Transmogrify

Transmogrify

Sorcery

Exile target creature. That creature's controller reveals cards from the top of their library until they reveal a creature card. That player puts that card onto the battlefield, then shuffles the rest into their library.

Latest Decks as Commander

Transmogrify Discussion

DemonDragonJ on Mechanical Color Pie 2021 Changes

1 month ago

Why is it that mass damage prevention is green, when white makes more sense?

plakjekaas, I actually dislike Transmogrify, as well, because red is supposed to deal with creature by dealing damage to them, not exiling them; if that card shuffled the creature into its owner's library, I would have no problem with it.

plakjekaas on Mechanical Color Pie 2021 Changes

1 month ago

The philosophy of blue cards like Pongify and Ravenform is that they do not destroy, they merely transform permanently, and destroying and replacing with a token is the mechanically best suited way to do so. Like Turn to Frog, but permanently. They've found flavorfully better ways to do it by auras like Ichthyomorphosis, enchanting the target to change its shape, but that enchantment can be broken, the transformation isn't permanent. When you lay down a Curse of the Swine, you lose the soldiers and gain the pigs, there's no way to get the soldiers back from the pigs. Ever since Polymorph this has been a blue effect, and only recently it is moving into red, with Transmogrify and Lukka, Coppercoat Outcast.

wikkedtiki on POLYMORPH

1 month ago

Im curious why the use of Indomitable Creativity over Transmogrify

legendofa on Card creation challenge

2 months ago

Steelshark Saboteur

Creature - Merfolk Pirate

Islandwalk

, , Sacrifice a Treasure: Steelshark Saboteur deals 2 damage to target creature or planeswalker.

1/1


Create a multicolor version of Polymorph or Transmogrify that uses white, green, or black mana.

sergiodelrio on Possibility Storm Shenanigans

2 months ago

Sure thing. So, I'm running a Transmogrify emrakul deck myself and there are some similarities.

Speed is key. Therefore the evolving wilds are misplaced here. If you have the budget, upgrade to Arid Mesa. The temples slow you down as well, but the scry is certainly worth it since you need to be able to dig for your pieces... consider running 4 temples.

Drop the bolts and paths or push them to the sideboard. The default version of a combo deck should be combo pieces and cards that get you combo pieces. Spot answers go into the sideboard. Emrakul is your removal XD

Maybe instead of spot removal main you can have 4 wrath effects or damage to all creatures kind of cards.

Look for planeswalkers in your colors to fill the void that will be on your side of the board. You have access to explosive openings due to your Rituals and in a lot of games you just won't have the possibility Storm in your hand or it got thoughtseized then you can have a solid gameplan with red Planeswalkers like Chandra, Torch of Defiance and Koth of the Hammer for example but you should look into this youself and see which ones you like.

jakeyuki12 on Hardcore Rasta

2 months ago

Howdy!

The very large issue I see is that your deck is slow and will run out of gas veeeery fast.

1) Let's talk about speed first. The YouTube channel known as the command zone ran a study on hundreds of commander games to find some stats. One of the stats they found if the average length of a game: around 10 turns, with a 3 turn standard deviation. So around turn 7 for quick games and turn 13 for long games. Another stat they found is that most players only play on average 1-2 7+ mana value cards in a game, no time for any more. Thus, we start to see the issue of speed in your deck. Your deck is glacially slow with sooooo many cards at 5, 6, or 7 mana. This could be circumvented if you had more ways to cheat mana cost, but you don't.

2) The other big issue I see is that your deck will run out of resources fast. Because EDH is a multiplayer game, every deck needs to have ways to generate more resources than your one land drop per turn and your one card drawn for turn, otherwise you won't be able to keep up with 3 opponents. Thus, it's pretty standard to play around 10-12 ways to ramp (have more mana available than just 1 land drop per turn, think Sol Ring) and around 10 ways to generate card advantage (have access to more cards than just your one draw per turn, think Divination).

It's totally reasonable to want to run a deck with really big creatures, you just have to build the deck a certain way so that it doesn't lose to itself. You'll want to run even more ramp than the standard 10-12 if you want to play more big things. Alternatively, you could find a way to cheat the big things into play. Stuff like reanimation effects (Late to Dinner, Emeria Shepherd), effects like Sneak Attack, effects like Transmogrify, etc.

9-lives on Aikido of the Inward Eye and Mirror Flame

8 months ago

Hello, itsbuzzi!

How about for drawing power an extra 4x Defiant Strike or 4x Warlord's Fury ? I already have 4x Renegade Tactics , which is incredibly useful. Transmogrify would be best to get my creatures onto the battlefield, yes, but I would have to run like 4x of them just to get the right creature, and not only that, it costs 4 mana. And my combos only cost at most 5 mana, not counting the creature cost, as generally if I draw a creature I'll play it as soon as possible and then use the combo, especially if the creature ETB with summoning sickness, then attacks next turn with damage dealt to it which triggers the combo, or if I'm lucky, it is dealt non-combat damage.

One spell I have for ramp is Sword of the Animist . I know it's not much, but regardless.

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