what kinds of changes to the deck list and/or strategy would you guys suggest? let's make 'im mean. i'm sick and tired of watching arcanus take three turns in a row.
I look at Prossh and want to do three things: ramp, buff my guys, and draw cards. Prossh gives us plenty of kobolds and those kobolds are a currency that we use to buy mana or cards.
The first thing to do is fix your ramp spells. I would drop Lay of the Land, Pyretic Ritual, Dark Ritual, Armillary Sphere, and Obelisk of Jund for spells like Kodama's Reach, Cultivate, Explosive Vegetation, Search for Tomorrowand Rakdos Signet and friends. Crop Rotation is a incredible card that doesn't ramp you, but gets any land you want into play. As you add utility lands to the deck, this card just gets better. No need for single use Rituals or lands to our hand. Xenagos, the Reveler doesn't get you more lands but he is the closest thing to a Gaea's Cradle around. I almost never even want to use his ultimate, his +1 is so bonkers in this deck. The second thing hurting you is your land base: over half of your lands come into play tapped, keeping you a turn behind everyone else. 32 lands is also pretty low. In my build I run 35 along with a bunch of mana dorks and I know I'm pushing it. The spells I suggested all find basic lands. Keep your lands that search and either your Guildgates or Refuges. I also like keeping the Ravnica karoos as a budget option because they help you to hit your land drops. Replace everything else with basics. Tappedout.net is a decklist website that can help you fine-tune the balance of your manabase. Bojuka Bog comes into play tapped, but is a means to mess up Karador without using a spell slot.
Next lets talk about the 0/1's and 1/1's that you are making. Skullclamp is a card I am never sad to see. The amount of cards you will draw with an unanswered Skullclamp is silly. Skullmulcher is almost as awesome at drawing cards and leaves you with a fat body when he is done. Slate of Ancestry requires you to discard your hand, but with the tokens Prossh can generate it will fill your hand back up. Shamanic Revelation does the same with a little bonus lifegain. Disciple of Bolas is another great way to get Prossh back in the command zone, draw cards, and gain some life. The idea with all these cards is to turn your useless dudes into a resource.
Now that we have mana and card draw, we need some finishers. Beastmaster Ascension is exactly what Prossh wants. One swing with Prossh and the six dudes he flew in with will activate the +5/+5 and you are swinging for a nice 40. Overwhelming Stampede is a better Overrun. Marton Stromgald is another nice way to buff your guys for an attack. He generally gets blocked and dies unless the defending player has to block otherwise to survive. Another trick is to attack a friendly player or one without blockers with Marton for 1 and send everything else towards the player you want to kill. Vicious Shadows is a pretty good way to deal serious damage with all the sacrifice outlets available to you. Kessig Wolf Run can be a great way to push through commander damage. Champion of Lambholt is another interesting option that I have had success with. Arguably the best card to pair with Prossh is Purphoros, God of the Forge. At this point, we are hitting that $5 mark but the amount of work he does is utterly worth it. The first time you cast Prossh with Purphoros on the field is 14 to each opponent. The second time is 18. This guy is incredibly difficult to remove and puts the table on a serious clock. I never have devotion and there are only a few ways to deal with an indestructible enchantment. Xenagos, God of Revels is another God that can one-hit-kill an opponent after casting Prossh. I haven't picked one up but I've heard wonderful things. Shared Animosity and Coat of Arms are both nice ways to buff your team but are dependent on creature type.
I look at Prossh and want to do three things: ramp, buff my guys, and draw cards. Prossh gives us plenty of kobolds and those kobolds are a currency that we use to buy mana or cards.
The first thing to do is fix your ramp spells. I would drop Lay of the Land, Pyretic Ritual, Dark Ritual, Armillary Sphere, and Obelisk of Jund for spells like Kodama's Reach, Cultivate, Explosive Vegetation, Search for Tomorrowand Rakdos Signet and friends. Crop Rotation is a incredible card that doesn't ramp you, but gets any land you want into play. As you add utility lands to the deck, this card just gets better. No need for single use Rituals or lands to our hand. Xenagos, the Reveler doesn't get you more lands but he is the closest thing to a Gaea's Cradle around. I almost never even want to use his ultimate, his +1 is so bonkers in this deck. The second thing hurting you is your land base: over half of your lands come into play tapped, keeping you a turn behind everyone else. 32 lands is also pretty low. In my build I run 35 along with a bunch of mana dorks and I know I'm pushing it. The spells I suggested all find basic lands. Keep your lands that search and either your Guildgates or Refuges. I also like keeping the Ravnica karoos as a budget option because they help you to hit your land drops. Replace everything else with basics. Tappedout.net is a decklist website that can help you fine-tune the balance of your manabase. Bojuka Bog comes into play tapped, but is a means to mess up Karador without using a spell slot.
Next lets talk about the 0/1's and 1/1's that you are making. Skullclamp is a card I am never sad to see. The amount of cards you will draw with an unanswered Skullclamp is silly. Skullmulcher is almost as awesome at drawing cards and leaves you with a fat body when he is done. Slate of Ancestry requires you to discard your hand, but with the tokens Prossh can generate it will fill your hand back up. Shamanic Revelation does the same with a little bonus lifegain. Disciple of Bolas is another great way to get Prossh back in the command zone, draw cards, and gain some life. The idea with all these cards is to turn your useless dudes into a resource.
Now that we have mana and card draw, we need some finishers. Beastmaster Ascension is exactly what Prossh wants. One swing with Prossh and the six dudes he flew in with will activate the +5/+5 and you are swinging for a nice 40. Overwhelming Stampede is a better Overrun. Marton Stromgald is another nice way to buff your guys for an attack. He generally gets blocked and dies unless the defending player has to block otherwise to survive. Another trick is to attack a friendly player or one without blockers with Marton for 1 and send everything else towards the player you want to kill. Vicious Shadows is a pretty good way to deal serious damage with all the sacrifice outlets available to you. Kessig Wolf Run can be a great way to push through commander damage. Champion of Lambholt is another interesting option that I have had success with. Arguably the best card to pair with Prossh is Purphoros, God of the Forge. At this point, we are hitting that $5 mark but the amount of work he does is utterly worth it. The first time you cast Prossh with Purphoros on the field is 14 to each opponent. The second time is 18. This guy is incredibly difficult to remove and puts the table on a serious clock. I never have devotion and there are only a few ways to deal with an indestructible enchantment. Xenagos, God of Revels is another God that can one-hit-kill an opponent after casting Prossh. I haven't picked one up but I've heard wonderful things. Shared Animosity and Coat of Arms are both nice ways to buff your team but are dependent on creature type.
I have a prossh deck and I focus on ramp. I don't think you should play card that pop token because you have a dude that provide you token as long as you have mana and it's name is prossh. You shouldn't focus on drawing card neither. Like I said before, if your deck can reach like 16 mana you will just cast prossh again and again and it will perfectly work (with some removal if someone do something cheap at your commander like stealing it). Then you can spend your empty slot for huge creature like hellkite overlord if an opponent kill proshh like 5 time. Then you use the remaining slot to play thing that are just too amazing with prossh like dictate of erebos or descent of the dragon.
That's how i did mine if you want some advice. Hope I helped!
The cost for me to make these changes was about $20, although I did do some trading and scrounging for some of the cards. In total, it could have been closer to a $30 or $40 ticket.
It ended up performing pretty damn well. I managed to get Purphoros, God of the Forge out with the Blood Artist during a game and dealt some pretty decent damage with Prossh that way.
Otherwise, Prossh proved to be a formidable foe for the rest of the table, requiring a bit of attention to prevent me from often swinging with a 20-something flyer.
I have a prossh deck and I focus on ramp. I don't think you should play card that pop token because you have a dude that provide you token as long as you have mana and it's name is prossh. You shouldn't focus on drawing card neither. Like I said before, if your deck can reach like 16 mana you will just cast prossh again and again and it will perfectly work (with some removal if someone do something cheap at your commander like stealing it). Then you can spend your empty slot for huge creature like hellkite overlord if an opponent kill proshh like 5 time. Then you use the remaining slot to play thing that are just too amazing with prossh like dictate of erebos or descent of the dragon.
That's how i did mine if you want some advice. Hope I helped!
i like your thoughts, but i'd be hesitant to make changes like that, yet.
i could see cutting token generators to a certain extent, as long as prossh proves in the future to be capable of providing enough tokens for himself using the ramp that i can run. if that's the case, then i'd happily cut other token generation down for more stax-y cards that have synergy with prossh and his tokens, haste and trample enablers, or creature buff a la Beastmaster Ascension and Overwhelming Stampede.
draw card, though, i'd have to keep. there's gotta be some kind of way to get all those other cards out, right?
i ran the deck again last night with a few new changes to it.
i spent a bit thinking about what it would play like with that token generation (besides prossh) taken out. i got curious, found a handful of cards fit enough to swap into the deck, and tried it out.
i dropped in an assortment of things that mostly keep the battlefield clear from prossh, but there's a Flamekin Village for some haste enabling and a Ranger's Path for a tiny bit o ramp.
the deck ran pretty beautifully. prossh won 2 of 4 games played and was a force to be reckoned with during the other 2, demanding a whole lot of attention.
after taking prossh out of commission for awhile and dismantling the deck, i've rebuilt it. it's still the same deck, more or less, but it is a little more viable when it comes to the combo side of things.
the updated deck list is in the original post.
i feel like this deck is nearing some form of completion. there are still some important cards missing from the list, though. Food Chain, Craterhoof Behemoth, and Tooth and Nail, to name a few.
i've been running a Prossh deck for awhile that has combined elements of combo and aggro play styles. it's been treating me well, so far.
here it is in it's current state:
1x Acidic Slime
1x Anger
1x Avenger of Zendikar
1x Blood Artist
1x Burnished Hart
1x Butcher of Malakir
1x Disciple of Bolas
1x Dragonlair Spider
1x Elvish Mystic
1x Flametongue Kavu
1x Goblin Sharpshooter
1x Hellrider
1x Hornet Queen
1x Llanowar Elves
1x Mitotic Slime
1x Mycoloth
1x Purphoros, God of the Forge
1x Sakura-Tribe Elder
1x Silklash Spider
1x Skullmulcher
1x Solemn Simulacrum
1x Stalking Vengeance
1x Urabrask the Hidden
Enchantment (8)
1x Beastmaster Ascension
1x Fecundity
1x Goblin Bombardment
1x Grave Pact
1x Greater Good
1x Parallel Lives
1x Vicious Shadows
1x Warstorm Surge
1x Akoum Refuge
1x Bojuka Bog
1x Command Tower
1x Evolving Wilds
10x Forest
1x Golgari Guildgate
1x Golgari Rot Farm
1x Grim Backwoods
1x Gruul Turf
1x High Market
1x Jund Panorama
1x Kazandu Refuge
1x Kessig Wolf Run
1x Kher Keep
5x Mountain
1x Rakdos Carnarium
1x Rakdos Guildgate
1x Reliquary Tower
1x Rocky Tar Pit
1x Savage Lands
5x Swamp
1x Temple of the False God
1x Terramorphic Expanse
Artifact (10)
1x Ashnod's Altar
1x Carnage Altar
1x Crystal Ball
1x Darksteel Ingot
1x Golgari Signet
1x Gruul Signet
1x Rakdos Signet
1x Skullclamp
1x Sol Ring
1x Swiftfoot Boots
1x Cultivate
1x Diabolic Tutor
1x Dreadbore
1x Explosive Vegetation
1x Exsanguinate
1x Kodama's Reach
1x Overwhelming Stampede
1x Rampant Growth
1x Ranger's Path
1x Shamanic Revelation
1x Sylvan Scrying
1x Vandalblast
Instant (5)
1x Chaos Warp
1x Destructive Revelry
1x Jund Charm
1x Krosan Grip
1x Putrefy
Planeswalker (1)
1x Chandra, Pyromaster
what kinds of changes to the deck list and/or strategy would you guys suggest? let's make 'im mean. i'm sick and tired of watching arcanus take three turns in a row.
cheers.
tapped out: prossh, bane of the blue-eyed
: prossh, bane of the blue eyed
: emperor zurgo, the last orc standing
The first thing to do is fix your ramp spells. I would drop Lay of the Land, Pyretic Ritual, Dark Ritual, Armillary Sphere, and Obelisk of Jund for spells like Kodama's Reach, Cultivate, Explosive Vegetation, Search for Tomorrowand Rakdos Signet and friends. Crop Rotation is a incredible card that doesn't ramp you, but gets any land you want into play. As you add utility lands to the deck, this card just gets better. No need for single use Rituals or lands to our hand. Xenagos, the Reveler doesn't get you more lands but he is the closest thing to a Gaea's Cradle around. I almost never even want to use his ultimate, his +1 is so bonkers in this deck. The second thing hurting you is your land base: over half of your lands come into play tapped, keeping you a turn behind everyone else. 32 lands is also pretty low. In my build I run 35 along with a bunch of mana dorks and I know I'm pushing it. The spells I suggested all find basic lands. Keep your lands that search and either your Guildgates or Refuges. I also like keeping the Ravnica karoos as a budget option because they help you to hit your land drops. Replace everything else with basics. Tappedout.net is a decklist website that can help you fine-tune the balance of your manabase. Bojuka Bog comes into play tapped, but is a means to mess up Karador without using a spell slot.
Next lets talk about the 0/1's and 1/1's that you are making. Skullclamp is a card I am never sad to see. The amount of cards you will draw with an unanswered Skullclamp is silly. Skullmulcher is almost as awesome at drawing cards and leaves you with a fat body when he is done. Slate of Ancestry requires you to discard your hand, but with the tokens Prossh can generate it will fill your hand back up. Shamanic Revelation does the same with a little bonus lifegain. Disciple of Bolas is another great way to get Prossh back in the command zone, draw cards, and gain some life. The idea with all these cards is to turn your useless dudes into a resource.
Now that we have mana and card draw, we need some finishers. Beastmaster Ascension is exactly what Prossh wants. One swing with Prossh and the six dudes he flew in with will activate the +5/+5 and you are swinging for a nice 40. Overwhelming Stampede is a better Overrun. Marton Stromgald is another nice way to buff your guys for an attack. He generally gets blocked and dies unless the defending player has to block otherwise to survive. Another trick is to attack a friendly player or one without blockers with Marton for 1 and send everything else towards the player you want to kill. Vicious Shadows is a pretty good way to deal serious damage with all the sacrifice outlets available to you. Kessig Wolf Run can be a great way to push through commander damage. Champion of Lambholt is another interesting option that I have had success with. Arguably the best card to pair with Prossh is Purphoros, God of the Forge. At this point, we are hitting that $5 mark but the amount of work he does is utterly worth it. The first time you cast Prossh with Purphoros on the field is 14 to each opponent. The second time is 18. This guy is incredibly difficult to remove and puts the table on a serious clock. I never have devotion and there are only a few ways to deal with an indestructible enchantment. Xenagos, God of Revels is another God that can one-hit-kill an opponent after casting Prossh. I haven't picked one up but I've heard wonderful things. Shared Animosity and Coat of Arms are both nice ways to buff your team but are dependent on creature type.
Those are the biggest areas for improvement that I see in this list. I've turned mine into a more token-focused build and, if you like, you can look at it here: http://tappedout.net/mtg-decks/20-02-15-QvT-prossh-edh/
I would also highly recommend reading through this thread: http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/511349-bighaben-and-feverous-prossh-skyraider-of-kher-frf
Hope this helped and be sure to post what changes you make and how they work out!
ps- sorry for the wall of text
thanks for the suggestions, wizarddeluxe. the wall of text was very helpful!
for starters, i altered the mana base, as that's a simple first step towards improvement and requires no card shopping or hunting.
here are the changes i made:
out
-Akoum Refuge
-Kazandu Refuge
-Forgotten Cave
-Khalni Garden
-Rupture Spire
-Vivid Grove
in
-Forest x 1
-Mountain x 3
-Swamp x 2
hopefully this will speed up my mana production a little bit.
next, i'll take a look at what cards to track down and cycle in.
i dropped a link to the tappedout page for the deck in the original post.
i'll let y'all know how it plays out.
thanks. peace!
: prossh, bane of the blue eyed
: emperor zurgo, the last orc standing
That's how i did mine if you want some advice. Hope I helped!
here's the breakdown:
out
-Armillary Sphere
-Browbeat
-Commander's Sphere
-Dark Ritual
-Eater of Hope
-Gatecreeper Vine
-Goblin Rally
-Inferno Titan
-Jade Mage
-Lay of the Land
-Massacre Wurm
-Obelisk of Jund
-Overrun
-Phyrexian Vault
-Plague Boiler
-Plagued Rusalka
-Preyseizer Dragon
-Pyretic Ritual
-Ranger's Path
-Sakura-Tribe Scout
-Scarland Thrinax
-Sprouting THrinax
-Verdant Force
-Victimize
-Viscera Seer
in
-Skullclamp
-Purphoros, God of the Forge
-Skullmulcher
-Bojuka Bog
-Kessig Wolf Run
-Cultivate
-Rakdos Signet
-Gruul Signet
-Golgari Signet
-Disciple of Bolas
-Vicious Shadows
-KOdama's Reach
-Explosive Vegetation
-Search for Tomorrow
-Slate of Ancestry
-Shamanic Revelation
-Overwhelming Stampede
-Diabolic Tutor
-Putrefy
-Krosan Grip
-Burnished Hart
-Acidic Slime
-Crop Rotation
-Beastmaster Ascension
-In Garruk's Wake
The cost for me to make these changes was about $20, although I did do some trading and scrounging for some of the cards. In total, it could have been closer to a $30 or $40 ticket.
It ended up performing pretty damn well. I managed to get Purphoros, God of the Forge out with the Blood Artist during a game and dealt some pretty decent damage with Prossh that way.
Otherwise, Prossh proved to be a formidable foe for the rest of the table, requiring a bit of attention to prevent me from often swinging with a 20-something flyer.
: prossh, bane of the blue eyed
: emperor zurgo, the last orc standing
i like your thoughts, but i'd be hesitant to make changes like that, yet.
i could see cutting token generators to a certain extent, as long as prossh proves in the future to be capable of providing enough tokens for himself using the ramp that i can run. if that's the case, then i'd happily cut other token generation down for more stax-y cards that have synergy with prossh and his tokens, haste and trample enablers, or creature buff a la Beastmaster Ascension and Overwhelming Stampede.
draw card, though, i'd have to keep. there's gotta be some kind of way to get all those other cards out, right?
thanks for the ideas!
i dig em.
: prossh, bane of the blue eyed
: emperor zurgo, the last orc standing
i spent a bit thinking about what it would play like with that token generation (besides prossh) taken out. i got curious, found a handful of cards fit enough to swap into the deck, and tried it out.
here are the changes:
out
-Growth Spasm
-Awakening Zone
-Hornet Queen
-Mycoloth
-Dragonlair Spider
-Tempt with Vengeance
-Kher Keep
-Endrek Sahr, Master Breeder
-Mitotic Slime
in
-Starstorm
-Flamekin Village
-Bower Passage
-Magmaquake
-Whipflare
-Incite Rebellion
-Plagued Rusalka
-Ranger's Path
-Silklash Spider
i dropped in an assortment of things that mostly keep the battlefield clear from prossh, but there's a Flamekin Village for some haste enabling and a Ranger's Path for a tiny bit o ramp.
the deck ran pretty beautifully. prossh won 2 of 4 games played and was a force to be reckoned with during the other 2, demanding a whole lot of attention.
more changes to come...
: prossh, bane of the blue eyed
: emperor zurgo, the last orc standing
the updated deck list is in the original post.
i feel like this deck is nearing some form of completion. there are still some important cards missing from the list, though. Food Chain, Craterhoof Behemoth, and Tooth and Nail, to name a few.
he's back, baby. let's see what he can do.
any tune-up tips are welcome.
: prossh, bane of the blue eyed
: emperor zurgo, the last orc standing