Pongify

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Legality

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

Pongify

Instant

Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Ape creature token.

NV_1980 on Your Soul, IS MINE! *PRIMER*

1 week ago

Thanks for your comments Basshunter!

I will definitely consider Sudden Substitution; honestly I've not ever come across this card so didn't even know it existed. Steal Enchantment sounds interesting as well and is cheap to cast; also worth considering. Especially since the remainder of the deck is more focused on stealing opposing creatures. I considered adding Pongify/Rapid Hybridization before, but at the time felt I'd rather steal opposing creatures than destroy(/replace) them. Sure, the low casting cost of these spells is epic for what they do, but still ... I'll give it some more thought.

This deck has certainly seen its share of action. I've played it against my group of friends, and I've played it at my local shop; usually as part of a group of 4 players. At the shop, it lost more often compared to the win-loss rate amongst my friends, because I have less knowledge of what I'll be facing there. You're correct that the main reason for the losses are the lack of alternative win-conditions (though I should point out, that copying other stuff than Keiga has saved my ass a number of times too).

Thanks again for the feedback!

Basshunter on Your Soul, IS MINE! *PRIMER*

1 week ago

Hi NV_1980,

I klicked through some of your decks and this one got me. I generally like the idea of stealing stuff. And i never thought about copying Keiga, the Tide Star will give you a death trigger, thats sweet!

Here some ideas:

Did you play this deck some times? I think it could have a lack of impact. When a player loses, you lose his creatures aswell. You have to rebuilt and steal other stuff...Winning could be really hard with this deck and it is depending on your opponent. If you play against eldrazis, GREAT! But if you play vs token/land/control/...-decks, you dont have stuff to steal.

I think this deck needs a Plan B...but I dont have an idea yet

DrukenReaps on The Madness of Fractal Being Manifested

1 month ago

Personally I find 35 lands to be the minimum I like to run. Rogue's Passage and Reliquary Tower have always served me well but you could also just do 2 more basics.

Ezuri's Predation seems like a shoe in for this commander. Avenger of Zendikar would be good too. Biovisionary if you don't mind alt win-cons. Awaken the Woods and Arachnogenesis maybe?

I see a distinct lack of removal here, I like to run at least 10 removal cards. Otherwise you are kind of just at the mercy of your opponents. Ezuri's Predation that I already suggested can be one but here are some others- Aether Channeler, Perplexing Test, Beast Within, Rapid Hybridization, Reclamation Sage, Terastodon, Acidic Slime, Krosan Grip, Pongify, Return to Nature are all decent options. Some of these are good targets for making copies of too, which could get nutty with say Ezuri's Predation...

Crow-Umbra on JoJo's Legendary Adventure

1 month ago

I think you could safely cut Raff, Weatherlight Stalwart or Balmor, Battlemage Captain, mostly because I don't think you're running enough of a volume on Instants and Sorceries to consistently. Since you're playing a very creature heavy strat, there are a variety of board protection effects you could run, depending on your budget:

The last 3 options aren't very budget, but Heroic Intervention and Akroma's Will are very helpful cards in EDH. If your play group is cool with it, you could always proxy them before purchasing.

Additionally you could add a couple more removal effects like:

The more you play the deck irl, the more you'll get a feel for what effects you like most and what synergizes well. Playing 5 colors as a new player is a bit ambitious, but kudos to you for taking it on. To make your play experience a bit easier, I'd recommend trying to make as many things in your deck be 1-2 colors as often as possible to reliably cast things.

Welcome to MtG and happy brewing!

Andramalech on Shifty Crabs!

2 months ago

Squee_Spirit_Guide, lhetrick13 you could use Pongify or Rapid Hybridization would be able to mainboard in a control heavy variant, where you would be just as likely to blow up something of theirs, and at worst hit World Shaper.

Drayven9309 on Adrix & Nev, Multi-Tokes

4 months ago

Regarding your land base I see you're running Misty Rainforest, but not any of the lands it's 'meant' to fetch - these are dual lands that still have land types and are thus fetchable. Tropical Island, Breeding Pool etc. I don't think you need to run Misty as you're only in two colours and green is the king of ramp, so you're unlikely to be hurting for the right colours as well as cutting 1/10th of your deck's cost.

I don't like to spend a lot of money on my land base (especially in only two colours) but there are some cheap dual lands that are good to throw in, these come in untapped if you fulfill certain conditions (which are reasonably easy to obtain, especially in green) Dreamroot Cascade, Flooded Grove, Hinterland Harbor, Vineglimmer Snarl.

(Simic Growth Chamber is fine to keep - make sure you are bouncing a land you've already tapped for mana though, pro tip)

This is just my opinion so take this with a grain of salt. But I would replace the following lands

Myriad Landscape enters tapped, you're in two colours, one being green so you've got better ramp choices.

Blighted Woodland green has better ramp than this.

Lumbering Falls unless I'm missing something you don't need the utility of having a man-land.

Misty Rainforest expensive mana-fixing and you don't have the other lands needed to make full use of it, and again green has all the ramp options.

Temple of Mystery, Thornwood Falls can be replaced by dual lands that usually come in untapped.

Rejuvenating Springs is fine but I prefer cheaper options.

Again, my opinion, but you seem light on removal and ramp while heavy on land. Most decks run 33-36 land, being in green you could probably get away with 33. Try throwing in some of these Nature's Lore/Three Visits, Vastwood Surge, Growth Spiral, Migration Path, Ordeal of Nylea has some synergy, and if you put it on a creature that already has two or more counters on it, you can sacrifice it the same turn you play it. This is by far a non exhaustive list so feel free to google simic ramp and see what other options there are.

As for removal you'll want to make sure you have removal for not only creatures, but other non-land permanents mainly artifacts and enchantments which can sometimes be difficult depending on your colours (I'm assuming you won't have to deal with problematic lands most of the time). Pongify, Curse of the Swine and, Reality Shift are good picks (Curse of the Swine-ing yourself to create lots of piggies is never not funny and unexpected.)

You don't seem to have any boardwipes, these are cards that, in a panic let you just erase everything from the Battlefield (barring lands, usually) and can be great for when your opponent(s) are simply getting ahead of you in terms of having a developed board-state. The best one you have available is Cyclonic Rift but is a bit pricey, others include Wash Out, Evacuation, Devastation Tide and, Nevinyrral's Disk (for an actual board wipe). Unfortunately Blue really only has options that return things to hand instead of thoroughly destroying or exiling and Green straight up has nothing except anti-flying. They do most of their removal through fighting.

This is turning into an absolute wall of text and I'm getting lazy so I'm just gonna finish here by copying a comment from a YouTube video

Ramp: 10-12

Card Draw: 10

Single Target Removal: 10-12

Board Wipes: 3

Lands: 33-38

Standalone (cards that are effective by themselves/with commander): 25

Enhancers (cards that amplify or are amplified by standalones or commander): 10-12

Enablers (covers a weakness or fills a gap in your strategy): 7-8

Cards on your theme: 30(ish)

Consider overlaps (cards that count in multiple categories) and partials (cards that count as 'half' in a given category. E.g. scry 2 as half a card draw card)

DreadKhan on Flying into the Chasms

4 months ago

My personal gripe with Capture Sphere is that it's too much mana for the effect. If you expect to be able to swing at people, there is Fall from Favor that has seen some play, 3 mana is closer to what you want to pay to remove a serious problem creature (and Monarch can mean lots of extra cards), though Blue has stuff like Pongify, Curse of the Swine and Reality Shift, as well as Ravenform and Resculpt that can also exile an artifact. Another issue Capture Sphere has it that it doesn't remove the creature from the field, so any abilities that just require the creature to exist will still work, which can be a real problem. The final issue is as you note, if you can deal with an enchantment the effect can be removed, in contrast with a Pongify. I think it's a better card for a sideboard, where you bring it in for games 2 or 3 in the games where it'll matter, to avoid having it clog up your hand when it doesn't.

I used to use Slow Motion a fair bit, and while it has very good matchups, it also has lots of them where the opponent doesn't care about 2 mana and can just kill you with the creature your aura didn't kill, and that is a card that the opponent can't deal with as easily, it still doesn't consistently enough matter, or doesn't immediately get the creature off the field. In my Delver deck, which is a bit higher budget but not a lot, I run Counterspell and Psionic Blast to deal with stuff/close out games a smidge quicker, both are instant, both use less than 4 mana and Psionic Blast is almost never a dead card, since I can just bolt my opponent.

JoosetheMuice on Janky Leviathans

4 months ago

I agree with the above comments and I would definitely add more of those low CMC ramps spells from your maybe board.

I also don't love most of your "evacuate" types cards and you seem to be missing the big one that is on flavor which is Crush of Tentacles. I really think Unwind, Rewind, Plasm Capture and the like should go, you don't want to be leaving large amounts of mana up with this deck, you want to be dumping large things. Just keep your 1 and 2 cmc counters and you will be fine. I really also don't love how almost all of your remove replaces itself with another creature especially since a lot of your leviathans can be chump blocked. I would consider finding better options for say, Pongify and Rapid Hybridization. A lot of your creatures seem really random and out of place, like murkfiend liege, sharktocrap, nimbus swimmer, come to mind. Since you don't really have anything forcing the squid, kraken, octopus theme you could add The Tarrasque which is kind of fun. Also why no Lorthos, the Tidemaker

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