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
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.

Drayven9309 on Adrix & Nev, Multi-Tokes

6 days 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

1 week 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

1 week 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

to_regatha_and_beyond on Heroes of the Simic - Xtra Budget!

3 weeks ago

Wildsize is an easier cut as it doesn't really have any situations where I'd rather see that in my hand than something else. So many other spells in the deck do essentially the same thing but for cheaper.

Wild Shape is a bit trickier, as 2 of the 3 choices could be useful. However, there are better protection spells to run, and I've found that turning something into a 3/3 with trample is never as effective as it seems in theory. (Think about those spells like Pongify, the 3/3 with trample isn't much of a reparation.)

I personally have my doubts about Blighted Agent and Corrupted Conscience, but mostly with Blighted Agent. If you draw the agent and not the conscience, the agent will quite likely be counter-productive, as you'll spend cards and mana trying to buff it only for an opponent to remove it on their turn, and now you'll be potentially several cards down with no way to use the poison counters you've just given your opponent. Sure, Blighted Agent starts being really good if you cast it together with Corrupted Conscience, but on it's own it's not particularly useful, so I would cut it to avoid that possibility.

I would probably take out Return to Nature, I've found it to be a relatively weak removal spell and tend to have more luck with cards like Nature's Claim, but I understand that there are some budget concerns with that.

I'm generally not much of a fan of cards like Resculpt, 2 mana to get rid of a creature isn't that bad but your other removal options are a lot better since they also target your creatures. I would cut that for sure.

I would consider cutting Refresh. It's a good protection spell, but 3 mana is probably a bit more than the spell is really worth. Though this one could very much go either way.

The last cut is one of your basic lands. For the kind of deck you're running, you don't need 36 lands, 35 is probably a better number and maybe even as low as 34 depending on how your games tend to go. With all the card draw you have, you're way more likely to hit land drops even if you have fewer land cards. Plus, you have a good amount of ramp, and not that many expensive spells, so that's less of a concern.

So, in short, my cuts are Wildsize, Wild Shape, Blighted Agent, Return to Nature, Resculpt, 2 basic lands, and perhaps Corrupted Conscience and Refresh.

Good luck narrowing down the list further! Sorry I can't help all that much.

Jett2112 on Action Painting Spellslinger

4 weeks ago

Tap less, sling more! Try lowering the curve by taking out Volcanic Torrent and/or Lier, Disciple of the Drowned, Storm-Kiln Artist, Archmage Emeritus, Leyline of Anticipation, Birgi, God of Storytelling  Flip, Atsushi, the Blazing Sky.

Replace them with that card we're trying, Pulse of the Forge and Grixis staple 1 drops like Lightning Bolt, Brainstorm, and Reanimate. Also I recommend finishing your playset of Pongifys by putting in Rapid Hybridization because unless you have something against frog lizards it's just as good.

Have you tried Dauthi Voidwalker or Ragavan, Nimble Pilferer? Those little guys give card advantage and can be used for casualty so they seem even better here than in most decks.

Gidgetimer on My pre made deck needs …

1 month ago

Without info on a budget it is a bit hard to suggest upgrades. However; as said before you need to lower your mana curve and focus the deck on either landfall or beaters. I would also cut 6 of the lands to go down to 38 and add in much more ramp. Cutting:

6 lands

Terastodon

Elder Deep-Fiend

Verdant Sun's Avatar

Meteor Golem

Sphinx of Uthuun

Scourge of Fleets

Tromokratis

would give you 13 free spots. If you filled those spots with 1 and 2 CMC ramp and cheap removal your games would go much smoother. Personally I'd go with 8 ramp and 5 removal, and here is where what your budget is will matter for choices.

Ramp

Birds of Paradise

Elvish Visionary

Exploration

Fyndhorn Elves

Llanowar Elves

Burgeoning

Wild Growth

Arcane Signet

Devoted Druid

Lotus Cobra

Talisman of Curiosity

Removal

Beast Within

Pongify

Cyclonic Rift

Rapid Hybridization

Negate

Disperse

Brazen Borrower

Boomerang

Divide by Zero

Gomazoa

DemonDragonJ on Dominaria United Spoilers

1 month ago

Mark Rosewater clearly said that WotC has realized that cards such as Pongify, Rapid Hybridization, Ravenform, and Oversimplify are breaks, since they are blue spells that outright destroy or exile creatures, and, yet, WotC has printed another blue card that can destroy creatures; how can they do that?

Also, the new Braids allows a player to sacrifice an enchantment, but I thought that WotC decided that black should not be allowed to sacrifice its own enchantments, so what are they doing?

SufferFromEDHD on Is it wrong to pick up women in a dungeon?

1 month ago

Feed the Swarm, Infernal Grasp and Pongify could be possible cuts for the suggested removal spells.

Cut a swamp for Geier Reach Sanitarium

I might be wrong about this but delve seems counter productive to the strategy. Cut Treasure Cruise and Dig Through Time for the much needed Entomb and Frantic Search.

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