I also am not really to familiar with creature options in Jund, so if there is something that should be in here I'd like to know. Also, this deck has a lot of enchantments, a lot. I don't know of any good ways to interact with them in the colors, but I would love to know if there is one.
I will be actively building this deck over the next day or two and would love to get some input.
I like Phyrexian Reclamation in my Adun Oakenshield deck as another recursion engine. Oh, you can try out Kresh, the Bloodbraided as another way to profit off of Prossh dying a lot.
If you would prefer to roll with the "let's make Prossh BIG" plan, then may I suggest Mage Slayer? Urabrask the Hidden and Ogre Battledriver would love to help your dudes get in there faster. Coat of Arms seems amusing as hell in here (cast Prossh, get 6 6/6 Kobolds, seems good). Pawn of Ulamog loves to see things die and come back (he helps pay for Prossh too!), and works well with Shared Animosity and Coat of Arms.
Maybe a way to turn big mana/infinite mana into damage that doesn't have to be on board when you go off, a la Comet Storm? I'd suggest a hydra or something to work with Food Chain, but all the ones that would work for it take red mana. You probably have the tutoring power to ignore it anyways, but it can't hurt.
Your anthem backup plan is going to be rough without some form of mass haste. You have enough sac outlets and a low enough reliance on the yard that Anger seems like a good fit.
You could also use some more card draw in here, especially burst card draw. Greater Good really only works with Prossh, but you're already kind of all-in on him anyways. Black has some good options too, even if you just go for 4 mana draw 3s.
Warstorm Surge seems mediocre at best. You're making 0/1 tokens.
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Warstorm Surge seems mediocre at best. You're making 0/1 tokens.
The rest of your suggestions are awesome and I've got no disagreements. This though, I differ on. As it stands, it looks like this list is going deep with Prossh, which means he'll be bouncing in and out of play a lot. Warstorm Surge turns that into dead enemy players.
Additionally, if he has Web or Beastmaster out, Surge turns those tokens into shocks/lava axes (respectively). That seems cool IMO.
Oh, another card suggestion: Gamble so you can find Prossh should someone miraculously tuck him and so you can get a neat enchantment to have a fun time with.
The times when Surge are good are the times when you can get Prossh in and out several times in a turn. When that's happening, there are a number of other cards that can kill the table, especially because you're probably using tokens to make mana somehow. Other than that situation or the limited two card combos like the ones you mentioned, it's bad at best. I'd imagine there's something with more applications outside of the deck working exactly like it's supposed to.
In the Web of War is actually another one I would consider cutting. It's great when you can throw it down before creatures, but most of the card draw currently in the deck revolves around creatures dying. That means there's a good chance you'll make a bunch of tokens, then try and find a way to kill with them. Having something that you can draw into and drop might be worthwhile.
Gamble seems pretty bad when you have access to all the universal black tutors and all of the green creature tutors, unless you're really scraping the bottom of the barrel in black.
I do agree that you could use a lot more ramp.
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The times when Surge are good are the times when you can get Prossh in and out several times in a turn. When that's happening, there are a number of other cards that can kill the table, especially because you're probably using tokens to make mana somehow. Other than that situation or the limited two card combos like the ones you mentioned, it's bad at best. I'd imagine there's something with more applications outside of the deck working exactly like it's supposed to.
Hmm, I see your point. Vicious Shadows is the first thought on that front, but it's already here. Perhaps running another source of guys in place of the Surge, so you can get your engines to run in the rare instance that you are deprived of Prossh? Sprouting Thrinax and Broodmate Dragon come to mind.
In the Web of War is actually another one I would consider cutting. It's great when you can throw it down before creatures, but most of the card draw currently in the deck revolves around creatures dying. That means there's a good chance you'll make a bunch of tokens, then try and find a way to kill with them. Having something that you can draw into and drop might be worthwhile.
Web has CMC 5. Prossh has CMC 6. You can easily and with no real thought play Web before Prossh and then you have an instant hasted army. I really think Web should stay, if for that reason alone.
Gamble seems pretty bad when you have access to all the universal black tutors and all of the green creature tutors, unless you're really scraping the bottom of the barrel in black.
Eh, I like the 1-mana nature of Gamble and that it can get things the green critter tutors can't.
I do agree that you could use a lot more ramp.
Definitely. Prossh looks very mana hungry. Additionally, since he *is* a sacrifice outlet you may as well go with creature ramp where possible, thus the list I posted above seems useful.
Alright, I've been thinking a little bit and I'm not sure what how I want to handle ramp in this deck, but I do agree on the basic fact that it needs more.
I am running 5 haste givers at the moment: Anger, Urabrask, Ogre Battledriver, Sarkhan, and In the Web of War. I honestly wonder if that is overkill.
I think that I am going to devote a few slots to an enchantress package to see how it goes.
Hmm, I see your point. Vicious Shadows is the first thought on that front, but it's already here. Perhaps running another source of guys in place of the Surge, so you can get your engines to run in the rare instance that you are deprived of Prossh? Sprouting Thrinax and Broodmate Dragon come to mind.
That seems like a good plan. There are plenty of creatures that bring friends, and adding some of those could be a helpful thing.
Web has CMC 5. Prossh has CMC 6. You can easily and with no real thought play Web before Prossh and then you have an instant hasted army. I really think Web should stay, if for that reason alone.
I just have lots of bad memories playing it in Hazezon and seeing it after making a swarm, due to Skullclamp or something. It also has a wider window where opponents can remove it, which I'm not a fan of.
That seems like a good plan. There are plenty of creatures that bring friends, and adding some of those could be a helpful thing.
Agreed. More guys that bring guys/turn into guys/guysguysguys seems to be in order (guys).
I just have lots of bad memories playing it in Hazezon and seeing it after making a swarm, due to Skullclamp or something. It also has a wider window where opponents can remove it, which I'm not a fan of.
Ouch. I get those feels. I've cut Web in a few decks because of that phenomenon, but generally the times I have Web and then hit a good token producer it makes up for the times when Web is just a brick. I'd keep it.
I like Gamble, don't get me wrong. I just like it more in decks with more of a GY angle to them, or decks that don't have better options.
That's fair. I think it should remain an option, but ultimately it can get cut if needed. I do like that it gets enchantments though, something green basically can't do.
Alright, I'm working on updating the OP to what I have now. Another card that I stuck in there that I don't know how I feel about is Fresh Meat. Does this card have anything to it or is it just a trap?
Can anyone think of any good artifacts to sink a lot of mana into? Since I might have a lot of mana, it might be nice to have one.
Alright, I'm working on updating the OP to what I have now. Another card that I stuck in there that I don't know how I feel about is Fresh Meat. Does this card have anything to it or is it just a trap?
Can anyone think of any good artifacts to sink a lot of mana into? Since I might have a lot of mana, it might be nice to have one.
I kinda like Fresh Meat, but have never gotten the chance to play with it so I don't know.
I've seen someone mill out a table with Fresh Meat and Altar of Dementia, but I'd think you'd be following pretty much the same game plan with or without it. There is definitely something to making a boatload of 3/3 tokens and beating down, if you're confident you can get them all haste.
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I've seen someone mill out a table with Fresh Meat and Altar of Dementia, but I'd think you'd be following pretty much the same game plan with or without it. There is definitely something to making a boatload of 3/3 tokens and beating down, if you're confident you can get them all haste.
I think I'm going to stick altar of dementia in there for right now. I missed a few haste givers, I think there are like 7 so I should hopefully be able to hit one of them.
Maga is spicy. I like that. Works with Food Chain, gets pulled up by creature tutors, and sticks around to beat up on another player after killing the first one.
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Maga is spicy. I like that. Works with Food Chain, gets pulled up by creature tutors, and sticks around to beat up on another player after killing the first one.
Alright, I'm down to 4 slots in this first iteration. I think that I want to include some more tutors if possible. I'm kinda drawing a blank as to what to add though.
Edit: as an aside, is there a way to resize images you link to? I want to have the picture of the card not be freakin huge.
Alright, I'm down to 4 slots in this first iteration. I think that I want to include some more tutors if possible. I'm kinda drawing a blank as to what to add though.
I like Diabolic Intent, I was just concerned that I might not have enough creature density to use it well. Do you think that 14 creatures is enough to use it? The only other deck that I run it in has 20 creatures so I don't really know if would be an issue.
Edit: for the last 4 cards I went with mana reflection, diabolic intent, beseech the queen, and skyshroud claim. Might try and test it tomorrow and see how it performs and move from there.
I love this guy, he's going to be the new general for my Kresh, the Bloodbraided EDH (see below). He just does more than Kresh ever will at this point.
Homura, Human Ascendant in a deck which has both sac outlets and a lot of token generators has usually been pretty boss for me. Turning your Kobolds into flying, firebreathing, mini-dragons is "okay".
Black Market would be so good because your Kobolds dying pays for your next cast of Prosh.
I originally discounted black market because you only get mana on your first main phase, but the more I think about it, it can help you get back on track if you get interrupted. So it definitely deserves a spot in here.
Homura, Human Ascendant in a deck which has both sac outlets and a lot of token generators has usually been pretty boss for me. Turning your Kobolds into flying, firebreathing, mini-dragons is "okay".
Is +2/+2 that great for 6 mana? My decks usually don't involve combat phases so I don't know how efficient that is for a permanent anthem effect.
Noble will probably make its way in there at some point. I don't know if I like the giant. It seems like it either involves having haste or letting all of your dudes sit around for a turn and I don't know how much I like that.
1 Prossh, Skyraider of Kher
Artifacts:
1 Altar Of Dementia
1 Ashnod's Altar
1 Coalition Relic
1 Darksteel Ingot
1 Golgari Signet
1 Gruul Signet
1 Phyrexian Altar
1 Rakdos Signet
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
Creatures:
1 Anger
1 Avenger of Zendikar
1 Birds of Paradise
1 Blood Artist
1 Bloom Tender
1 Eternal Witness
1 Falkenrath Noble
1 Maga, Traitor to Mortals
1 Ogre Battledriver
1 Rofellos, Llanowar Emissary
1 Solemn Simulacrum
1 Urabrask the Hidden
1 Yavimaya Elder
Enchantments:
1 Beastmaster Ascension
1 Black Market
1 Earthcraft
1 Fecundity
1 Fires of Yavimaya
1 Food Chain
1 Goblin Bombardment
1 Grave Pact
1 In the Web of War
1 Mana Echoes
1 Mana Reflection
1 Phyrexian Arena
1 Phyrexian Reclamation
1 Shared Animosity
1 Sylvan Library
1 Vicious Shadows
1 Abrupt Decay
1 Chaos Warp
1 Fresh Meat
1 Krosan Grip
1 Terminate
1 Vampiric Tutor
Lands:
1 Badlands
1 Bayou
1 Blood Crypt
1 Bloodstained Mire
1 Bojuka Bog
1 Command Tower
7 Forest
1 Grim Backwoods
1 Kher Keep
7 Mountain
1 Overgrown Tomb
1 Savage Lands
1 Stomping Ground
5 Swamp
1 Taiga
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Volrath's Stronghold
1 Wooded Foothills
Planeswalker
1 Sarkhan Vol
Sorceries:
1 Ambition's Cost
1 Ancient Craving
1 Beseech the Queen
1 Bramblecrush
1 Cultivate
1 Damnation
1 Demonic Tutor
1 Diabolic Intent
1 Diabolic Tutor
1 Farseek
1 Hull Breach
1 Kodama's Reach
1 Maelstrom Pulse
1 Nature's Lore
1 Regrowth
1 Skyshroud Claim
1 Three Visits
I also am not really to familiar with creature options in Jund, so if there is something that should be in here I'd like to know. Also, this deck has a lot of enchantments, a lot. I don't know of any good ways to interact with them in the colors, but I would love to know if there is one.
I will be actively building this deck over the next day or two and would love to get some input.
+1 Black Market
+1 Darksteel Ingot
+1 Coalition Relic
+1 Falkenrath Noble
-1 Broodmate Dragon
-1 Sprouting Thrinax
-1 Enchantress's Presence
-1 Green Sun's Zenith
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I would run Bramblecrush instead of Creeping Mold every day of the week. Being able to kill planeswalkers if needed is clutch.
Rohgahh of Kher Keep seems like an auto-include here.
It feels like Prossh will want gigantic piles of mana every turn to dump into recasting him as often as possible, so Skyshroud Claim and Ranger's Path seem great as well along with Three Dreams if you really want to get there with the Forest ramp plan. More creature-focused ramp could include Veteran Explorer, Ondu Giant, Seedguide Ash, Silverglade Elemental, Farhaven Elf, and Wood Elves.
I like Phyrexian Reclamation in my Adun Oakenshield deck as another recursion engine. Oh, you can try out Kresh, the Bloodbraided as another way to profit off of Prossh dying a lot.
If you would prefer to roll with the "let's make Prossh BIG" plan, then may I suggest Mage Slayer? Urabrask the Hidden and Ogre Battledriver would love to help your dudes get in there faster. Coat of Arms seems amusing as hell in here (cast Prossh, get 6 6/6 Kobolds, seems good). Pawn of Ulamog loves to see things die and come back (he helps pay for Prossh too!), and works well with Shared Animosity and Coat of Arms.
Just a few thoughts.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
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Your anthem backup plan is going to be rough without some form of mass haste. You have enough sac outlets and a low enough reliance on the yard that Anger seems like a good fit.
You could also use some more card draw in here, especially burst card draw. Greater Good really only works with Prossh, but you're already kind of all-in on him anyways. Black has some good options too, even if you just go for 4 mana draw 3s.
Warstorm Surge seems mediocre at best. You're making 0/1 tokens.
The rest of your suggestions are awesome and I've got no disagreements. This though, I differ on. As it stands, it looks like this list is going deep with Prossh, which means he'll be bouncing in and out of play a lot. Warstorm Surge turns that into dead enemy players.
Additionally, if he has Web or Beastmaster out, Surge turns those tokens into shocks/lava axes (respectively). That seems cool IMO.
Oh, another card suggestion: Gamble so you can find Prossh should someone miraculously tuck him and so you can get a neat enchantment to have a fun time with.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
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In the Web of War is actually another one I would consider cutting. It's great when you can throw it down before creatures, but most of the card draw currently in the deck revolves around creatures dying. That means there's a good chance you'll make a bunch of tokens, then try and find a way to kill with them. Having something that you can draw into and drop might be worthwhile.
Gamble seems pretty bad when you have access to all the universal black tutors and all of the green creature tutors, unless you're really scraping the bottom of the barrel in black.
I do agree that you could use a lot more ramp.
Hmm, I see your point. Vicious Shadows is the first thought on that front, but it's already here. Perhaps running another source of guys in place of the Surge, so you can get your engines to run in the rare instance that you are deprived of Prossh? Sprouting Thrinax and Broodmate Dragon come to mind.
Web has CMC 5. Prossh has CMC 6. You can easily and with no real thought play Web before Prossh and then you have an instant hasted army. I really think Web should stay, if for that reason alone.
Eh, I like the 1-mana nature of Gamble and that it can get things the green critter tutors can't.
Definitely. Prossh looks very mana hungry. Additionally, since he *is* a sacrifice outlet you may as well go with creature ramp where possible, thus the list I posted above seems useful.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
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I am running 5 haste givers at the moment: Anger, Urabrask, Ogre Battledriver, Sarkhan, and In the Web of War. I honestly wonder if that is overkill.
I think that I am going to devote a few slots to an enchantress package to see how it goes.
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That seems like a good plan. There are plenty of creatures that bring friends, and adding some of those could be a helpful thing.
I just have lots of bad memories playing it in Hazezon and seeing it after making a swarm, due to Skullclamp or something. It also has a wider window where opponents can remove it, which I'm not a fan of.
I like Gamble, don't get me wrong. I just like it more in decks with more of a GY angle to them, or decks that don't have better options.
Agreed. More guys that bring guys/turn into guys/guysguysguys seems to be in order (guys).
Ouch. I get those feels. I've cut Web in a few decks because of that phenomenon, but generally the times I have Web and then hit a good token producer it makes up for the times when Web is just a brick. I'd keep it.
That's fair. I think it should remain an option, but ultimately it can get cut if needed. I do like that it gets enchantments though, something green basically can't do.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
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Can anyone think of any good artifacts to sink a lot of mana into? Since I might have a lot of mana, it might be nice to have one.
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I kinda like Fresh Meat, but have never gotten the chance to play with it so I don't know.
Artifact mana sinks: Sands of Delirium, Chimeric Mass, Rocket Launcher, Planar Portal/Ring of Three Wishes all come to mind. I don't know how good any of these are for you, but they're big-mana artifacts. Sands seems funny with Food Chain+Ashnod's Altar+Prossh.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
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Niv-Mizzet Ramp 'n' Wheel
Godo: Strap him up and turn him sideways!
Also Maga, Traitor to Mortals. Yes or no?
I think I'm going to stick altar of dementia in there for right now. I missed a few haste givers, I think there are like 7 so I should hopefully be able to hit one of them.
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Supes agreed. Maga's pretty hot stuff.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
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Edit: as an aside, is there a way to resize images you link to? I want to have the picture of the card not be freakin huge.
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Here's a few good options:
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
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Beseech the queen is a good idea, I don't like insidious dreams and the others seem too slow.
Edit: for the last 4 cards I went with mana reflection, diabolic intent, beseech the queen, and skyshroud claim. Might try and test it tomorrow and see how it performs and move from there.
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Special thanks to Heroes of the Plane Studios for the avatar and Inkfox Aesthetics for the sig.
Vaevictus Asmadi, Creator of [The Spirit of EDH]
EDH Decks
BRGProssh, the Chump-Block DragonBRG
BRGVaevictis Asmadi-Hoarder of ManaBRG
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
Black Market would be so good because your Kobolds dying pays for your next cast of Prosh.
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck:
I originally discounted black market because you only get mana on your first main phase, but the more I think about it, it can help you get back on track if you get interrupted. So it definitely deserves a spot in here.
Is +2/+2 that great for 6 mana? My decks usually don't involve combat phases so I don't know how efficient that is for a permanent anthem effect.
Noble will probably make its way in there at some point. I don't know if I like the giant. It seems like it either involves having haste or letting all of your dudes sit around for a turn and I don't know how much I like that.
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