PolyProwess

This is a budget friendly PolyTyrant/PolyHorror deck aiming to polymorph twice before bouncing all opponents' permanents and generating huge prowess threats, thus winning through board control and combat damage. Narset, Enlightened Exile's ability to copy a Polymorph effect after it was cast in the first main phase enables us to put both Tidespout Tyrant and Hullbreaker Horror onto the battlefield the same turn, leading to some ridiculous interactions.

The Basics

Since we are trying to Polymorph, we can't run any creature spells we don't want to hit from casting that spell. Thus, our deck only runs Tidespout Tyrant and Hullbreaker Horror as creatures in the deck, and Narset, Enlightened Exile in the command zone. Instead, we run noncreature spells that create tokens for us to sacrifice to dig for our polymorph targets.

If we get both our polymorph targets onto the battlefield and have access to two permanent spells that are mana neutral together, for instance Mishra's Bauble and Urza's Bauble since they are both free to cast, we can both create a loop of casting these spells interchangeably and bouncing every permanent we want to remove from the battlefield.

Casting two mana neutral spells interchangeably will also generate an absurd amount of prowess triggers for all our creatures and a really big storm count (likely an infinite amount of both).

If our opponents have no permanents and we have infinitely big threats, we will obviously win the game.

Specifics

For a deeper look into the deck I will first present an example of a game and then go through ways to find the interactions shown.

Example Game

To illustrate what a game might look like playing this deck, I'll give an example. This example is a very good game for the deck, especially since all kinds of interaction is ignored as we do things over a large number of turns. It is not an absurd dream scenario though, and a game when opponents don't interact might well look like this. The kind of turn shown as turn six in the example seems somewhat reliable to get to around turn 8-10 with the deck as of current playtesting.

Tool Kit

In order to get our combo kill of we need tokens, polymorph effects and mana neutral spell combinations.

We get tokens to sacrifice/exile through sources such as Forbidden Friendship, Ral's Reinforcements, Saheeli, Sublime Artificer, Thopter Spy Network and Elspeth, Sun's Champion. At least two tokens quickly is great, but in grindier games slower options might be better in the long run.

We run four different polymorph effects, mainly since we don't have any tutors. Chaos Mutation, Divergent Transformations, Polymorph and Transmogrify

For mana neutral spell casting, we have our main route though casting spells with a mana cost of zero. In the deck, these are Mishra's Bauble, Urza's Bauble, Tormod's Crypt, Paradise Mantle and Orochi Hatchery. Additionally, Sol Ring is a mana positive spell. This means that Sol Ring will generate infinite mana with any of the zero mana spells, and will create a mana neutral pair with any two mana mana rock that generates a mana the turn it enters the battlefield. For example; Sol Ring generates two mana to cast Talisman of Conviction which generates one mana to cast Sol Ring. (A signet needs one floating mana at the start of the combo but will keep regererating that floating mana throughout.)

Backup Plan

If we cannot combo, this deck functions very well simply by interacting and beating down. We generate a lot of tokens and those tokens can reliably win us games since they all have prowess if we just trust them to. Simply interact and play the deck like any mid power casual deck would play!

Suggestions

Updates Add

Comments

93% Casual

Competitive

Revision 1 See all

(1 year ago)

+1 Adarkar Wastes main
+1 Battlefield Forge main
+1 Blasphemous Act main
+1 Brainstorm main
+1 Call the Coppercoats main
+1 Clifftop Retreat main
+1 Command Tower main
+1 Consider main
+1 Crash Through main
+1 Depopulate main
+1 Dig Through Time main
+1 Dovin, Grand Arbiter main
+1 Elspeth, Sun's Champion main
+1 Empty the Warrens main
+1 Evolving Wilds main
+1 Exotic Orchard main
+1 Expressive Iteration main
+1 Fists of Flame main
+1 Frostboil Snarl main
+1 Furycalm Snarl main
and 68 other change(s)
Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

32 - 0 Rares

20 - 0 Uncommons

27 - 0 Commons

Cards 100
Avg. CMC 2.77
Tokens Devil 1/1 R, Dinosaur 1/1 R, Elemental 1/1 UR, Elephant 3/3 G, Emblem Elspeth, Sun's Champion, Emblem Jaya Negotiator, Goblin 1/1 R, Human 1/1 W, Human Soldier 1/1 W, Map, Monk 1/1 R, Rat 1/1 B w/ Can't Block, Servo 1/1 C, Snake 1/1 G, Soldier 1/1 W, Spirit 1/1 C, Thopter 1/1 C, Treasure
Votes
Ignored suggestions
Shared with
Views