Welcome to the land of Prossh, Skyraider of Kher! This has been my go-to list for 1v1 EDH for the past 4 months or so, and it's been incredibly successful. Between the flexibility of the build, the utter explosiveness of some of the interactions and my general win percentage with this list I think you'll be pretty happy with testing this guy out. Alongside myself and some of the others that have converted to the Jund way of thinking, we welcome you. This. Is. Prossh!
So, why Prossh-gro? This deck isn't like most of the Prossh lists out there. Most of theirs are running a control/combo list that ramps into Prossh as soon as possible, tutors into Food Chain and wins. I prefer a more aggro approach, I've never been a control player at heart. This list is the result of melding the strongest combo aspects of the deck (Food Chain) with the better midrange 2 for 1's, planeswalkers, and a smattering of accel. It gro's on you!
Alright, that's the list so far. I realize that I'm probably missing certain key cards, and that certain other cards in the list are terribad, this is just preliminary. Please help me figure out what cards you've played that are awesome and/or what cards you really, really hate to see a Prossh player use against you
The Battledriver was nice as a semi-combo piece, and it was a haste enabler which was huge but I found that is was always just a turn or two too slow, or just a draw that I was never happy to see. And Primal Hunter was never good to see, just a little too slow/expensive for the effect. Testing Purphy and Toxic, we'll see how they play out.
This is still in testing. The Wood Elves are just really solid, I like that it ramps me a land instead of a creature. I was always 1 mana short it felt like, so a forest is back in. Testing the Caratyid, it's a nice card, I just don't know if it's better than a 1 drop. 1 drop ramp spells are pretty essential for this deck I am finding. Arbor Elf is definitely staying out, too dependent on having a Forest, but the Llanowar might go back in.
This is an interesting list to play against. It's basic idea is to drop a ton of little dudes that do little things as they come into play, and let that build animar huge so that it can either get an eldrazi off or a Palinchron infinite combo. I found that if you keep each end every one of the early drops off the board with good spot removal, the deck kind of falls apart. It also starves for colored mana so the ld in here is also really strong. It's a fast list though, with a ton of utility, and if Animar sticks it's hard to deal with him being all prot-black :/ need to keep other dudes off the board so that you can Fleshbag Marauder it. Umezawe's Jitte is absurd in this matchup as well, completely hoses the entire deck if it sticks. Lifeloss isn't a big deal here, it's kind of an all or nothing deck most of the time. Goblin Bombardment is also an allstar here, having access to red removal for Animar is huge.
- This was a pretty easy deck to beat. It usually wants to drop Azami pretty quickly to start getting card draw right away, so try to have an opening kill spell to take her out. If she sticks for any length of time it's a bad deal, obviously. Other than that it's just a race.
This is a pretty good list. It's basically nonbasicland/dec, they play a ton of specialty lands that all do horrible things, so it's pretty hard to interact with. Burning Azusa is generally a good idea, they usually have 4 lands in hand when they drop her, so if you let her stick she can sometimes put 4 extra lands in in 2 turns, it's something to be wary of. Then it's basically a race, Prossh does pretty well bing all flying, he can usually seal the deal themselves. Beware of the nonbasic lands though, try to save the Wasteland for their Eye of Ugin
- This has been a fairly easy list to beat so far. Granted, one of the Derevi decks I played against was awful. The other ones however were top tier examples of the deck, and highly competitive users were piloting them. It just seems that the Prossh list can drop so many threats turn after turn after turn that they can't answer them all. Once something sticks, be it a Phyrexian Arena, Sylvan Library, Disciple of Bolas, Survival of Fittest, or whatever, the recurring tutor/consistent card advantage will just take the game away. Also Prossh is a huge advantage here if you can drop him quickly. He'll most likely get countered but then you have an army of chump blockers to combat Derevi's untapping when creatures deal combat damage, and you can block when Edric, Spymaster of Trest hits as well. It's been really solid so far. Unfortunately, not doing so well against the counter/prison variant, that one's really tough to beat.
- This was against a Life from the Loam variant, and it played just enough disruption to get there. It also ramped really, really hard and got to land a Griselbrand against me. I think Doran's not too big of a threat normally, Prossh can just outrace him. Try to keep him off your mana if possible, keep dropping dorks and get a card advantage engine going and this would be a win. If it's the disruption heavy list then it's really hard to beat, land hate really hurts us when it's coupled with a ton of removal. Try to tutor basics if at all possible.
- This list was fairly easy to beat. It's all about presenting a target rich environment. Geist relies pretty heavily on speed so if you can drop blockers that can kill it it's basically out of threats. They'll usually burn counters/removal on your blockers to get geist through so you can then drop things like Survival of the Fittest and Dark Confidant to eat them on Ca. Prossh does a nice job of softening the hits a little with the kobolds, even if they counter him. It's been a decent matchup so far.
- This is a really tough list to beat. It plays so much goddamn removal that sticking any type of threat is really hard. The goal is to try to draw out the sweepers like Toxic Deluge and Damnation with early threats, and save a tutor to fetch Curse of Predation, then go to town with Prossh/kobold army. Tough list though, I feel this should have gone 50/50, I just got lucky on this match.
- This is surprisingly a tough deck to beat. It's kind of an aggro-midrange build with all the best 2-4 drop hate bears/efficient creatures in 5 colors. Plays a couple planeswalkers, a little spot removal, and then just tries to get there though bears effects and damage. Prossh drops a bunch of dudes though, and I didn't see any counterspells so it's best to play a slight control game then smash face late game after you're up on card advantage and 2 for 1
's. The deck's fast though so unless you get the Dark Confidant or Dark Tutelage the first 3-4 turns I wouldn't suggest dropping it.
- This was Kwizneks Jenara enchantress list, and I got stomped. It just had so many answers to multiple permanents it was dumb, and the card advantage is sick too. Obviously things like Argothian Enchantress, Oath of Druids and Enchantress' Presence are huge targets, but it also plays Parallax Wave which tokens really don't like, along with Detention Sphere... It's tough to beat. Only beats are Sun Titan and Emrakul lol. Just try to race, card advantage helps as always.
- This is another list that's decently easy to race. If they get a god hand and get off a Destructive Force T4-5 it's obviously GG, but that's pretty rare. Provided that doesn't happen this is just race, you don't have to worry about counters really at all, and you don't really have to worry about life as much either so balls to the wall with Dark Confidant/Dark Tutelage. Just try not to overextend too far into a Cyclonic Rift
- Another list that this is favorable against. The match I lost was to a hyper-ramp goodstuff build, the matches won were against the Zoo variant. Zoo gets close, but then the midrange card advantage of Prossh really takes off and it's hard for them to come back. Goodstuff is a little more difficult because they're running more must answer threats, while this list doesn't run a huge amount of answers, and they're also probably running Elesh Norn[/card[ Which completely kills the deck. Utterly. Try to have a kill spell if it resolves. Also, Gaea's Cradle. It's the single most powerful and broken card in the deck, if it sticks you basically auto-lose. Burn your tutor on the Wasteland to make sure it dies, and make sure to save the wasteland the entire game if necessary to make sure you can kill the cradle.
- This list has been getting really popular lately, or at least I keep running into it for some odd reason O__O. The goal is to drop a million one drops, get a T2-3 Momir, then tutor up a Painter's Servant. Once the Servant drops naming blue, each creature they cast is a tutor+draw, and it's basically game over. They'll then drop a million more dudes in that turn, and finish off with a Tidespout Tyrant and bounce all your permanents. So. The goal here is to never let Momir stick, or if he does, make sure you have a kill spell for the Servant. The lists that I've been seeing haven't played any counterspells, it's basically a pure combo list. Kill Momir! As long as he doesn't stick your creatures will outclass theirs and you can win an aggro battle. Just remember, some lists are playing some Eldrazi and/or Craterhoof Behemoth, so try to be prepared for that.
This list is annoyingly good, and hard to beat. I originally laughed it off, but it can really get there. it basically plays a ton of artifact ramp to take advantage of Nin's ability to draw a million cards, then wins through card advantage, minor damage, controlling all your creatures, and Upheaval It can be raced, and anti-counterable stuff is good, but it's a tough list to beat because it's so surprisingly fast. It can also play a straight draw-go version that just counts on Nin as a CA egine and spot removes/counters all your mana Careful of the Blood Moon, it hurts.
- This is the Tier 1 deck that just won the French Cup (11/10/13). It didn't seem too bad, it plays a ton of control obviously, and wants to combo off with Labratory Maniac or just beat you to death with Oloro. It's massively important to keep him off the table, he just makes the deck go. Don't worry about the lifegain, Prossh usually can get there with general damage. Just try not to overextend too hard, there's at least 4 wraths in deck.
- This was Tiger_Tanaka's list online, and it's a good list. It's control/ramp into a Power Artifact on a Grim Monolith or Basalt Monolith. It's pretty slow, but it's hard to beat because it can go off literally any second, and he's got hand destruction to try to rip the Krosan Grip out of hand. Just try to race, it doesn't actually play as much removal/counterspells as I expected.
This was Gbordes' list online, and it's hard to beat. He plays some land destruction, all the Duress effects, a bunch of spot removal, and some sweepers. Ton of artifact ramp as well so it usually gets Prossh off pretty quickly, then it wins off of Goblin Bombardment or Craterhoof Behemoth. It's fast, controlly, and pretty deadly. I got a ton of awful starting hands against this list which didn't help the match though. I think saving the hate for ramp artifacts and just racing on CA is a win here, that list doesn't play as many card advantage engines or 2 for 1's as this one does. It's fast, though! Beware the Behemoth >.<
- This is a pretty easy list to beat, it's just a race. Prossh races pretty quickly. Try to burn chump-blockers on early threats, get to Prossh, drop him. That's usually gg because of the amount of blockers you have.
- I thought this was going to be a much harder matchup with cards like Blood Moon, Acidic Slime, Goblin Ruinblaster but it wasn't nearly as bad as I feared. It's almost a control game on Prossh's side, just avoid as much damage as possible until you can drop Prossh. Once that happens it's gg, they just can't punch through the blockers fast enough.
- This is a semi-combo list that revolves around getting a Death's Shadow or Phyrexian Dreadnaught in the GY, then putting a million counters on either Varolz or an infect dude. It's a pretty scary list in that it can go off as soon as T3, so make sure to kill Varolz as soon as he hits and leave plenty of chumblockers. This can go either way, it's a solid list.
- This was surprisingly easy to beat. I only got 1 match in (2 games) but this Prossh list just drops soooo many huge have to answer threats that mono-U just runs out of answers. It was fairly easy to pilot, almost everything other than mana dorks is must-answer, so just keep dropping threats until one sticks. Try to drop card draw engines first with 1-3 mana available to play around the Mana Leak - esque cards if possible, but T2 Dark Confidant can actually land a lot of the time. Just count on the deck having 2 counterspells in hand almost all the time until they run out of a hand.
I really never found myself wanting to wait on the shaman, it was just too slow for the deck without an impact when it dropped, and the effect wasn't worth waiting for. The arbor was usually worthless, I only wanted to see it when I had Green Sun's Zenith in my opening hand, 99% of the time it was basically a dead draw. I also went to 37 lands to see how it feels. The ramp is just necessary, I always feel really naked without a 1 drop dork, so I put some more in.
Manaweft is more ramp, which is proving invaluable, and the conscripts probably should have been in from the start. I can't get over how good that card is. Huntmaster just wasn't enough of an impact, and ulvenweld was basically worthless, I never had a reason to activate it, so these have been cut.
The sinkhole mana was hard to hit T2, and later in the game I usually have a way to find a Wasteland if I need it. Fires just wasn't enough of an effect for the mana/card investment. Covenant is still in testing, but it's been really strong against the Marath and Derevi matchups. Claim is there for the enchantment decks I keep running into.
I never really used the BB, and the Chain just seems really really good against quite a few of the non-control matchups, as well as making a must counter card for 3 cmc in the control matchups. It's still in testing, I'll know more after this tournie.
My first few games against it I found it overwhelmingly powerful, but as I got the hang of the matchup my win percentage went way up. It leans a lot on ramp early to overpower the opponent and is susceptible to a lot of variance from hitting too many lands/ramp spells in the midgame. I'm sure as people tested they found that the variance was still a little high and that well-prepared UW decks could exploit that.
Alright, just got steamrolled by Legolas' Marath list, so Imma put a couple more sweepers in. Xenagos seems more like a pipe dream, he's really only useful if I've already got Prosh, and the 2 mox's aren't quite what I needed, I don't have that many vital T1 2 drops.
My first few games against it I found it overwhelmingly powerful, but as I got the hang of the matchup my win percentage went way up. It leans a lot on ramp early to overpower the opponent and is susceptible to a lot of variance from hitting too many lands/ramp spells in the midgame. I'm sure as people tested they found that the variance was still a little high and that well-prepared UW decks could exploit that.
That makes sense. Any ideas on something to be done to mitigate that? I mean, the deck has a fair amount of draw between the Arena, Fecundity, Skullmulcher and Skullclamp, is there something else you would recommend?
I'm really curious why Prossh didn't perform in BoM despite showing months of testing and promise.
I know. It just seems like a really, really good deck. I didn't actually that many people playing it online, though, maybe it just kinda got sent to the sideboard in favor of more interesting decks or something? I dunno
A lot of the best spells in the deck are really focused on having Prossh out before the opponent has established themselves. I've been overwhelmed by Fecundity or Clamp, but when I focused on making them fight to hit a comfortable mana and threat ratio early in the game the variance started kicking in. Twice the opponent outdrew me by 5-8 cards, but it was all mana generation and I already had Derevi going. Derevi is also a rather natural foil to a big dragon as it blocks and attacks all day.
Your draw can't be perfectly mana, draw engine, removal, combo piece in every scenario, so you have to lean a little more on mana and removal which are cards that can be blanked.
I'm not quite sure which direction for you to go, maybe the way Zur did from more voltron to more controlling and goodstuff?
A lot of the best spells in the deck are really focused on having Prossh out before the opponent has established themselves. I've been overwhelmed by Fecundity or Clamp, but when I focused on making them fight to hit a comfortable mana and threat ratio early in the game the variance started kicking in. Twice the opponent outdrew me by 5-8 cards, but it was all mana generation and I already had Derevi going. Derevi is also a rather natural foil to a big dragon as it blocks and attacks all day.
Your draw can't be perfectly mana, draw engine, removal, combo piece in every scenario, so you have to lean a little more on mana and removal which are cards that can be blanked.
I'm not quite sure which direction for you to go, maybe the way Zur did from more voltron to more controlling and goodstuff?
I think that's actually a fair point. I've played a couple of games now, and it seems that if you don't overwhelm with Prosh in the first 4-5 turns then the deck just kind of falls apart, and it's too reliant on Prosh himself to get going. If they spot remove him it's a pain. It just seems kind of all or nothing, without a ton of flexibility. It can be stupid fast though, but if they know how to play around it it's hard to eek out a win :/
I'm thinking maybe a midrange jund/aggro list with Prosh there as almost a side piece, there to go infinite/make a bunch of dudes if need be, but have a really strong Jund midrange build there as the primary wincon, minus a couple of control spells and plus the Prosh stuff (Food chain, beastmasters etc) and a little more ramp.
Any thoughts on that?
Edit: Imma be working on this all night, thanks for the help so far. Gotta get to work, but I'll be looking @ replies and playtesting some more in about 4-5 hours.
Alright, now I'm really liking this idea. Jund Aggro, with Prosh as an alternate wincon/finisher. I just don't really know how to build Jund aggro for 1v1 O.o Ideas?
I love where your heads' at for this, that's exactly what I need. Thanks for the ideas.
I'm running a more creature heavy list right now, and I like it a lot better (3 matches played so far) so I think Xenagos is going to be a lot better. Redcap is awesome, I totally forgot about him.
I don't know if I want to open up a slot for Melira without some other persist creatures in here, and I don't know if there are any others in these colors >5 cmc that would be worth it. I just hate burning a slot on a one of that doesn't really have synergy with anything else in the deck. it's definitely an idea, though!
I'm actually considering replacing Shared Animosity with Curse of Predation It seems like the elf idea is nice, but I really don't want to be beholden to a tribe to get my effects if I can help it, that seems to limiting. The curse offers all my creatures a nice bump, and while it's not quite as devestating as aniimosity I think it's works better. I'll still have Beastmaster Ascension to have that explosive effect.
I cut my curve way down, and I believe that as long as your curve is less than 3 cmc on average then Bob's worth running, absolutely. T1-2 bob uncountered usually makes most blue decks scoop
I love Craterhoof, and it's a solid wincon. I just don't know if I want ot go that high with cmc, and I've taken out a lot of the ramp elements to put in more of an aggro curve deck. I'll be testing for a while, we'll see what happens
Couple of D'oh moments earleir. With the List 1, Earthcraft and Xenagos obviously don't work, so those should be out. If I continue with that list I'll update that, put in Craterhoof and probably another ramp spell.
List 2 I'm a little nervous about my 4 and 3 drops, I don't feel some of them are quite gamebreaking enough. I want this to be a low curve, fast ane mean deck with Prosh there as kind of the "big bomb" so if there's a B/G/R 3 or 4 drop that I'm just totally missing let me know, and I'll try to get it in.
Note: I really don't like Primeval Titan on a personal level, and I don't want to run my curve that high anyways, so that's probably out. If I go a higher curve and a more ramp/goodstuff list he'll probably be in, but I'll be testing this out to see how it goes.
Is anyone else testing Prosh online that can let me know what worked for you? Graves, Acardus, Go.dec thanks a ton for the input so far, keep it coming please
Hmm... Maybe it's time to add spot removal specifically for blue... Like Pyroblast, combust and stuff? The meta itself is filled with them so it's not so bad when drawing it against a nonblue deck.
I finished 13th on saturday with a 5-2 record, and 33rd on sunday with a 4-3 record.
The deck just can't beat zur the enchanter, unless he isn't playing solitary confinment or nevermore, so that's unlikely.
Were you playing a dedicated combo/esque revolving around getting Prosh and a bunch of kobolds out super fast, then coat of arms/animosity/beastmasters with some disruption thrown in?
Just played against an Animar deck a bunch of times, and it wasn't too bad. Still learning the deck, obviously, but it seemed that they just could go infinite too fast for me to do much about. I feel like I need a tad bit more disruption, but I'll keep testing. I didn't really like Huntmaster of the Fells, but it seemed to scare my opponent quite a bit so I'm leaving it in as of now.
Hmm... Maybe it's time to add spot removal specifically for blue... Like Pyroblast, combust and stuff? The meta itself is filled with them so it's not so bad when drawing it against a nonblue deck.
Ugh, I hate the idea of having to mainboard hate specifically against one color that's useless elsewhere >.< You'd think between all the anti-U stuff that Green already has there's be enough to go around :/
I played Prossh during the BoM, finishing at 4-3 the first day and dropping at 4-1-1 the 2nd because i had to take the train.
I played basically the same plan as Jibux, with probably around 10-20 different cards only from his build. I just adapted to Zur, meaning 12 removal spells (mass and spotted removal) and only 6 win condition with prossh. I felt like it was not a good idea to be a bye for zur since I expected to face a lot of them (and I did face like 3 of them during the tournament).
And all my matches against zur I won, but lost against geist, mimeo combo and marath aggro. Animar and Rafiq were also really close matches. Overall I felt like I improved my match-ups against control decks, especially zur (while not being incredibly good), and weakened my match-ups against fast combo decks, or aggro-control with a lot of disruption (though they are not unwinnable).
I still think the deck is good with some removal, the question is to find what to cut. Also, I think Prossh is definitely good, but Derevi is better and should become the next deck to beat.
SO I've tested now against 2 Animar decks, Marath, and Maelstrom Wanderer. I'll keep testing today, but I really like the V1.5 deck that I posted a lot better than the straight combo route. It still offers the combo option, albeit a little slower, but gives a really strong aggro shell to work with as the primary wincon.
I just feel like we're kind of looking at the idea for this deck wrong. If you want to play permanent-combo with the general, I think that MW is a stronger general. I don't think focusing entirely on that avenue is going to work, but that's just me.
I'm going to be testing the semi-aggro version of this list pretty extensively from here on out, I'll keep posting matches and results.
I like that route a lot, and it's definitely important not to occupy the same space in the metagame as another deck. I think there is a space for a midrange aggressive combo deck that has significant disruption to it.
Thanks, I agree. I just don't know how to build it, unfortunately. Just went 1-4 against Newtrader's Derevi list, it was an interesting match. Although having a T2 Daze against my best 2 drops 3 games in a row helps ... :/
I just felt a little slow, I guess. I don't know if I should be running a little more ramp, or more removal, or more threats ... I'm running that 1.5 list up there, and I like it, it just honestly feels like it needs a couple more sweepers. Derevi/Marath/Ezuri/Sisay all play a million little dudes, and I feel if I play a slihtly more midrange list my dudes will survive the sweepers better than theirs will... I dunno. Thoughts?
Night of souls betrayal and curse of deaths hold are both very powerful cards. Am interesting option.
The night kills the deck, it doesn't do too well when Prosh tokens are getting killed by my own state-based effect >.<
Death's hold could be interesting. It hoses quite a few decks, but then is completely dead against others. I dunno, just seems a little much to be spending on an effect that's only useful half the time :/
If I run another 5 drop it's most likely to be Ad Nauseam if anything as long as my curve stays this low.
It seems to be doing really well against Maelstrom Wanderer though, which is a big plus More testing tonight O.o
Just got wrecked by Evergreen's Iname list. I like the feel, but against that deck I'm really, really weak. Any ideas on what to run to combat it? Already have Deathrite, Bog, and Ooze in, don't know what else to run. i guess I could try to race, but it plays soooo much instant speed spot removal it seems pretty tough to beat :/
Instants : 10
1 Nature's Claim
1 Dismember
1 Go for the Throat
1 Terminate
1 Abrupt Decay
1 Beast Within
1 Krosan Grip
1 Tainted Pact
1 Skeletal Scrying
1 Hit // Run
Planeswalkers : 2
1 Garruk Wildspeaker
1 Liliana of the Veil
For day 2, i replaced grim monolith with pyroclasm. Now I am testing 2-3 new cards in the deck but the idea is still almost the same.
About the semi-aggro version, I don't like it because the general doesn't lead to this gameplan. He is expensive and can win the game alone. I think a general like shattergang brothers fit much better a goodstuff plan.
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(Prossh, Skyraider of Kher Competitive 1v1)
This list is made in accordance to the www.duelcomander.com website banned list/rules.
Prossh Aggro/Midrange!
Welcome to the land of Prossh, Skyraider of Kher! This has been my go-to list for 1v1 EDH for the past 4 months or so, and it's been incredibly successful. Between the flexibility of the build, the utter explosiveness of some of the interactions and my general win percentage with this list I think you'll be pretty happy with testing this guy out. Alongside myself and some of the others that have converted to the Jund way of thinking, we welcome you. This. Is. Prossh!
So, why Prossh-gro? This deck isn't like most of the Prossh lists out there. Most of theirs are running a control/combo list that ramps into Prossh as soon as possible, tutors into Food Chain and wins. I prefer a more aggro approach, I've never been a control player at heart. This list is the result of melding the strongest combo aspects of the deck (Food Chain) with the better midrange 2 for 1's, planeswalkers, and a smattering of accel. It gro's on you!
1 Golgari Signet
1 Gruul Signet
1 Skullclamp
1 Umezawa's Jitte
1 Birds of Paradise
1 Blood Artist
1 Bloodbraid Elf
1 Dark Confidant
1 Deathrite Shaman
1 Disciple of Bolas
1 Elves of Deep Shadow
1 Elvish Mystic
1 Eternal Witness
1 Flametongue Kavu
1 Fleshbag Marauder
1 Fyndhorn Elves
1 Hellrider
1 Joraga Treespeaker
1 Llanowar Elves
1 Lotus Cobra
1 Mistcutter Hydra
1 Phyrexian Revoker
1 Purphorous, God of the Forge
1 Scavenging Ooze
1 Skinrender
1 Skullmulcher
1 Sylvan Caratyid
1 Thrun, the Last Troll
1 Vithian Renegades
1 Wood Elves
1 Zealous Conscripts
1 Curse of Predation
1 Dark Tutelage
1 Food Chain
1 Goblin Bombardment
1 Phyrexian Arena
1 Survival of the Fittest
1 Sylvan Library
1 Abrupt Decay
1 Destructive Revelry
1 Dismember
1 Hero's Downfall
1 Jund Charm
1 Krosan Grip
1 Nature's Claim
1 Putrefy
1 Sudden Death
1 Garruk Relentless
1 Garruk Wildspeaker
1 Liliana of the Veil
1 Sarkhan Vol
1 Xenagos, the Reveler
1 Demonic Tutor
1 Diabolic Intent
1 Duress
1 Hymn to Tourach
1 Inquisition of Kozilek
1 Maelstrom Pulse
1 Thoughtseize
1 Toxic Deluge
1 Arid Mesa
1 Badlands
1 Bayou
1 Blood Crypt
1 Bloodstained Mire
1 Bojuka Bog
1 Cavern of Souls
1 City of Brass
1 Command Tower
1 Dragonskull Summit
3 Forest
1 Gaea's Cradle
1 High Market
1 Karplusan Forest
1 Kessig Wolf Run
1 Llanowar Wastes
1 Marsh Flats
1 Misty Rainforest
1 Mountain
1 Overgrown Tomb
1 Phyrexian Tower
1 Polluted Delta
1 Rootbound Crag
1 Scalding Tarn
1 Stomping Ground
1 Sulfurous Springs
3 Swamp
1 Taiga
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
1 Woodland Cemetery
Combo 1.0
1 Ashnod's Altar
1 Coalition Relic
1 Expedition Map
1 Skullclamp
1 Grim Monolith
1 Coat of Arms
1 Phyrexian Altar
1 Talisman of Impulse
1 Talisman of Indulgence
1 Gruul Signet
1 Rakdos Signet
1 Birds of Paradise
1 Deathrite Shaman
1 Devoted Druid
1 Elves of Deep Shadow
1 Elvish Mystic
1 Fyndhorn Elves
1 Llanowar Elves
1 Lotus Cobra
1 Ogre Battledriver
1 Orcish Lumberjack
1 Primeval Titan
1 Purphoros, God of the Forge
1 Skullmulcher
1 Beastmaster Ascension
1 Fecundity
1 Food Chain
1 Goblin Bombardment
1 In the Web of War
1 Phyrexian Arena
1 Shared Animosity
1 Sylvan Library
1 Dismember
1 Hero's Downfall
1 Krosan Grip
1 Nature's Claim
1 Putrefy
1 Sudden Death
1 Sarkhan Vol
1 Xenagos, the Reveler
1 Garruk, Primal Hunter
1 Garruk Wildspeaker
1 Liliana of the Veil
1 Black Sun's Zenith
1 Demonic Tutor
1 Duress
1 Hull Breach
1 Hymn to Tourach
1 Infest
1 Inquisition of Kozilek
1 Maelstrom Pulse
1 Thoughtseize
1 Farseek
1 Sylvan Scrying
1 Sinkhole
1 Diabolic Intent
1 Damnation
1 Toxic Deluge
1 Seize the Day
1 Earthcraft
1 Fecundity
1 Kessig Wolf Run
1 Gaea's Cradle
1 Bloodstained Mire
1 Windswept Heath
1 Marsh Flats
1 Misty Rainforest
1 Arid Mesa
1 Badlands
1 Overgrown Tomb
1 Bayou
1 Polluted Delta
1 Verdant Catacombs
1 Wooded Foothills
1 Taiga
1 Stomping Ground
1 Dragonskull Summit
1 Blood Crypt
1 Scalding Tarn
1 Wasteland
3 Forest
2 Mountain
2 Swamp
1 Urborg, Tomb of Yawgmoth
1 Cavern of Souls
1 City of Brass
1 Phyrexian Tower
1 High Market
1 Woodland Cemetery
1 Twilight Mire
1 Fire-Lit Thicket
1 Rootbound Crag
1 Graven Cairns
1 Command Tower
1 Bojuka Bog
Alright, that's the list so far. I realize that I'm probably missing certain key cards, and that certain other cards in the list are terribad, this is just preliminary. Please help me figure out what cards you've played that are awesome and/or what cards you really, really hate to see a Prossh player use against you
Aggro 1.5
1 Expedition Map
1 Grim Monolith
1 Skullclamp
1 Umezawa's Jitte
1 Viridian Shaman
1 Thrun, the Last Troll
1 Mistcutter Hydra
1 Dark Confidant
1 Birds of Paradise
1 Deathrite Shaman
1 Strangleroot Geist
1 Phyrexian Revoker
1 Skinrender
1 Ulvenwald Tracker
1 Basking Rootwalla
1 Huntmaster of the Fells
1 Bloodbraid Elf
1 Goblin Ruinblaster
1 Eternal Witness
1 Flametongue Kavu
1 Vengevine
1 Elves of Deep Shadow
1 Dryad Arbor
1 Master of the Wild Hunt
1 Elvish Mystic
1 Lotus Cobra
1 Murderous Redcap
1 Ogre Battledriver
1 Skullmulcher
1 Fauna Shaman
1 Fleshbag Marauder
1 Vithian Renegades
1 Scavenging Ooze
1 Curse of Predation
1 Bitterblossom
1 Dark Tutelage
1 Survival of the Fittest
1 Goblin Bombardment
1 Food Chain
1 Phyrexian Arena
1 Sylvan Library
1 Abrupt Decay
1 Dismember
1 Hero's Downfall
1 Krosan Grip
1 Putrefy
1 Sudden Death
1 Garruk, Relentless
1 Garruk Wildspeaker
1 Liliana of the Veil
1 Xenagos, the Reveler
1 Demonic Tutor
1 Duress
1 Hull Breach
1 Green Sun's Zenith
1 Inquisition of Kozilek
1 Hymn to Tourach
1 Maelstrom Pulse
1 Sinkhole
1 Thoughtseize
1 Toxic Deluge
Lands (37)
1 Kessig Wolf Run
1 Gaea's Cradle
1 Bloodstained Mire
1 Windswept Heath
1 Marsh Flats
1 Misty Rainforest
1 Arid Mesa
1 Badlands
1 Overgrown Tomb
1 Bayou
1 Polluted Delta
1 Verdant Catacombs
1 Wooded Foothills
1 Taiga
1 Stomping Ground
1 Dragonskull Summit
1 Blood Crypt
1 Scalding Tarn
1 Wasteland
3 Forest
1 Mountain
2 Swamp
1 Urborg, Tomb of Yawgmoth
1 Cavern of Souls
1 City of Brass
1 Phyrexian Tower
1 High Market
1 Woodland Cemetery
1 Twilight Mire
1 Fire-Lit Thicket
1 Rootbound Crag
1 Graven Cairns
1 Command Tower
1 Bojuka Bog
Aggro 2.0
1 Chrome Mox
1 Grim Monolith
1 Mox Diamond
1 Skullclamp
1 Umezawa's Jitte
1 Deathrite Shaman
1 Elves of Deep Shadow
1 Elvish Mystic
1 Birds of Paradise
1 Viridian Shaman
1 Fauna Shaman
1 Fleshbag Marauder
1 Vithian Renegades
1 Bloodbraid Elf
1 Eternal Witness
1 Dryad Arbor
1 Flametongue Kavu
1 Scavenging Ooze
1 Llanowar Elves
1 Purphoros, God of the Forge
1 Thrun, the Last Troll
1 Murderous Redcap
1 Mistcutter Hydra
1 Phyrexian Revoker
1 Skinrender
1 Ulvenwald Tracker
1 Vengevine
1 Dark Confidant
1 Lotus Cobra
1 Ogre Battledriver
1 Skullmulcher
1 Bitterblossom
1 Curse of Predation
1 Dark Tutelage
1 Food Chain
1 Goblin Bombardment
1 Phyrexian Arena
1 Survival of the Fittest
1 Sylvan Library
1 Jund Charm
1 Crop Rotation
1 Abrupt Decay
1 Dismember
1 Hero's Downfall
1 Krosan Grip
1 Putrefy
1 Sudden Death
1 Garruk Relentless
1 Garruk Wildspeaker
1 Liliana of the Veil
1 Xenagos, the Reveler
1 Duress
1 Green Sun's Zenith
1 Hymn to Tourach
1 Inquisition of Kozilek
1 Demonic Tutor
1 Maelstrom Pulse
1 Sinkhole
1 Thoughtseize
1 Toxic Deluge
1 Kessig Wolf Run
1 Gaea's Cradle
1 Bloodstained Mire
1 Windswept Heath
1 Marsh Flats
1 Misty Rainforest
1 Arid Mesa
1 Badlands
1 Overgrown Tomb
1 Bayou
1 Polluted Delta
1 Verdant Catacombs
1 Wooded Foothills
1 Taiga
1 Stomping Ground
1 Dragonskull Summit
1 Blood Crypt
1 Scalding Tarn
1 Wasteland
3 Forest
2 Mountain
2 Swamp
1 Urborg, Tomb of Yawgmoth
1 Cavern of Souls
1 City of Brass
1 Phyrexian Tower
1 High Market
1 Woodland Cemetery
1 Twilight Mire
1 Fire-Lit Thicket
1 Rootbound Crag
1 Graven Cairns
1 Command Tower
1 Bojuka Bog
Change Log
-1
+1
The Battledriver was nice as a semi-combo piece, and it was a haste enabler which was huge but I found that is was always just a turn or two too slow, or just a draw that I was never happy to see. And Primal Hunter was never good to see, just a little too slow/expensive for the effect. Testing Purphy and Toxic, we'll see how they play out.
11/17/2013
-1
+1
I kept running into some mana screw issues, and the filter lands weren't helping. I'll pay a life to make sure I have the mana I need when I need it.
11/20/2013
-1
+1
This is still in testing. The Wood Elves are just really solid, I like that it ramps me a land instead of a creature. I was always 1 mana short it felt like, so a forest is back in. Testing the Caratyid, it's a nice card, I just don't know if it's better than a 1 drop. 1 drop ramp spells are pretty essential for this deck I am finding. Arbor Elf is definitely staying out, too dependent on having a Forest, but the Llanowar might go back in.
Match-Ups
W=29 L=18
Animar, Soul of Elements (Combo/Aggro) Current match record: 1-0
Azami, Lady of Scrolls (Control/Combo) - Current match record: 2-0
Azusa, Lost but Seeking (Tempo/Big Green) Current match record: 2-1
Derevi, Empyrial Tactician (Control/Tempo) - Current match record: 6-4
Doran, the Siege Tower (Aggro/Tempo) - Current match record: 0-2
Geist of St. Traft (Tempo) - Current match record: 1-0
Griselbrand (Control) - Current match record: 2-0
Horde of Notions (Hatebears Aggro) - Current match record: 1-0
's. The deck's fast though so unless you get the Dark Confidant or Dark Tutelage the first 3-4 turns I wouldn't suggest dropping it.
Jenara, Asura of War (Enchantress/Oath of Druids/Control) Current match record: 1-2
Maelstrom Wanderer (Hyper-Ramp) - Current match record: 4-3
Marath, Will of the Wild (Zoo/Aggro) - Current match record: 3-4
Momir Vig, Simic Visionary (Swarm/Elfball Combo) Current match record: 1-1
Nin, the Pain Artist (Control) - Current match record 0-2
Oloro, Ageless Ascetic (Combo/Control) - Current match record: 2-0
Oona, Queen of the Fae (Combo) - Current match record: 0-1
Prossh, Skyraider of Kher (Tempo/Combo) Current Match Record - 1-3
Purphorous, God of the Forge (Aggro/Burn) - Current match record: 1-0
Radha, Heir to Keld (Aggro/Tempo) - Current match record: 2-0
Varolz, the Scar-Striped (Disruption/Combo) Current match record: 0-1
Vendilion Clique (Control) - Current match record: 2-0
Change Log
-1
+1
I really never found myself wanting to wait on the shaman, it was just too slow for the deck without an impact when it dropped, and the effect wasn't worth waiting for. The arbor was usually worthless, I only wanted to see it when I had Green Sun's Zenith in my opening hand, 99% of the time it was basically a dead draw. I also went to 37 lands to see how it feels. The ramp is just necessary, I always feel really naked without a 1 drop dork, so I put some more in.
12/10/2013
-1
+1
Manaweft is more ramp, which is proving invaluable, and the conscripts probably should have been in from the start. I can't get over how good that card is. Huntmaster just wasn't enough of an impact, and ulvenweld was basically worthless, I never had a reason to activate it, so these have been cut.
12/30/2013
-1
+1
The sinkhole mana was hard to hit T2, and later in the game I usually have a way to find a Wasteland if I need it. Fires just wasn't enough of an effect for the mana/card investment. Covenant is still in testing, but it's been really strong against the Marath and Derevi matchups. Claim is there for the enchantment decks I keep running into.
1/2/2013
-1
Bitterblossom
+1
Food Chain
I never really used the BB, and the Chain just seems really really good against quite a few of the non-control matchups, as well as making a must counter card for 3 cmc in the control matchups. It's still in testing, I'll know more after this tournie.
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[Primer]WIsamaru, the Howling BladeW[Primer]
[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
BGRbighaben and Feverous' Prossh, Skyraider of KherRGB
BGRProssh-Gro (1V1)RGB
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
-1
+1
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[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
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BGRProssh-Gro (1V1)RGB
That makes sense. Any ideas on something to be done to mitigate that? I mean, the deck has a fair amount of draw between the Arena, Fecundity, Skullmulcher and Skullclamp, is there something else you would recommend?
I know. It just seems like a really, really good deck. I didn't actually that many people playing it online, though, maybe it just kinda got sent to the sideboard in favor of more interesting decks or something? I dunno
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[Primer]WIsamaru, the Howling BladeW[Primer]
[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
BGRbighaben and Feverous' Prossh, Skyraider of KherRGB
BGRProssh-Gro (1V1)RGB
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Edit: Oops, guess not. THanks, fixed
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[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
BGRbighaben and Feverous' Prossh, Skyraider of KherRGB
BGRProssh-Gro (1V1)RGB
Your draw can't be perfectly mana, draw engine, removal, combo piece in every scenario, so you have to lean a little more on mana and removal which are cards that can be blanked.
I'm not quite sure which direction for you to go, maybe the way Zur did from more voltron to more controlling and goodstuff?
I think that's actually a fair point. I've played a couple of games now, and it seems that if you don't overwhelm with Prosh in the first 4-5 turns then the deck just kind of falls apart, and it's too reliant on Prosh himself to get going. If they spot remove him it's a pain. It just seems kind of all or nothing, without a ton of flexibility. It can be stupid fast though, but if they know how to play around it it's hard to eek out a win :/
I'm thinking maybe a midrange jund/aggro list with Prosh there as almost a side piece, there to go infinite/make a bunch of dudes if need be, but have a really strong Jund midrange build there as the primary wincon, minus a couple of control spells and plus the Prosh stuff (Food chain, beastmasters etc) and a little more ramp.
Any thoughts on that?
Edit: Imma be working on this all night, thanks for the help so far. Gotta get to work, but I'll be looking @ replies and playtesting some more in about 4-5 hours.
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[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
BGRbighaben and Feverous' Prossh, Skyraider of KherRGB
BGRProssh-Gro (1V1)RGB
Signature by Inkfox Aesthetics
[Primer]WIsamaru, the Howling BladeW[Primer]
[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
BGRbighaben and Feverous' Prossh, Skyraider of KherRGB
BGRProssh-Gro (1V1)RGB
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
I'm running a more creature heavy list right now, and I like it a lot better (3 matches played so far) so I think Xenagos is going to be a lot better. Redcap is awesome, I totally forgot about him.
I don't know if I want to open up a slot for Melira without some other persist creatures in here, and I don't know if there are any others in these colors >5 cmc that would be worth it. I just hate burning a slot on a one of that doesn't really have synergy with anything else in the deck. it's definitely an idea, though!
I'm actually considering replacing Shared Animosity with Curse of Predation It seems like the elf idea is nice, but I really don't want to be beholden to a tribe to get my effects if I can help it, that seems to limiting. The curse offers all my creatures a nice bump, and while it's not quite as devestating as aniimosity I think it's works better. I'll still have Beastmaster Ascension to have that explosive effect.
I cut my curve way down, and I believe that as long as your curve is less than 3 cmc on average then Bob's worth running, absolutely. T1-2 bob uncountered usually makes most blue decks scoop
I love Craterhoof, and it's a solid wincon. I just don't know if I want ot go that high with cmc, and I've taken out a lot of the ramp elements to put in more of an aggro curve deck. I'll be testing for a while, we'll see what happens
Imma post the 2nd list up top
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BGRProssh-Gro (1V1)RGB
List 2 I'm a little nervous about my 4 and 3 drops, I don't feel some of them are quite gamebreaking enough. I want this to be a low curve, fast ane mean deck with Prosh there as kind of the "big bomb" so if there's a B/G/R 3 or 4 drop that I'm just totally missing let me know, and I'll try to get it in.
Considerations: Birthing Pod, putting Grim Monolith back in, Chandra, Pyromaster... Probably forgetting some things, but that's where I'm at so far.
Note: I really don't like Primeval Titan on a personal level, and I don't want to run my curve that high anyways, so that's probably out. If I go a higher curve and a more ramp/goodstuff list he'll probably be in, but I'll be testing this out to see how it goes.
Is anyone else testing Prosh online that can let me know what worked for you? Graves, Acardus, Go.dec thanks a ton for the input so far, keep it coming please
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[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
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BGRProssh-Gro (1V1)RGB
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Were you playing a dedicated combo/esque revolving around getting Prosh and a bunch of kobolds out super fast, then coat of arms/animosity/beastmasters with some disruption thrown in?
Just played against an Animar deck a bunch of times, and it wasn't too bad. Still learning the deck, obviously, but it seemed that they just could go infinite too fast for me to do much about. I feel like I need a tad bit more disruption, but I'll keep testing. I didn't really like Huntmaster of the Fells, but it seemed to scare my opponent quite a bit so I'm leaving it in as of now.
Ugh, I hate the idea of having to mainboard hate specifically against one color that's useless elsewhere >.< You'd think between all the anti-U stuff that Green already has there's be enough to go around :/
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I played Prossh during the BoM, finishing at 4-3 the first day and dropping at 4-1-1 the 2nd because i had to take the train.
I played basically the same plan as Jibux, with probably around 10-20 different cards only from his build. I just adapted to Zur, meaning 12 removal spells (mass and spotted removal) and only 6 win condition with prossh. I felt like it was not a good idea to be a bye for zur since I expected to face a lot of them (and I did face like 3 of them during the tournament).
And all my matches against zur I won, but lost against geist, mimeo combo and marath aggro. Animar and Rafiq were also really close matches. Overall I felt like I improved my match-ups against control decks, especially zur (while not being incredibly good), and weakened my match-ups against fast combo decks, or aggro-control with a lot of disruption (though they are not unwinnable).
I still think the deck is good with some removal, the question is to find what to cut. Also, I think Prossh is definitely good, but Derevi is better and should become the next deck to beat.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
I just feel like we're kind of looking at the idea for this deck wrong. If you want to play permanent-combo with the general, I think that MW is a stronger general. I don't think focusing entirely on that avenue is going to work, but that's just me.
I'm going to be testing the semi-aggro version of this list pretty extensively from here on out, I'll keep posting matches and results.
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BGRProssh-Gro (1V1)RGB
I just felt a little slow, I guess. I don't know if I should be running a little more ramp, or more removal, or more threats ... I'm running that 1.5 list up there, and I like it, it just honestly feels like it needs a couple more sweepers. Derevi/Marath/Ezuri/Sisay all play a million little dudes, and I feel if I play a slihtly more midrange list my dudes will survive the sweepers better than theirs will... I dunno. Thoughts?
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BGRProssh-Gro (1V1)RGB
Modern
No clue
RIP Twin
MTGS Olde Name:
Hruen (apparently it was taken, probably by me about 10 years ago.........)
The night kills the deck, it doesn't do too well when Prosh tokens are getting killed by my own state-based effect >.<
Death's hold could be interesting. It hoses quite a few decks, but then is completely dead against others. I dunno, just seems a little much to be spending on an effect that's only useful half the time :/
If I run another 5 drop it's most likely to be Ad Nauseam if anything as long as my curve stays this low.
It seems to be doing really well against Maelstrom Wanderer though, which is a big plus More testing tonight O.o
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[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
BGRbighaben and Feverous' Prossh, Skyraider of KherRGB
BGRProssh-Gro (1V1)RGB
Signature by Inkfox Aesthetics
[Primer]WIsamaru, the Howling BladeW[Primer]
[Primer]BGSkullbriar: From Life, Death Eternal (1v1)GB[Primer]
BGRbighaben and Feverous' Prossh, Skyraider of KherRGB
BGRProssh-Gro (1V1)RGB
Sylvan Scrying? Those are few techs that could search it for Bog.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
General:
1 Prossh, Skyraider of Kher
Lands : 41
1 Bloodstained Mire
1 Misty Rainforest
1 Marsh Flats
1 Verdant Catacombs
1 Arid Mesa
1 Scalding Tarn
1 Wooded Foothills
1 Polluted Delta
1 Windswept Heath
1 Taiga
1 Bayou
1 Badlands
1 Blood Crypt
1 Overgrown Tomb
1 Stomping Ground
1 Swamp
1 Forest
1 Mountain
1 Snow-Covered Forest
1 Snow-Covered Swamp
1 Command Tower
1 Urborg, Tomb of Yawgmoth
1 Rootbound Crag
1 Dragonskull Summit
1 Woodland Cemetery
1 Sulfurous Springs
1 Llanowar Wastes
1 Twilight Mire
1 Grove of the Burnwillows
1 Raging Ravine
1 Lavaclaw Reaches
1 Treetop Village
1 Tectonic Edge
1 Wasteland
1 Rishadan Port
1 Cavern of Souls
1 Gaea's Cradle
1 Kessig Wolf Run
1 Phyrexian Tower
1 Bojuka Bog
1 Shizo, Death's Storehouse
Creatures : 3
1 Mesmeric Fiend
1 Sakura-Tribe Elder
1 Primeval Titan
Enchantments : 4
1 Sylvan Library
1 Goblin Bombardment
1 Shared Animosity
1 Purphoros, God of the Forge
Artifacts : 16
1 Expedition Map
1 Skullclamp
1 Grim Monolith
1 Rakdos Signet
1 Gruul Signet
1 Golgari Signet
1 Talisman of Impulse
1 Talisman of Indulgence
1 Moss Diamond
1 Charcoal Diamond
1 Fellwar Stone
1 Mind Stone
1 Coldsteel Heart
1 Coalition Relic
1 Worn Powerstone
1 Coat of Arms
Sorceries : 23
1 Duress
1 Inquisition of Kozilek
1 Thoughtseize
1 Distress
1 Hymn to Tourach
1 Night's Whisper
1 Sign in Blood
1 Read the Bones
1 Demonic Tutor
1 Grim Tutor
1 Beseech the Queen
1 Toxic Deluge
1 Damnation
1 Decree of Pain
1 Sylvan Scrying
1 Nature's Lore
1 Three Visits
1 Farseek
1 Explore
1 Harmonize
1 Dreadbore
1 Maelstrom Pulse
1 Rakdos's Return
Instants : 10
1 Nature's Claim
1 Dismember
1 Go for the Throat
1 Terminate
1 Abrupt Decay
1 Beast Within
1 Krosan Grip
1 Tainted Pact
1 Skeletal Scrying
1 Hit // Run
Planeswalkers : 2
1 Garruk Wildspeaker
1 Liliana of the Veil
For day 2, i replaced grim monolith with pyroclasm. Now I am testing 2-3 new cards in the deck but the idea is still almost the same.
About the semi-aggro version, I don't like it because the general doesn't lead to this gameplan. He is expensive and can win the game alone. I think a general like shattergang brothers fit much better a goodstuff plan.