I'm honestly questioning you choice of Bringer of the white dawn. It's a decent card but you don't run any artifacts at all so there is no point it playing it. If you want to run a cycle of cards try the Hondens. They have a decent spread of abilities that get better the more of them you have of the boardHonden of Cleansing FireHonden of Seeing Winds. You could also switch out the white bringer for one of the other spirit avatars. I would suggest either Dominus of Fealty or Overbeing of Myth
You probably won't every cast Progenitus with this deck, you have nothing to stop your opponents gameplan. Since Maelstrom Wanderer is probably the highest casting cost people normally play (7cmc) at a whopping 10 you have to make sure you get there or you're much better off playing Child of Alara or something like that.
So, getting to 10 mana isn't an easy task. So I would recommend taking advantage of the control and ramp cards available to you. With 5 color you get to play the best of the best. Replacing your creature base (Fusion Elemental doesn't bring much to the table for example) with ramp and control I think would give you a much better deck.
If you want a more aggressive deck though you might want to try out a different commander. Progenitus is quite slow for a format that tries to win on turn 5.
Any recommendations? I have a fully built up M15 fury deck with swapouts to make it much, much faster, but I'm not entirely sure if I can take anything from that.
Some more things I just remembered to include are the all important Mana Reflection. It causes you to make stupid amounts of mana especially if you run the cabal coffers package. Then theres another land you will need, Crystal Quarry will get you all the colors you want no matter what. And if you combine the quarry with mana reflection then you get to cast Progenitus right there. Also I know you like your keyrunes but truly they don't do enough to be in an edh deck unless it's specifically designed for artifacts. I suggest replacing some with Green Sun's Zenith, Red Sun's Zenith, and Blue Sun's Zenith. You can also put in Caged Sun, Expidition Map, Into the Wilds, Teferi's Puzzlebox (that one really screws up control players), and many other things that i can't name off the top of my head.
Honestly there are some pretty good sources out there to speak for themselves. Tappedout has a list of EDH power cards by epochalyptik. Its a good place to look through cards you might want for your deck. I was posting links to them, but it requires 5 posts to do so. So these are some of the cards I recommend the most, some are quite pricey and I don't know what your budget is.
Tutors:
Then you get the best you can of these to glue it all together - Demonic Tutor, Enlightened Tutor, Worldly Tutor, and whichever else fits your deck
These are some suggestions for your deck. I might recommend playing Scion of the Ur-Dragon and throw some reanimation in as well. Playing with every dragon for only 5 mana is awesome.
And that's all I can find today. I'm sure there are lot's of other interesting cards but I have the habit of going through the really old stuff trying to find interesting cards that work in commander.
1x Progenitus
Planeswalkers
1x Nicol Bolas, Planeswalker
1x Garruk Wildspeaker
Creatures
1x Nobilis of War
1x Deus of Calamity
1x Kiora's Follower
1x Nimbus Swimmer
1x Prophet of Kruphix
1x Birds of Paradise
1x Llanowar Elves
1x Chromanticore
1x Dragonsoul Knight
1x Fleshformer
1x Fusion Elemental
1x Mulldrifter
1x Bringer of the Black Dawn
1x Bringer of the Blue Dawn
1x Bringer of the Green Dawn
1x Bringer of the Red Dawn
1x Bringer of the White Dawn
1x Riftsweeper
1x Captain Sisay
1x Cromat
Sorcery
1x Farseek
1x Urban Evolution
1x Debt to the Deathless
1x Planar Cleansing
1x Wrath of God
1x Savage Twister
1x Kirtar's Wrath
1x Conflux
1x Supreme Verdict
1x Turnabout
1x Boros Charm
1x White Sun's Zenith
1x Worldly Tutor
Enchantment
1x Nature's Revolt
1x Spawning Ground
1x Winds of Rath
1x Exploration
1x Assemble the Legion
Land
1x Temple of Mystery
1x Kazandu Refuge
1x Dragonskull Summit
1x Hinterland Harbour
1x Boros Guildgate
1x Breeding Pool
1x Simic Guildgate
1x Azorius Guildgate
1x Drowned Catacomb
1x Stomping Ground
1x Crosis's Catacombs
1x Dromar's Cavern
1x Caves of Koilos
1x Meteor Crater
1x Akoum Refuge
1x Azorius Chancery
1x Boros Garrison
1x Crumbling Necropolis
1x Izzet Boilerworks
1x Orzhov Basilica
1x Rakdos Carnarium
1x Rakdos Guildgate
1x Rupture Spire
1x Savage Lands
1x Seaside Citadel
1x Sejiri Refuge
1x Selesnya Sanctuary
1x Transguild Promenade
1x Thornwood Falls
1x Shimmering Grotto
1x Darigaaz's Caldera
1x Rith's Grove
1x Treva's Ruins
2x Forest
2x Plains
Artifacts
1x Simic Keyrune
1x Star Compass
1x Darksteel Ingot
1x Nevinyrral's Disk
1x Skullclamp
1x Voltaic Key
1x Boros Keyrune
1x Dimir Keyrune
1x Gruul Keyrune
1x Orzhov Keyrune
1x Obelisk of Alara
1x Door to Nothingness
1x Isochron Scepter
1x Unwinding Clock
1x Azorius Keyrune
1x Golgari Keyrune
1x Izzet Keyrune
1x Rakdos Keyrune
1x Selesnya Keyrune
I tried to incorporate 5 colour mana use as much as I could, and tried to go for multiple win conditions, What do you guys think?
So, getting to 10 mana isn't an easy task. So I would recommend taking advantage of the control and ramp cards available to you. With 5 color you get to play the best of the best. Replacing your creature base (Fusion Elemental doesn't bring much to the table for example) with ramp and control I think would give you a much better deck.
If you want a more aggressive deck though you might want to try out a different commander. Progenitus is quite slow for a format that tries to win on turn 5.
My cube on cubetutor!
Let me know if anything else comes to mind!
Ramp:
Cheap green ramp (3 cmc and below), signets, Mirari's Wake, Coalition Relic, Primeval Titan, Chromatic Lanturn, etc.
Draw:
Phyrexian Arena, Sylvan Library, Ponder, Preordain, Brainstorm, Sensei's Divining Top, Scroll Rack, etc.
Then for removal I'd recommend acquiring cards like path to exile, swords to plowshares, oblivion ring, maelstrom pulse, go for the throat, and other aggressive removal (Don't forget enchantment/artifact removal as well.
Discard and counters are quite powerful in 1v1 so you probably should pick up Thoughtsieze, Hymm of Tourach, Castigate, Tidehollow Sculler, Mind Twist, and whatever other powerful discard you can put in. This would be alongside cards like Counterspell, Hinder, Pact of Negation , and if you have the money Force of Will and Mana Drain are really good.
Then you're going to want to help protect your own general and give it haste with cards like Lightning Greaves, Cavern of Souls,Hall of the Bandit Lord[/card] (And protect your spells with Boseiju, Who Shelters All.
Tutors:
Then you get the best you can of these to glue it all together - Demonic Tutor, Enlightened Tutor, Worldly Tutor, and whichever else fits your deck
These are some suggestions for your deck. I might recommend playing Scion of the Ur-Dragon and throw some reanimation in as well. Playing with every dragon for only 5 mana is awesome.
My cube on cubetutor!
Planar Portal, Staff of Nin, Gilded Lotus, Mind's Eye, Thassa, God of the Sea, Curse of the Swine, Prismatic Omen, Sheoldred, Whispering One, Chromatic Lantern, Ensnaring Bridge, Omniscience, Lighthouse Chronologist (taking lots of extra turns is fun), Coffin Queen, Congregation at Dawn, Genesis Wave (one of my favorites if you have enough ramp), North Star (this will let you cast progenitus as long as you have 10 mana of any color plus the activation cost).
And that's all I can find today. I'm sure there are lot's of other interesting cards but I have the habit of going through the really old stuff trying to find interesting cards that work in commander.
That Will help immensely to get cast.
Thanks for this suggestion. I feel like I would use this if I had more basic lands, but as it is, I'm mostly using multi-coloured land types.