I have been playing commander for about 2 years with my play group. I run the normal prossh set up. Ramp ramp ramp. Draw draw and kill. I'll sum up the deck list by sections. Before the end of the post I'm not saying U is OP or it's unfair but I want to learn how to play against this form of annoyance. I want to beat face and not be slowed down. Are play group doesn't worry about money. We use whatever card we can. Put it this way one guy has a play set for original duel lands and 12 mana drains sealed. Not looking for 100% win but making it so it's up at 70%
38 land
12 ramp(land and artifact. 6 land and 4 artifact) no mana dorks due to clears or resets we don't blow up lands to often or artifacts.
15removal ( 3 creature clears and 1 artifact& enchantment. 3 nonland. 5 spot and 3 artifact/enchantment )
4 tutors(3 black and cord of calling)
8 draw(sylvan library) or forms of draw(scallrack)
12 wins cons
12 utility's( haste, graveyard hate, and protection)
Money isn't an issue when it came to this deck. The problem I'm having is when up against my friends 2 always run control and that's normally the people I play against. He will run his mizzix deck and I'll will win 45% of the time unless they other player uses there rashmi deck then it will drop to about 25%. The mizzix deck runs 14 counters. 5 return to hand. Tons of draw. The rashmi runs 12 counters but a lot of ways to reuse them and using the top of the library stacking to make it painful.
What I used to do was run as much ramp as I could to beat the mizzix down but when i got to finish 1 I'll be almost out of gas if I didn't get any card draw or 2 the other player saves them so I don't target them next. It can be anywhere from a counter spell on berserk or returning him to my hand. Counter or return the token pump.
I have gone crazy with draw because people have said card draw is advantage in EDH. Helps me with match up against sigarda. Turning prossh into a forest doesn't really make me the happiest. I don't want to put cards in that just work against blue but an overall helpful. I really prefer that if I cast something it will get to the field and do its job for one turn. I was thinking about making it so they can't respond to anything.
Any tips? Would it be better to just make sure they can't respond(can't cast spells during another players turn)? Maybe I'm using my removal wrong? To many of anything? Better to set up a "bubble" before playing prossh or ramping first?
Luckily Green and Red have tons of counterspell hate, since they are the two colors opposed to blue. Since you mention that creatures don't survive long in your meta, I might trend towards City of Solitude (the enchantment version of Dosan the Falling Leaf).
There's also Boseiju, Who Shelters All, which can protect some of your vital instants and sorceries (though not Berserk, sadly).
Conqueror's Flail is some pretty slick tech, and gives Prossh +3/+3 as well as giving you a one-sided City of Solitude effect for as long as you control it.
If you don't mind having your counter protections on a creature, then Vexing Shusher is the best bet, as it can come down without threat of being countered (unless you routinely see things like Time Stop and Summary Dismissal, which is an entirely different problem...) and then protect your other spells. Plus, the extra mana can be spend reactively, rather than proactively.
Thank you guys for the feed back! I ran Vexing susher before. Felt like a dead card in hand against other decks. As for the others I haven't yet used them. I run cavern of souls that help until I see strip mine or some sort. I can get it back but it's a pain sometimes to try and get it.
I seen the flail before but what will happen is a kill spell or return all creatures to hand sort of thing as I equip or on there turn so no swing and I wasted a turn. I'll still put it in to see how it runs. Along with the other ones with the same effect. I ran defense grid for a while but it seemed to slow. After reading the suggestions I might put that back in as well.
After play testing using price of glory it did make a big impact. The fallen leaf also helped. Playing against an Aggro deck it didn't get much use but the effects outweighed. Definitely a good pick. Thanks guys. Those were the 2 out of the suggestions that seen the most use.
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38 land
12 ramp(land and artifact. 6 land and 4 artifact) no mana dorks due to clears or resets we don't blow up lands to often or artifacts.
15removal ( 3 creature clears and 1 artifact& enchantment. 3 nonland. 5 spot and 3 artifact/enchantment )
4 tutors(3 black and cord of calling)
8 draw(sylvan library) or forms of draw(scallrack)
12 wins cons
12 utility's( haste, graveyard hate, and protection)
Money isn't an issue when it came to this deck. The problem I'm having is when up against my friends 2 always run control and that's normally the people I play against. He will run his mizzix deck and I'll will win 45% of the time unless they other player uses there rashmi deck then it will drop to about 25%. The mizzix deck runs 14 counters. 5 return to hand. Tons of draw. The rashmi runs 12 counters but a lot of ways to reuse them and using the top of the library stacking to make it painful.
What I used to do was run as much ramp as I could to beat the mizzix down but when i got to finish 1 I'll be almost out of gas if I didn't get any card draw or 2 the other player saves them so I don't target them next. It can be anywhere from a counter spell on berserk or returning him to my hand. Counter or return the token pump.
I have gone crazy with draw because people have said card draw is advantage in EDH. Helps me with match up against sigarda. Turning prossh into a forest doesn't really make me the happiest. I don't want to put cards in that just work against blue but an overall helpful. I really prefer that if I cast something it will get to the field and do its job for one turn. I was thinking about making it so they can't respond to anything.
Any tips? Would it be better to just make sure they can't respond(can't cast spells during another players turn)? Maybe I'm using my removal wrong? To many of anything? Better to set up a "bubble" before playing prossh or ramping first?
There's also Boseiju, Who Shelters All, which can protect some of your vital instants and sorceries (though not Berserk, sadly).
Conqueror's Flail is some pretty slick tech, and gives Prossh +3/+3 as well as giving you a one-sided City of Solitude effect for as long as you control it.
If you don't mind having your counter protections on a creature, then Vexing Shusher is the best bet, as it can come down without threat of being countered (unless you routinely see things like Time Stop and Summary Dismissal, which is an entirely different problem...) and then protect your other spells. Plus, the extra mana can be spend reactively, rather than proactively.
Prowling Serpopard and Gaea's Herald will be able to protect Prossh himself, but not your instants or sorceries.
I seen the flail before but what will happen is a kill spell or return all creatures to hand sort of thing as I equip or on there turn so no swing and I wasted a turn. I'll still put it in to see how it runs. Along with the other ones with the same effect. I ran defense grid for a while but it seemed to slow. After reading the suggestions I might put that back in as well.