Notes:
This deck is far from completion
My friends and I are constantly tweaking this deck
This is not a Voltron deck or a conventional control deck
The deck is currently 60% consistent at my local playgroup
You Should Try This Deck If:
You enjoy running all five colours
You don't want to run Slivers
You like abnormal combos that wouldn't be possible in most 3 colour decks
You like hitting for tons of damage
You can prevent yourself from overextending
You Should Avoid This Deck If:
You are looking to build a deck based on the commander (Hydra Tribal is rough)
If you have poor mana-management skills
You want to win every single game
You don't want to be a jerk sometimes
You don't like comboing off to win
If you don't like absurd casting costs
If you dislike politics or sitting back
Alternatives to Progenitus
Child of Alara: It is a great card, but not geared for the amount of creatures we need here. Child of Alara is a great commander for land based combos and board wipe decks, but not suited for creature/artifact/enchantment based decks.
Horde of Nations: This card is a great general if our combos were geared more towards elementals, but sadly, they are not. Hes also fun to play as the commander of the Hermit Druid combo deck, but no one wants to face that.
Sliver Generals: My personal opinion is that Sliver generals should be geared towards sliver decks, and not assorted creature decks. You could always get a Sliver Legion or Sliver Queen or whatever you wanted to be your commander, but it seems pointless as in the end, they have no utility in regards to the creatures we are using.
Cromat: I would use this general if my goal was to have the general on the field at all times. All in all, Progenitus is there to do a few things. Deal damage if needed, block damage if needed, and draw aggro away from more important creatures. If Progenitus is on the field, 90% of the time aggro will either move away from important combo pieces (or end-game set up pieces) and move towards Progenitus. With Cromat, your goal is to typically keep Cromat alive. He also tends to draw less aggro than Progenitus due to lower P/T. If you were making a 5-color voltron, I highly recommend Cromat with enchantment/artifact buffs.
Atogatog: If all creatures could be made Atog's, this card would probably be the best general for this deck. When we steal their entire field with Insurrection, our goal is to typically sac all their creatures if we cannot end the game that turn. Since Atogatog only can sac other Atogs, he is one hundred percent useless to this deck unless you want flavor. (He also draws zero aggro, I find.)
I most commonly see Progenitus (in serious decks) used as a Voltron commander. While thats fine and dandy, you are typically killed before you can kill anyone. Progenitus requires the more ramp out of all the commanders if you plan to use him as Voltron. It also requires putting major money into cards like the original dual lands, shock lands, and fetch lands. Most people don't want to spend $2000ish dollars on a deck, and I don't blame them. While Voltron commander is completely viable (I'll tell you in another section how you should go about it if you're interested) it is not what I recommend. Progenitus is probably my absolute favorite commander, and the more I play him the more I get targeted from doing it, so I need a deck that doesn't use him as the main focal point.
History of the Deck:
This deck originally started out as voltron commander deck back in 2013, with intentions of infinite attack phases (Aggravated Assault + Bear Umbra or something like that). The more I played the deck, The more I saw that I had to get Progenitus out before turn 6 or else I'd be completed eliminated by turn 8 or so. Players didn't like me playing the deck, so it basically turned into an Archenemy game. That was when I realized how much aggro Progenitus drew, so I set out to rework the deck.
I like having two things in all of my decks - Some form of combo to make someone's life annoying and controlling the board as soon as possible. If I play Voltron, I can go the pillowfort/rattlesnake route, but that doesn't give me board control. I soon got annoyed at getting ganged up on by the entire board, so I switched to a style that gives people minor incentive to avoid attacking me (card draw, more creatures, moving aggro) until I can take all of their everything. Thats the direction this deck is heading towards now.
Quite a few cards in this deck have no use to the overall theme and can afford to be optimized. Cards such as Omniscience and Rise of the Dark Realms are fun to play, but have no overall use towards the deck.
This deck can be made much cheaper. If you want suggestions to make this less expensive, please look at the card explanations section.
Strategy:
The strategy for this deck is to sit back until you can set up one of your many game-ending combos. You need to do the following in order to make it to turn 8/9 comfortably.
1. Set up a small pillowfort
2. Use heavy aggro creatures like Progenitus to draw attention away from combo pieces
3. Constantly assess the board state to avoid making a wrong decision
4. Attract as little attention as possible from others
5. Try to keep your mana doublers on the field through politics
6. Combo out in one or two turns. If you can't get a full combo, rely on an instant win combo instead.
There are a few of complex combos that allow you to literally control the entire board, and there are also insta-kill combos for most enemies around 20 or so life. Its up to you once you reach turn 8 or 9 how you want to end the game. If you've been tutoring for cards you need all game, you could create a spectacular and surprising ending. Alternatively, you could create a massive damage combo to end the game for everyone except yourself, all at once! What you decide to do with the combos is up to you. I tried to throw as many versatile combos I could within the deck without losing its feel.
Warning, if you are facing a combo deck, do your best to limit their chances. You can do this by playing Jin-Gitaxias, Core Augur, or Wild Ricochet.
C-C-C-C-COMBO:
Living Plane/Nature's Revolt + Linvala, Keeper of Silence - This effectively locks down your opponents and prevents them from being able to do anything. They can chump block with their lands, but they'll most likely concede. As a side note, if they have artifacts that continue to give them mana, play March of the Machines. You should be able to tutor for anything you don't have in hand.
Living Plane/Nature's Revolt + Massacre Wurm - This should end the game for multiple players by turn 10. Most decks in my meta have ramped to 10 - 15 lands by turn 8 or 9, so it should be an instant kill if people have been hitting each other.
That'll be it for this section. I'll explain in more depth about the card choices, the changelog, and other things in the second post. Right now though, I do not have the time. I'll be updating this post and the next tomorrow.
(Comments are appreciated. This deck is still a work in progress and I'm willing to spend the money to optimize it. My only rule is a card should not be over $50 in value (unless I already have the card). Also, I have a lot of cards I can trade for more expensive cards, so theres that as well.)
Um, as a quick look, you should re-read Prince of Thralls. It says "opponent controls" not "owns" if you sac it, nothing happens, just hits the grave. Rout etc. works, just not Insurrection + sac.
Btw, how is the non-basic land hate go for you? Blood Moon/Back to Basics? I see a few things that work in your favor, but nothing instant speed or particularly cheap. 3 planeswalkers and a Seedborn muse (if back to basics) (not sure if Prismatic Omen works, as it's not looking at super-types, and says in addition, rather than over-rides)
It just looks fragile, if anything. Really powerful, but no timely responses.
Um, as a quick look, you should re-read Prince of Thralls. It says "opponent controls" not "owns" if you sac it, nothing happens, just hits the grave. Rout etc. works, just not Insurrection + sac.
Btw, how is the non-basic land hate go for you? Blood Moon/Back to Basics? I see a few things that work in your favor, but nothing instant speed or particularly cheap. 3 planeswalkers and a Seedborn muse (if back to basics) (not sure if Prismatic Omen works, as it's not looking at super-types, and says in addition, rather than over-rides)
It just looks fragile, if anything. Really powerful, but no timely responses.
Ah, dang, I overlooked it. I originally had an All is Dust + Prince of Thralls combo, and when I was transferring it over from aggro to combo, I removed All is dust because I added so many colour permanents. When I put in Insurrection, I wasn't even thinking about it not working.
Trying to make early game safer without having too many consequences. I do currently suffer from board wipes though, though I'm not commonly the target of them.
Progenitus - The Soul of the World
Notes:
This deck is far from completion
My friends and I are constantly tweaking this deck
This is not a Voltron deck or a conventional control deck
The deck is currently 60% consistent at my local playgroup
I most commonly see Progenitus (in serious decks) used as a Voltron commander. While thats fine and dandy, you are typically killed before you can kill anyone. Progenitus requires the more ramp out of all the commanders if you plan to use him as Voltron. It also requires putting major money into cards like the original dual lands, shock lands, and fetch lands. Most people don't want to spend $2000ish dollars on a deck, and I don't blame them. While Voltron commander is completely viable (I'll tell you in another section how you should go about it if you're interested) it is not what I recommend. Progenitus is probably my absolute favorite commander, and the more I play him the more I get targeted from doing it, so I need a deck that doesn't use him as the main focal point.
History of the Deck:
I like having two things in all of my decks - Some form of combo to make someone's life annoying and controlling the board as soon as possible. If I play Voltron, I can go the pillowfort/rattlesnake route, but that doesn't give me board control. I soon got annoyed at getting ganged up on by the entire board, so I switched to a style that gives people minor incentive to avoid attacking me (card draw, more creatures, moving aggro) until I can take all of their everything. Thats the direction this deck is heading towards now.
0 Badlands
0 Bayou
0 Blood Crypt
0 Breeding Pool
0 City of Brass
0 Command Tower
0 Forest (3)
0 Godless Shrine
0 Hallowed Fountain
0 Island (2)
0 Mana Confluence
0 Mountain (1)
0 Overgrown Tomb
0 Plains (2)
0 Plateau
0 Reflecting Pool
0 Sacred Foundry
0 Savannah
0 Scrubland
0 Steam Vents
0 Stomping Ground
0 Swamp (1)
0 Taiga
0 Temple Garden
0 Tropical Island
0 Tundra
0 Underground Sea
0 Volcanic Island
0 Watery Grave
Tutors
1 Enlightened Tutor
1 Mystical Tutor
1 Worldly Tutor
2 Sterling Grove
3 Idyllic Tutor
3x Wargate
4 Diabolic Tutor
5 Increasing Ambition
7 Rune-Scarred Demon
7 Tooth and Nail
9 Bringer of the Black Dawn
0 Reliquary Tower
1 Mirri's Guile
2 Sylvan Library
3 Jace Beleren
3 Phyrexian Arena
5 Mind's Eye
5 Venser's Journal
8 Isperia, Supreme Judge
9 Bringer of the Blue Dawn
10 Jin-Gitaxias, Core Augur
Sac Outlets
0 High Market
0 Miren, the Moaning Well
0 Phyrexian Tower
3 Ashnod's Altar
3 Phyrexian Altar
Protection/Avoidance
2 Energy Field
2 Torpor Orb
3 Collective Restraint
3 Ghostly Prison
4 Blood Reckoning
4 Day of Judgement
4 Dissipation Field
4 Linvala, Keeper of Silence
4 No Mercy
4 Wild Ricochet
5 Asceticism
5 Norn's Annex
5 Rout
5 Sigarda, Host of Herons
5 Teferi, Mage of Zhalfir
5 Vraska the Unseen
6 Massacre Wurm
7 Elesh Norn, Grand Cenobite
7 Karn Liberated
7 Teysa, Envoy of Ghosts
8 Avacyn, Angel of Hope
8 Nicol Bolas, the Planeswalker
8 Prince of Thralls
2 Farseek
2 Prismatic Omen
3 Chromatic Lantern
3 Darksteel Ingot
4 Keeper of Progenitus
4 Vedalken Orrery
5 Gilded Lotus
5 Mirari's Wake
5 Prophet of Kruphix
5 Seedborn Muse
Combo Pieces/Game Enders
4 March of the Machines
4 Living Planes
4 Opalescence
5 Nature's Revolt
8 Insurrection
Commander
10 Progenitus
Quite a few cards in this deck have no use to the overall theme and can afford to be optimized. Cards such as Omniscience and Rise of the Dark Realms are fun to play, but have no overall use towards the deck.
1x Progenitus
Land (37)
1x Badlands
1x Bayou
1x Blood Crypt
1x Breeding Pool
1x City of Brass
1x Command Tower
3x Forest
1x Godless Shrine
1x Hallowed Fountain
1x High Market
2x Island
1x Mana Confluence
1x Miren, the Moaning Well
1x Mountain
1x Overgrown Tomb
1x Phyrexian Tower
2x Plains
1x Plateau
1x Reflecting Pool
1x Reliquary Tower
1x Sacred Foundry
1x Savannah
1x Scrubland
1x Steam Vents
1x Stomping Ground
1x Swamp
1x Taiga
1x Temple Garden
1x Tropical Island
1x Tundra
1x Underground Sea
1x Volcanic Island
1x Watery Grave
1x Asceticism
1x Blood Reckoning
1x Collective Restraint
1x Dissipation Field
1x Energy Field
1x Ghostly Prison
1x Karmic Justice
1x Living Plane
1x March of the Machines
1x Martyr's Bond
1x Mirari's Wake
1x Mirri's Guile
1x Nature's Revolt
1x No Mercy
1x Opalescence
1x Phyrexian Arena
1x Prismatic Omen
1x Sterling Grove
1x Sylvan Library
Sorcery (9)
1x Day of Judgment
1x Diabolic Tutor
1x Farseek
1x Idyllic Tutor
1x Increasing Ambition
1x Insurrection
1x Rout
1x Tooth and Nail
1x Wargate
Instant (4)
1x Enlightened Tutor
1x Mystical Tutor
1x Wild Ricochet
1x Worldly Tutor
1x Avacyn, Angel of Hope
1x Bringer of the Black Dawn
1x Bringer of the Blue Dawn
1x Elesh Norn, Grand Cenobite
1x Isperia, Supreme Judge
1x Jin-Gitaxias, Core Augur
1x Keeper of Progenitus
1x Linvala, Keeper of Silence
1x Massacre Wurm
1x Prince of Thralls
1x Prophet of Kruphix
1x Rune-Scarred Demon
1x Seedborn Muse
1x Sigarda, Host of Herons
1x Teferi, Mage of Zhalfir
1x Teysa, Envoy of Ghosts
Artifact (10)
1x Ashnod's Altar
1x Chromatic Lantern
1x Darksteel Ingot
1x Gilded Lotus
1x Mind's Eye
1x Norn's Annex
1x Phyrexian Altar
1x Torpor Orb
1x Vedalken Orrery
1x Venser's Journal
Planeswalker (4)
1x Jace Beleren
1x Karn Liberated
1x Nicol Bolas, Planeswalker
1x Vraska the Unseen
Average Price, $2400
Avg. CMC - 4.53
This deck can be made much cheaper. If you want suggestions to make this less expensive, please look at the card explanations section.
That'll be it for this section. I'll explain in more depth about the card choices, the changelog, and other things in the second post. Right now though, I do not have the time. I'll be updating this post and the next tomorrow.
Btw, how is the non-basic land hate go for you? Blood Moon/Back to Basics? I see a few things that work in your favor, but nothing instant speed or particularly cheap. 3 planeswalkers and a Seedborn muse (if back to basics) (not sure if Prismatic Omen works, as it's not looking at super-types, and says in addition, rather than over-rides)
It just looks fragile, if anything. Really powerful, but no timely responses.
Ah, dang, I overlooked it. I originally had an All is Dust + Prince of Thralls combo, and when I was transferring it over from aggro to combo, I removed All is dust because I added so many colour permanents. When I put in Insurrection, I wasn't even thinking about it not working.
In terms of its frailness, I agree. It is currently quite easy to disrupt, which is why I play passive until turn 8 or so.I intend to removing all of the lackluster/unnecessary cards for more quicker and more efficient ramp as well as protection. Cards I currently plan on replacing are:
Increasing Vengeance, Omniscience, Rise of the Dark Realms, Diamond Valley, Time Stretch, Savage Beating, Enchanted Evening, and In the Web of War.
Ghostly Prison, Hissing Miasma, and Blood Reckoning may also be replaced. So currently the deck is quite fragile.
Regarding Blood Moon/Back to Basics, neither are ran in my local play group so I've never really worried about them. However, Blood Moon isn't an issue because of Chromatic Lantern and Prismatic Omen.
Thanks for commenting. I plan to touch this up sometime tomorrow when I have the time to edit it some more.
I'm currently considering:
Bloom Tender, Will Bender, Spell Crumple, Hinder, Phyrexian Metamorph, Chromeshell Crab, Oblivion Stone, and Torpor Orb
EDIT:
Out: Hissing Miasma, Increasing Vengeance, Omniscience, Rise of the Dark Realms, Diamond Valley, Time Stretch, Word of Seizing Savage Beating, Enchanted Evening, and In the Web of War.
In: Collective Restraint, Dissipation Field, Energy Field, Karmic Justice, Mirri's Guile, No Mercy, Mana Confluence, Teysa, Envoy of Ghosts, Torpor Orb, and Martyr's Bond.
Trying to make early game safer without having too many consequences. I do currently suffer from board wipes though, though I'm not commonly the target of them.