Whatup Tappedout, I'm here to bring you an ALL NEW DECK: ITS MIGHTY, ITS MORPHIN', ITS... Emrakul? Ever since I laid eyes on Polymorph, I envisioned a deck... a deck that could INCLUDE POLYMORPH. This is that deck.
Let's jump right in:
DECK CORE
Polymorph This card is ridiculous, turning rabbits into giant flying spaghetti monsters! But for this to work, we need two things:1. That we always hit our flying spaghetti monster2. That we don't hit any rabbits by mistakeNow, for both of these things to work, the only critter we should be able to POSSIBLY hit, even one in a million, will be our monster. Our rabbits need to be a legal target for the mighty morph, but not get in the way of Emrakul. That means our rabbits have to be POWER RANGERS, able to be passed by by the Polymorph engine (In their 80s teenager forms), but MIGHTY MORPH INTO LEGAL TARGETS on the battlefield. The following are our rabbits (rangers?) and monster.
Emrakul, the Aeons TornPretty self-explanatory; you get him out, ez katka rares gg thanks for coming out pleb, try Cardfight Vanguard next time, etc. HOWEVER, we do not want Emrakul in our hands, so in goes a playset of
See Beyond
. It allows us to reshuffle Emrakul, as well as digging for combo pieces and providing card advantage without the nasty risk of accidentally drawing Emrakul.
Flayer Husk
Our first rabbit, when I was thinking of ways to get one-drop rabbits, it hit me: GERMS. I immediately searched up the living weapon mechanic, and sure enough, we have our one-drop. Flayer husk. (also can be used to equip to Emrakul for a mighty +1/+1, can you say VALUE?)
Khalni Garden
A land with a free rabbit to boot, half the reason I'm running green, you can drop as a turn-1 rabbit for FREE. Khalni Garden? More like MEGA-VALUE Garden. HEH. Doesn't interrupt our curve, ideally drop turn one for a Polymorph. If it eats a bolt, it eats a bolt, we've got 3 more in the mainboard!
Awakening ZoneThis is our three-drop rabbit farm, our backup plan for casting Emrakul in longer, more controll-y matchup. Get out multiple Zones to create an unstoppable tide of snackable one-mana generators. See the fear in a control players eyes when you declare 15 sacrifices and SLAM Emrakul, the Aeons Torn
There we have our deck core. I was originally going to go with a Bant shell to run turbofog with Holy Day and Ethereal Haze and control with Path to Exile and [[Supreme Verdict] but I found it too slow and not especially worth an entire extra colour; I shortly defaulted to a U/G shell for that GAS RAMP. Finding my board open with the exception of Husks, I would rather control the board in the early game with straight blue countermagic and ramp as hard as possible into an early Polymorph. Sure enough, in followed some countermagic with a couple of ramp factors, along with a few fog effects, and I was left with something beautiful. Please feel free to suggest changes <3