, you might slip in a huge creature to Unearth, something like Dragon Tyrant can be huge and not break the bank, Double Strike and Firebreathing are really good together, and you won't have to pay the upkeep with Unearth, he's dead before that matters.

I was looking at your land count and average Mana Value and I think you probably are running too few lands at this point, it's very tempting to cut them, but 30 is probably too few for a MV that is over 2.5. You might get away with adding 2 mana ramp, but I'd still aim for at least 36 lands (or MDFCs that count as a land, you probably already have the best two MDFCs in those colours, but people also run Malakir Rebirth  Flip) to ensure you can consistently cast stuff. There is a smattering of ways you can run less lands/ramp, but these all come with downsides, but in Grixis you can run 4 solid Bounce Lands, Dimir Aqueduct and Guildless Commons should be in here as well if you want a lower land count, these let you hit another land drop when you draw them. You might also run stuff like Thran Dynamo or Worn Powerstone to help you hit higher MVs sooner, ramping by only 1 mana feels bad compared to hitting a land drop most of the time, there is also Gilded Lotus, but hitting 5 mana can be rough. Coalition Relic can charge for 1 turn, Skyclave Relic is super versatile/rugged, and Everflowing Chalice can be huge if you want, 6-10 mana is absurd but sometimes comes up. Cantrips like Ponder and Preordain are also good at digging for a land, but I know in Talrand it stings pretty bad when you Preordain and don't find a land and I needed one. As for some cards to remove, I'll take a look, but if I'm trying to build a deck that can handle attention, I look first at cards that will hurt only 1 player, unless that card will almost certainly end that player, either right away or in a few turns.

A few to consider removing (I may be missing why you have them in, so user discretion is advised or something): Archive Trap, Outpost Siege, Palace Siege, Ponder, Preordain, Haunting Echoes, Cruel Ultimatum (this seems insanely hard to cast, and hits only 1 player, unless you can copy it I'd run Captive Audience if I want to hose one player hard), Cranial Extraction, Cormela, Glamour Thief, Kess, Dissident Mage, Kroxa, Titan of Death's Hunger, Lobber Crew, Loyal Subordinate, Nekusar, the Mindrazer, Obeka, Brute Chronologist, Phenax, God of Deception, Runo Stromkirk  Flip, Spear Spewer, and Thermo-Alchemist.Some maybe cards include Angrath, Captain of Chaos, and Cryptolith Fragment  Flip (for another land, maybe a better rock, there is Thought Vessel, but fixing is sweet in Grixis).

Hope some of this is helpful!

DreadKhan on Killing You Softly with Card Draw

2 months ago

I often find War Tax and Flood are playable, especially if I usually am not the most threatening deck (and thus are less targeted depending on groups), either can very much ruin a deck's day. There is also Mass Diminish that can either neutralize a threat or make someone super vulnerable, in addition to just being the funniest way to use resources most of the time. I feel like there are a few situations you'd prefer Polymorphist's Jest, but Mass Diminish's shockingly long duration means it can do crazier stuff in my experience.

You might want good old Ivory Tower in here, not sure if you play in a meta where people win via non-infinite combat/damage, obviously a stinky garbage fire if everyone plays infinite combo.

Since you'll often have extra cards, not sure if Dreamscape Artist as a repeatable Blue Harrow matters enough (it's slow but the untapped lands make it 'cheap' ramp), also nice with Graveyard utilization.

Zungry on Burning Frogs

7 months ago

This deck doesn't seem to have an actual way to win. I pitted it against one of my decks and while I sure did lose a lot of creatures after they were turned into frogs, I eventually had more creatures than your deck had ways to kill them and I won.

Enigma Drake seems like a good win-con. Why only have two of them? Blazing Volley could be good for wiping all of your opponent's creatures with Polymorphist's Jest. Or maybe Fire Ants, so you don't have to spend two cards just to kill one creature.

forneyt on

11 months ago

Okay, thanks for the clarification haha. I think in the case of a more casual environment, Izzet Charm is great because it provides you different options, so it is rarely a dead card. Keep in mind that Izzet Charm only counters noncreature spells, whereas Mana Leak counters any spell, which is why having a couple of each is good. Mutiny looks like a fun, on-theme card, but it is very conditional, so I would suggest only doing 1 mainboard and maybe 1 sideboard. My issue with Illusory Wrappings is that if you enchant the creature and then bolt it, that is a 2-1 exchange in your opponent's favor (your enchantment [1] + your removal [1] for their creature [1]). A good replacement could be Polymorphist's Jest, which is an instant so you could swing in with your creatures then use it as a combat trick to take out more of your opponent's creatures with 1 spell. That is intensive and conditional, so that should probably be a 1-of in mainboard or max 2 in sideboard.

A couple Shocks should be plenty because it's a budget build, but no more than 2 of each because they are inefficient. Although, I think Shock would be better than Opt in this deck because you want to maximize damage, so perhaps you could push those out and replace them with Shocks and Izzet Charms. Once you have the budget for Skullcrack, the Shocks should be the first to go. I also believe that Guttersnipe, while it is undoubtedly a good card, should be replaced with Soulfire Grand Master because 3 mana is a lot when you have so many creatures in the deck. The Electrostatic Fields are cheaper, and they can be good blockers (on theme) and are resistant to opponents' Lightning Bolts, unlike Guttersnipe.

Classic Counterspell could also be good in this deck once your mana base is secure. Negate is also an amazing counterspell in the right meta, and it's cheap! One in the mainboard and/or a couple in the sideboard could prove valuable. Counterspells are important, but they are only helpful if they are applicable and castable. Make sure you have some variety and not too many with severe restrictions. So 4x Counterspell is good, but 1x Counterspell, 1x Mana Leak, 1x Negate, and 1x Izzet Charm is better. The 1x Mana Leak takes away the restriction without taking away the variety, the 1x Negate allows the mana flexibility of Mana Leak without the mana restriction at the expense of restrictive targets, and 1x Izzet Charm allows for greater variety in plays, but it's hard to beat the power of Counterspell so it deserves its spot.

That brings me to your mana base. My biggest suggestion is to avoid lands that don't tap for because almost all of your spells use in some way, and you can get mana screwed really easily if you don't have access to it. The pain lands would be perfect for your deck: Shivan Reef and Battlefield Forge. They provide you with your colors and come into play untapped, which is huge. In my opinion, Nephalia Academy is not helpful and you might as well have a Wastes instead because at least that can be tutored if a creature gets Path to Exiled. But I have some other utility lands to suggest for you.

If you find yourself building up a good board presence, Castle Embereth would be very helpful. If you find that your opponents are going wider, Surtland Frostpyre could be a good boardwipe. Geier Reach Sanitarium would be good to cycle dead draws, but it doesn't tap for a helpful color. Needle Spires and Wandering Fumarole are great manlands in your colors, and although Celestial Colonnade doesn't tap for , it can be the difference between staying behind and pulling ahead in longer matchups and is worth an include. Temple of Epiphany and Temple of Triumph are decent Turn 1 plays, as they can let you plan your next turn and counterstrike. Also, the longer I look at Soulfire Grand Master, the more I think it's perfect for the deck. If you take advantage of the lifelink it gives, the pain lands will be absolutely no trouble. It also allows you to recast your spells as you go into the late game in longer matchups, which is amazing. Keep in mind that for Mutiny, the opponent's creature is doing the damage, so you won't gain life.

Anyway, a solid manabase would be 4x Shivan Reef, 4x Battlefield Forge, 2x Raugrin Triome, 1x Needle Spires, 1x Wandering Fumarole, 2x Temple of Triumph, 1x Temple of Epiphany, 1x Celestial Colonnade, 3x Mountain, 1x Plains, 1x Island. About a third of these land come into play tapped instead of half as your deck currently stands, they all tap for relevant colors, and several give you some utility if your spells fall short. Some of the numbers will need to be tweaked depending on what your spells are, but this should be a great improvement! And all of these lands are around a dollar, many are less than a dollar (except for Celestial Colonnade, which is only a couple dollars, but it's really that good). Depending on the requirements, you may need to switch a Mountain for an Island, but your dual lands should cover it well.

mr_chazy on C'mon! What Are the Odds!?

1 year ago

Hey Ardees! Quite honestly sudden spoiling is the better choice, but when I built this deck it was initially a super-budget build. I happened to have a Polymorphist's Jest lying around and that's why it initially made the cut. In my playgroup now that card is notorious for pissing off my good friend Santibeast and almost every time I cast it he'll scoop out of anger. But honestly, not a bad call / alteration for later. Definitely adding it to my maybe board :)

Ardees on C'mon! What Are the Odds!?

1 year ago

Pretty neat. One question: why playing Polymorphist's Jest over Sudden Spoiling?

martinkaca on Slime time - Gary the snail

1 year ago

Thoughts about Sudden Spoiling and Polymorphist's Jest? I am working on my own deck now and they seem like a good fit.

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