When I first started playing EDH, I had a Prossh, Skyraider of Kher deck. It was the only EDH deck I owned. It was a fun deck, that no one in my meta owned or had the color combinations of. It actually won me a quite a few games despite the fact that I didn't have that many resources to spend on it. Eventually, I overplayed it. So once I got the ability to branch out, I left the deck in the dust. When that happened, I gave cards away to friends that were new to MtG.
However, I want the deck back. What's the problem? It's been awhile since I had the deck. I've amassed more experience and many more resources since then. As such, while I certainty have more to work with, that leaves things a little up in the air. It also doesn't help that I don't have ALL the cards needed to form the deck up to 99 cards.
I want to remake the deck but better. However, I don't want to spend money on things that ultimately are not worth it in the long run. I'm not trying to create the perfect deck. I'm just trying to makes sure that I don't acquire anything that's just not worth it, whether by money value or from a tactical viewpoint. The problem with having money is that you eventually stop always thinking about just how much you've spent.
Focus of the Deck:
What the deck tries to do can be outlined as such:
1. Prossh is the main star: Prossh can, in most situations, improve the board state just by being cast. He can hit hard, bring a small army with him and generally ruin the opponents' day. In addition, he only get better as the game moves long and he gets killed or sacrificed for something else.
2. Getting a horde: The deck wants to generate a good number of creatures for Prossh fodder or to amass a large horde to overrun the opposition as well as keeping myself guarded. I've found that autonomous token producers are usually the best way to go.
3. Sacrifice: The deck also wants to devote a little attention to keeping the opponents' fields in check. By using mechanics that force them sacrifice creatures as I do or in general, the opposition will be left with little defense and constantly having their strategies disrupted.
4. Damage: The deck is aggressive and wants to deal out damage to as many opponents as possible so that Prossh can have an easier time taking them out or to just keep cranking out the damage until everyone else drops dead.
As for the cards that I currently own and plan to put into the deck. Total of 85/100:
As you can see there are plenty of spaces to fill and while I own those cards, I'm not 100% set on them and will swap them out for something better or drop them entirely if a good enough case is made. The list below are cards I've looked at and could see as being of use. Note: There are more cards than spaces left in the deck I proposed above. Remember, these are just possibilities and I don't own ANY of the cards below.
The first thing i immediately notice is your higher curve with a low density of ramp cards you will want to add ramp cards to smooth out the deck and play your larger spells faster. From my experience playing this guy ill admit while id id build around geas cradle and its not a cheap card its by far the strongest card I ran in the deck and is not something i see losing value. If thats in budget all the cards taht find it Ie expidtion map are now awesome if its not in budget i would play a higher density of ramp cards you alredy have some really good ones in here i would just want to consistently see more than 1 to quickly slam prossh. also i loves the Draw cards = to creatures cards IE shamanistic revaltion collective unconscious Minion's murmurs and of course my favorite The great aurora
Thank you. I was hoping to get this kind of feedback. I was hoping that someone with a different point of view would notice some kind of trend in the cards that I just wasn't seeing. I hadn't noticed the higher curve until you pointed it out.
Gaea's Cradle is a bit out of budget but I'll work my way to it someday.
I now also remember that a big priority of the deck was to get ramp as much as possible so that I could cast anything with little worry. Also, draw power was another thing I forgot about.
Yeah, I'll second the idea that you want way, way more mana sources, and ramp among them. One of the nice things about Prossh is that since you get tons of value out of recasting your general, it's okay if you have a higher density of mana sources.
However, I want the deck back. What's the problem? It's been awhile since I had the deck. I've amassed more experience and many more resources since then. As such, while I certainty have more to work with, that leaves things a little up in the air. It also doesn't help that I don't have ALL the cards needed to form the deck up to 99 cards.
I want to remake the deck but better. However, I don't want to spend money on things that ultimately are not worth it in the long run. I'm not trying to create the perfect deck. I'm just trying to makes sure that I don't acquire anything that's just not worth it, whether by money value or from a tactical viewpoint. The problem with having money is that you eventually stop always thinking about just how much you've spent.
Focus of the Deck:
What the deck tries to do can be outlined as such:
1. Prossh is the main star: Prossh can, in most situations, improve the board state just by being cast. He can hit hard, bring a small army with him and generally ruin the opponents' day. In addition, he only get better as the game moves long and he gets killed or sacrificed for something else.
2. Getting a horde: The deck wants to generate a good number of creatures for Prossh fodder or to amass a large horde to overrun the opposition as well as keeping myself guarded. I've found that autonomous token producers are usually the best way to go.
3. Sacrifice: The deck also wants to devote a little attention to keeping the opponents' fields in check. By using mechanics that force them sacrifice creatures as I do or in general, the opposition will be left with little defense and constantly having their strategies disrupted.
4. Damage: The deck is aggressive and wants to deal out damage to as many opponents as possible so that Prossh can have an easier time taking them out or to just keep cranking out the damage until everyone else drops dead.
As for the cards that I currently own and plan to put into the deck. Total of 85/100:
1 Prossh, Skyraider of Kher
Creatures - 19
1 Archfiend of Depravity
1 Champion of Lambholt
1 Disciple of Bolas
1 Dragon Broodmother
1 Fleshbag Marauder
1 Joiner Adept
1 Kiki-Jiki, Mirror Breaker
1 Melira, Sylvok Outcast
1 Mitotic Slime
1 Murderous Redcap
1 Mycoloth
1 Purphoros, God of the Forge
1 Skullmulcher
1 Solemn Simulacrum
1 Sylvan Caryatid
1 Thunderfoot Baloth
1 Thopter Assembly
1 Wurmcoil Engine
1 Zealous Conscripts
Artifacts - 10
1 Birthing Pod
1 Chromatic Lantern
1 Darksteel Ingot
1 Gilded Lotus
1 Phyrexian Altar
1 Skullclamp
1 Sol Ring
1 Swiftfoot Boots
1 Thran Dynamo
1 Vedalken Orrery
1 Sarkhan Vol
Sorceries - 4
1 Cultivate
1 Demonic Tutor
1 Kodama's Reach
1 Syphon Mind
Instants - 3
1 Harrow
1 Putrefy
1 Worldly Tutor
Enchantments - 10
1 Asceticism
1 Beastmaster Ascension
1 Dictate of Erebos
1 Defense of the Heart
1 Felcundity
1 Food Chain
1 Goblin Bombardment
1 Mirri's Guile
1 Parallel Lives
1 Phyrexian Arena
Lands - 37
1 Blood Crypt
1 Bloodstained Mire
1 Command Tower
1 Dragonskull Summit
1 Evolving Wilds
1 Exotic Orchard
6 Forest
1 Graven Cairns
1 Grim Backwoods
1 Jund Panorama
5 Mountain
1 Overgrown Tomb
1 Reflecting Pool
1 Rogue's Passage
1 Rootbound Crag
1 Savage Lands
1 Stomping Ground
5 Swamp
1 Temple of the False God
1 Terramorphic Expanse
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Wooded Foothills
1 Woodland Cemetery
As you can see there are plenty of spaces to fill and while I own those cards, I'm not 100% set on them and will swap them out for something better or drop them entirely if a good enough case is made. The list below are cards I've looked at and could see as being of use. Note: There are more cards than spaces left in the deck I proposed above. Remember, these are just possibilities and I don't own ANY of the cards below.
1 Atarka, World Render
1 Birds of Paradise
1 Blood Artist
1 Dragonmaster Outcast
1 Eternal Witness
1 Falkenrath Noble
1 Nylea, God of the Hunt
1 Oracle of Mul Daya
1 Sakura-Tribe Elder
1 Seedborn Muse
1 Skithiryx, the Blight Dragon
1 Urabrask the Hidden
1 Xenagos, God of Revels
1 Ashnod's Altar
Enchantments
1 Awakening Zone
1 Doubling Season
1 Sylvan Library
Sorceries
1 Beacon of Unrest
Instants
1 Terminate
1 Vampiric Tutor
Lands
1 Fire-Lit Thicket
1 Liliana Vess
1 Ob Nixilis Reignited
1 Sorin Markov
1 Xenagos, the Reveler
BK'rrik Goodstuff
GWSythis Enchantress
URYusri Coin Flip
BRGKorvold Tokens
BGUYarok Lands Matter
WUBRaffine Looter
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Gaea's Cradle is a bit out of budget but I'll work my way to it someday.
I now also remember that a big priority of the deck was to get ramp as much as possible so that I could cast anything with little worry. Also, draw power was another thing I forgot about.
BK'rrik Goodstuff
GWSythis Enchantress
URYusri Coin Flip
BRGKorvold Tokens
BGUYarok Lands Matter
WUBRaffine Looter
Some cards to consider:
BK'rrik Goodstuff
GWSythis Enchantress
URYusri Coin Flip
BRGKorvold Tokens
BGUYarok Lands Matter
WUBRaffine Looter