Pedrin, thanks a ton for getting that list together for sky, that was really kind of you ^.^ Really glad you like it so far!
sky, pedrin's list is a very good place to start. Here's how I'm going to work up a budget list. These are the cards that are in my list, sorted by descending order of median price range:
So, let's take a look at everything that's $7 or more. Keep in mind, these are median price ranges so quite a few of these can be had for under $5, but I'll go by this just to get a work up for you:
1 Tooth and Nail $ 7.18 - This one's pretty vital, and goes in every green deck ever, so if you don't already have it I would pick one up. This is absolutely worth spending a little money on, and you could probably find one for $5-6 that's kind of beat up.
1 Boseiju, Who Shelters All $ 7.32 - Not entirely necessary. If you can find a cheap one go for it, otherwise replace with a basic land/land of your choice.
1 Phyrexian Arena $ 8.28 - One of the staples for every black deck ever. Should be able to find one for $4-6 so I'd invest if you don't already own one.
1 Strip Mine $ 8.82 - I got these at my LGS for $3 and they mark things up pretty hard, I think you can find these online for $2-3.
1 Maelstrom Pulse $ 8.95 - Not a vital card, just really good to have. Can be replaced by Beast Within in a pinch, and that one's instant speed as well which is nice. That's a pretty even trade in all honesty.
1 Purphoros, God of the Forge $ 9.36 - Can't really go without this guy, so if you don't already have one I'd pick it up.
1 Cabal Coffers $ 9.81 - This is only good if you're willing to buy/already own the Urborg, Tomb of Yawgmoth. I'd highly recommend getting these 2 in a deck, the amount of mana it produces is absurd, but for a budget list I'd just cut for a basic.
1 Overgrown Tomb $ 10.50 - The shocks are pretty vital for fixing in a 3 color deck, but if you can't afford then I'd cut to basics and replace a couple of the more expensive tutors with Cultivate and Kodama's Reach
1 Ancient Tomb $ 11.55 - I don't think these are $12 online, but if you can't afford the $7-9 it should be then replace with a basic.
1 Sarkhan Vol $ 12.15 - He's really, really nice but can be replaced with Hellrider if you can't find/afford.
1 Xenagos, the Reveler $ 12.19 - This guys' dropped pretty heavily, and it's literally a Gaea's Cradle on a planeswalker. I can't describe how strong he is, and I consider it a must have. If you can't find/afford replace with something like Ranger's Path
1 Toxic Deluge $ 12.59 - This is an amazing answer to a lot of annoying stuff. Can be replaced by Black Sun's Zenith if necessary.
1 Phyrexian Tower $ 13.11 - I can't recommend this card highly enough. if Prossh gets tucked it's a bad deal, so I try to keep this and the High Market available at all times. I honestly can't get around it, I consider it a must have.
1 Craterhoof Behemoth $ 14.09 - Another must have, should be able to pick one up for $8-9/
1 Sol Ring $ 14.52 - Comes in the pre-cons, I assume you have access to one. if not, can be had for $4-5
1 Sensei's Divining Top $ 23.28 - I knkow a lot of people that just aren't willing to invest in this card because they think that the price tag just isn't worth it. I can't reinforce enough how erroneous that mentality is. This card goes in every single multiplayer EDH deck ever, without question. This is literally the first card I get for every deck, even before Sol Ring. If you're willing to put any money at all in this thing get this card first, it goes in every deck youll ever build.
1 Survival of the Fittest $ 29.39 - Yeah, this is a good card but kinda expensive. Can be replaced by Green Sun's Zenith in a pinch, or just more ramp or removal spells.
1 Urborg, Tomb of Yawgmoth $ 29.90 - I'd get it, if I could afford it. I only own 1 and I'd love to have a playset, but the Cradle set me back for a bit. if you don't want to put the money in just replace with a Swamp.
1 Demonic Tutor $ 35.14 - This one you can probably get online for $10-14 and I'd definitely pick one up. Goes in every black deck you can build and is just too efficient not to have.
1 Maze of Ith $ 40.34 - Not really necessary, easily replaced by any of the other lands that do something similar or by a basic if you prefer.
I definitely second Pedrin's suggestion about getting the shocklands at least. They will be cheapest now, and will go in every deck you build that has more than two color's. So, they are very good investments and if this deck doesn't work out for whatever reason you have a set of cards that will go in future decks.
As for the comment about cards going in every deck ever, that's correct, to an extent, but there are utility cards that you have to really make a good argument not to run. True, you can have unique cards in EDH, and that is a huge appeal of the format, but when you are trying to make your deck as consistent as possible, you'll find some cards will creep into almost every deck of a certain color. If you're running black and not running Demonic Tutor I really have to question you as to why you aren't. T&N isn't as strictly must play as Demonic Tutor, but it's a green staple, and should go in any green deck that wants to drop creatures into play, especially two that work well together. That's the thing about the expensive cards in the format, they are playable in most decks, so picking them up is almost always a good investment for the future.
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This primer is excellent! If no one minds, I do have a couple of questions (I'm new to EDH, and to this point my experience in deck-building has been piles of jank meant to take on other piles of jank).
I want to be able to produce mana quickly for dropping threats, and have enough threats on hand to pressure the table. At the same time, I want the deck to be able to go off quickly; while also having enough removal on hand to eliminate threats posed by the rest of the table. What would be "good" amounts of ramp, threats, card draw, tutors, combo pieces and removal to run? I'm unsure as to the ratio I should be aiming for, since my version of the deck seems to be somewhere between the two lists provided in the primer.
When looking at ratio's I always try to and find cards that serve multiple purposes, they can be hard to find that are good, but you'll find that some cards can fit multiple purposes as well. For example, Solemn Simulacrum is ramp, and card draw in one. I try to pack in a lot of creatures in my deck that also ramp, for example Wood Elves. Wood Elves ramps, isn't a threat, but can be used later to power out a bigger creature through Food Chain at some point. So, always look for cards that serve lots of purposes, this will build synergy, and consistency.
Generally, I find you can run fewer threats than most would expect if you back it up with lots of card advantage, and tutors. My deck is pretty threat light, but still has constant pressure. The best way to find out what your deck needs, is frequent playtesting. If you're threat light, but still find yourself being able to push a win at any point, then your deck's ratio's are probably in good shape. If you're struggling to threaten a win, then you may need to cut some removal, or dead cards for more threats. If you find yourself just drowning in threats, to the point the deck isn't operating smoothly, and you have stuff getting stuck in your hand then up your removal and cut out one or two. This is why I haven't added the new Xenagos God to my deck yet, my deck runs very smoothly without more huge threats, so I don't feel I need to cut back on removal/ramp/card advantage for a card that will only help me win more often, when I'm winning plenty enough already.
A lot also comes down to playstyle as well. Me and Feverous focused our primer around this. I like to play the more control style deck, and thus have a lot more answers/ramp/card advantage and less threats. He likes to hit big and hard quickly so he has a lot more threats and tutors to try and force through a win.
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Hello, I like somebody to rate my decklist and provide any advice to improve it. I've played 5 Multiplayer Commander games at my local card shop and I'm disappointed with my results. Here's my decklist:
I'm on a budget, so I'll take replacement cards that is $10 (tcgplayer lowest NM price)and under unless it's vital to the deck. Also, any gameplay tips on running this deck is appreciated.
@DemonrageX Your list is too close to the out of the box commander list, which generally isn't very good. One thing that you really needs is lots and lots of ramp. Your deck honestly has a higher curve that most, so ramp is crucial for you. If you look around at a lot of the lists on here the decks play something like 38 lands and 10-20 ramps spells because ramping really is that critical. Some suggestions for ramp cards you can play are:
explore, rampant growth, spoils of victory, ranger's path, skyshroud claim, dawntreader elk, burnished hart, farseek, farhaven elf, wood elves, some mana rocks like chromatic lantern, darksteel ingot, golgari/rakdos/gruul cluestone/signet/keyrune. Creatures that can ramp are the best, then spells that ramp are second best, and manarocks are not preferred but chromatic lantern and darksteel ingot are both pretty good.
Another thing worth mentioning is that this deck is most definitely at its best when it's primarily focused around Prossh himself and synergy with him, so cards like charnelhoard wurm don't really do anything or add to the deck. Many of these creatures I've played myself and found to be completely ineffective, mostly in regard to the expensive creatures you have. In my experience anything that costs 6 or more should immediately be doing something incredibly powerful for you, otherwise there's no reason not to just cast Prossh instead. The only 3 creatures you're playing of CMC 6+ that I could honestly recommend keeping are chancellor of the forge, deathbringer thoctar, and MAYBE lord of the void. I'm not sure why you cut goblin sharpshooter, but blood artist, falkenrath noble, and sharpshooter I've found to all be awesome. All three of them combo with Prossh and Food Chain and they're generally just good, cheap threats when you have nothing better.
In terms of cards you really must have one of them has to be Purphoros, he is absolutely insane in this deck. By casting Prossh only once for the first time in a game you deal 14 damage to each opponent. You can basically win an entire game off of Purphoros alone. Another, though a fair bit over your price limit, is birthing pod. In pretty much every deck with big creatures it's absolutely insane and is basically a one-card combo. Vicious Shadows is a very cheap card and it is insanely powerful. Just last night I played in a multiplayer game and I ramped a bunch, cast Prossh, and then cast vicious shadows and immediately killed someone from about 30 to 0. Another amazing card is skullclamp, it's banned in almost every format for a very good reason and it's amazing in this deck. Ashnod's Altar is an amazing ramp artifact that enables some broken turns and really isn't all that expensive.
Some other fairly cheap cards you might want to consider playing include beastmaster ascension, ogre battledriver, parallel lives, blade of the bloodchief, lightning greaves, sadistic hypnotist, nullmage shepard, eternal witness, acidic slime, and some others I can't come up with at the moment. Check the front page of the primer for some good ideas. Overall, I would recommend shaving 2 lands, adding in at least 10 ramp spells or mana rocks, and cutting a significant portion of your 6 and 7 drops in favor of some cheaper spells that are still significant threats. If you move the focus away from the deck and more towards Prossh himself you should see significantly better results.
@DemonrageX That looks miles better, depending on how good the people you're playing against are that should be more than enough to win often. As compared to your last list which looked like it was packed with fluff that looks like a straight business deck with a plan. I don't know how I really feel about the mana dorks since they have awesome synergy with Prossh but are awful against the board wipes people inevitably play in multiplayer. People here seem to like them so there must be something to it.
Only thing I would recommend is removing khalni garden and llanowar reborn for lands that come in untapped. Their abilities are rarely ever relevant and untapped lands often are.
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Modern UMerfolk GBWMelira PodRIP GBW Abzan Midrange GBR Jund Midrange
Ever considered throwing altar of dementia in there? milling an opponent with this deck could be fun My favorite decks to play are always the ones with a bunch of ways to win. could also be useful if rise of the dark realmsis added with it.
I'd like some advice on my build if anyone can give it. This is what I have currently, as I'd like not to spend much money on this deck out of pocket I'm trying to gradually upgrade parts of the deck.
At the moment I'm trying to work on my land base. It's pretty rough and even with the number of dual lands that I'm playing it's sometimes hard to find all three colors. I'm making an effort to pick up a woodland cemetary, overgrown tomb, and stomping ground, however any suggestions for other, fairly cheap untapped lands would be helpful. I'd like to avoid playing too many basics so I can consistently find my colors, but if that's the best way to go then so be it.
As for the actual cards there are some I've really liked and some I haven't. With this build I'm trying to play a combo game whenever I can and a beatdown+token synergy deck whenever I can't. I aimed to build the curve with powerful creatures that can also be podded for a strong chain, so some pretty standard value+utility creatures are there (like Eternal Witness, Solemn, and Acidic Slime). There are some improvements I know I can make but just can't do at the moment due to budget restrictions and card availability (namely adding in demonic and vampiric tutor). Any recommendations on cards to cut and cards to add would be appreciated, though it's unlikely I'll be able to add cards that cost $20 or more for the same reasons I can't add demonic and vampiric tutor. I think I could do well to add a touch more ramp.
All in all I'm pretty satisfied with this list, after some goldfishing it seems fairly consistent at comboing around turn 6 without being disrupted. I just want to trim some of the fat to make it as streamlined and consistent as possible.
Your mana base is probably fine, though getting strictly better upgrades won't hurt at all. It may be that your deck's number need some tuning. Such as mana ratio's, and the Converted Mana Cost may be high as well. Tweaking these numbers will make your deck a lot more smooth. It's hard to do this without spending a significant amount of time looking at your decks numbers, which I don't have right now. Based on my quick observations I'd say you're not in too bad of shape, but could use some cutting of some tough to cast spells, these will be hard cuts though. I don't run Chancellor of the Forge strictly because it is RRR even though it has a lot of upside. I think the main issue your deck is having with mana consistency is the fact you are pretty much running all three color's in full force. You can't really get away with this in three color decks without a godly mana base, and super efficient numbers. Personally, I made my Prossh deck primarily green, with a black splash, and a little touch of red. This also leads to tough cuts but the upside is extreme consistency. I'd pick a primary color and be more selective about what to play in the other colors. Green can be a good support color, so you don't have to follow in my footsteps if you don't want to. I think that'll fix a lot of the problems getting your three colors.
As for replacements, the cards you have in your deck are all good, and synergistic. The cards you mentioned are probably going to be the ones you should aim for first. Cards I'd aim to cut for are definitely Ophiomancer and army of the damned, the later just costs A LOT of mana.
As for good lands they're all stupid expensive, I'd just get what you can when you can get it. They are great investments though, as you'll use them for the rest of your EDH magic life, so I'd get them before buying up staples only for this deck. Your deck seems more similar to Feverous list, so I'd look through his list to find some good replacements.
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Made a couple of slight changes to the deck and removed a few cards that were dead weight, like tooth and claw, ophiomancer, and army of the damned. Also added 3 more forests in place of a few BR dual lands that came in tapped and a rogue's passage since that's not really the main plan I'm going for currently. I might even shave 1 mountain and 1 swamp for another 2 forests since having green usually gives me the capability to find my other basics too. The consistency I've had lately is absurd and even more ramp in the form of 1-mana dorks has been amazing. It's gotten to the point where everyone is gunning for my head in a 4-5 player game of EDH and despite this deck's insane strength it is very challenging to win against 3-4 competent decks all trying to disrupt and to kill you ASAP. Is there any good way to deal with it?
Also, I noticed that neither of the primer lists run birthing pod and I have to urge you guys to play it. Assuming you have Rune-scarred demon in your deck it's absurdly powerful and lets you set up the combo on its own. No matter the number of players I don't think I've lost very many games at all after resolving birthing pod, there's just no stopping it. I played a 1v1 game earlier today against a friend of mine and even after my friend made me exile my entire hand and food chain with it, I just turned around, podded my demon into a craterhoof behemoth, and swung at him for about 60 points of damage. Assuming your deck is constructed in a way that's suitable to take advantage of birthing pod it's just not remotely fair.
Thanks for your tips Bighaben and your card ideas Fevorous, they've most certainly come in handy.
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Modern UMerfolk GBWMelira PodRIP GBW Abzan Midrange GBR Jund Midrange
Tempest753: You can still optimize your list further by streamlining your land base to the full complement of fetches, duals, shocks, shocklands, filter lands, and Gaea's Cradle. In addition just going through your list I'd have cut a dozen cards which don't have much of an impact. To name a few: Vraska, Chromatic Lantern, Blade of the Bloodchief, Rampant Growth, Parallel Lives, Grave Titan, Chancellor of the Forge, reaper of the wilds, Falkenrath Noble, Champion of Lambholt. Demonic Tutor, Wampiric Tutor, Toxic Deluge, Living Death, Pernicious Deeds, Wheel of Fortune, Oracle of Mul Daya, and more card draw should definately go in
Tempest753: You can still optimize your list further by streamlining your land base to the full complement of fetches, duals, shocks, shocklands, filter lands, and Gaea's Cradle. In addition just going through your list I'd have cut a dozen cards which don't have much of an impact. To name a few: Vraska, Chromatic Lantern, Blade of the Bloodchief, Rampant Growth, Parallel Lives, Grave Titan, Chancellor of the Forge, reaper of the wilds, Falkenrath Noble, Champion of Lambholt. Demonic Tutor, Wampiric Tutor, Toxic Deluge, Living Death, Pernicious Deeds, Wheel of Fortune, Oracle of Mul Daya, and more card draw should definately go in
I would put a line carriage where the period is [.], as this is a &*#$% to read. That being said, Falkenrath Noble kinda goes with Prossh, its not the strongest, but it could be the last to be replaced. I kinda like Blade of the Bloodchief, its a weak threat that is cheap to cast that will pull removal, but it does work. Rampant Growth, unless you are playing mostly non-basics and you already have Farseek and Nature's Lore, if not it should be replaced with one of the others.
Yah, Birthing Pod is an amazing card. I'd put it in if I ran more creatures, but my deck is super focused on the combo, and would take some serious work to get a reliable pod package to squeeze in. I may look into it.
And it's spoiler season, can't wait to see if this set holds anything for the deck! I'm sure something interesting will pop up.
I have to agree with Trancer. Tempest your deck may have some "weak" cards, but they are fairly synergistic, and I can't fault you to much for not cutting some of the cards swift suggested. I'd actually suggest playing up the theme a bit, there are many ways to build Prossh, and me nor Feverous really have the sac theme style going on.
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Made a couple of slight changes to the deck and removed a few cards that were dead weight, like tooth and claw, ophiomancer, and army of the damned. Also added 3 more forests in place of a few BR dual lands that came in tapped and a rogue's passage since that's not really the main plan I'm going for currently. I might even shave 1 mountain and 1 swamp for another 2 forests since having green usually gives me the capability to find my other basics too. The consistency I've had lately is absurd and even more ramp in the form of 1-mana dorks has been amazing. It's gotten to the point where everyone is gunning for my head in a 4-5 player game of EDH and despite this deck's insane strength it is very challenging to win against 3-4 competent decks all trying to disrupt and to kill you ASAP. Is there any good way to deal with it?
Also, I noticed that neither of the primer lists run birthing pod and I have to urge you guys to play it. Assuming you have Rune-scarred demon in your deck it's absurdly powerful and lets you set up the combo on its own. No matter the number of players I don't think I've lost very many games at all after resolving birthing pod, there's just no stopping it. I played a 1v1 game earlier today against a friend of mine and even after my friend made me exile my entire hand and food chain with it, I just turned around, podded my demon into a craterhoof behemoth, and swung at him for about 60 points of damage. Assuming your deck is constructed in a way that's suitable to take advantage of birthing pod it's just not remotely fair.
Thanks for your tips Bighaben and your card ideas Fevorous, they've most certainly come in handy.
I can't help but think Archetype of Finality has to be a part of this list. Your list is very similiar to the list I run minus a few things. I don't run other sac outlets except for pod for the same reason you do. I rely on Prossh to be my primary sac outlet as to free up other card slots ie: I don't think goblin bombardment is the greatest card in this deck. That being said, we both run sharphooter, thoctar,Puphoros, you run the titan, giving those creatures deathtouch is just nasty! On top of that, a wall of deathtouch kobolds is nothing to scoff at and can buy you time while you look to assemble something. Being that Prossh is already soo good at creating all the tokens you should need to win, maybe consider cutting grave titan for it? I also have found avenger to be a nice pod target after sacing prossh. Anyways I would maybe reconsider the inclusion of soo many sac outlets and instead look for ways to profit with Prossh and altars being your primary sac outlet.
Is is possible to do a budget version of bighaben's deck, but say that my criteria was only cards equal or under $10 unless a card is core/must-have to the deck?
Thoughts on improvements I could make? This is just a theorycraft. I want to have an idea together before sinking money into the deck, preferably. Then the fun part of actually playing it!
(Needless to say, 37x Mountain is the placeholder for my landbase.)
Looks pretty solid, I honestly can't suggest any major changes, as you'd have to play it to see what needs to be changed, and even then I don't think it'd be any major changes.
The landbase is going to be the next step, you'll want heavy green, of course, so you'll probably want a huge amount of basic lands that are forests. If you have all the good dual color lands your current number of lands is probably fine, but if you don't, you may want to add one or two.
The new Grave Pact from Journy to Nyx, Dictate of Erebos is theoretically easier to cast with its BB cost instead of BBB but it does cost more, it's a swap I'm considering doing, but I haven't decided yet. The flash is sexy too.
I'll look over the set more closely sometime this week, and see what else perks my interest for Prossh, but I'm having pessimistic feelings about the set right now.
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Aside from the ABU duals and fetches, I should be pretty much good to go in terms of fulfilling mana needs across my colors. Thankfully this deck is heavy green, so that definitely makes balancing the manabase a lot easier. Aside from the obvious (Wolf Run, Tomb of Yawgmoth & Coffers), what other utility lands have you found to be beneficial? Not counting ones that would deplete my paycheck, preferably (once we reach thirty dollars for a card, I get squeamish).
I actually think the Dictate would be a good upgrade, as with the ramp Prossh typically seems to run, we'll be in good shape to hit the additional colorless mana (and one less black mana is less strain on our colors). I don't own either card, so I may pick up the Dictate in place of the Pact and test it out.
I seem to be the only one in love with Rogue's Passage. That is an amazing card when you just need to hit someone.
There is also Phyrexian Tower which is a little pricey but is probably the best, cheap, sac outlet we can have to protect Prossh from tucking, and provide some mana fixing. If that's too expensive there is always High Market, but I'd only put in High Market if you can afford the land slot.
Dictate is, if nothing else, probably going to be cheaper than Grave Pact anyway, especially in a month or so. Just a note for budget concerns.
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I tend toward including Rogue's Passage among my utility lands more often than not. I like being able to hit someone for a bunch of unblockable damage out of nowhere, so I definitely agree that should be in. Phyrexian Tower seems like a great include as well, so I'll go about trying to get my hands on one. (:
I'm wondering if I should drop about three of the tutors and go for more card draw. I'm thinking so, since that'll give me more gas and answers instead of specific combo pieces that I'll just wind up drawing into anyway.
I also might switch out some of the removal for creatures with removal ETB effects (for potential Mikaeus shenanigans). But they would have to be really mana-efficient.
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sky, pedrin's list is a very good place to start. Here's how I'm going to work up a budget list. These are the cards that are in my list, sorted by descending order of median price range:
2 Mountain $ 0.10
1 Acidic Slime $ 0.24
1 Terramorphic Expanse $ 0.24
1 Yavimaya Dryad $ 0.26
6 Forest $ 0.30
1 Sudden Death $ 0.37
1 Bojuka Bog $ 0.38
1 Fleshbag Marauder $ 0.38
1 Elvish Mystic $ 0.39
1 Hull Breach $ 0.39
1 Skullmulcher $ 0.42
1 Elves of Deep Shadow $ 0.46
1 Wood Elves $ 0.52
1 Seize the Day $ 0.53
1 Darksteel Ingot $ 0.55
1 Explore $ 0.56
1 Llanowar Elves $ 0.59
1 Fecundity $ 0.63
1 Disciple of Bolas $ 0.67
1 Temple of the False God $ 0.80
1 Skyshroud Claim $ 0.87
1 Manaweft Sliver $ 0.90
1 Fyndhorn Elves $ 0.92
1 Krosan Grip $ 1.00
1 Sakura-Tribe Elder $ 1.01
1 Kessig Wolf Run $ 1.04
1 Reliquary Tower $ 1.21
1 Exsanguinate $ 1.26
1 Savage Lands $ 1.26
1 Expedition Map $ 1.33
1 Joraga Treespeaker $ 1.40
1 Putrefy $ 1.45
1 Thespian's Stage $ 1.53
1 Profane Command $ 1.54
1 Goblin Bombardment $ 1.66
1 Dragonskull Summit $ 2.19
1 Praetor's Counsel $ 2.24
1 Rootbound Crag $ 2.35
1 Beastmaster Ascension $ 2.57
1 Eternal Witness $ 2.67
1 Rune-Scarred Demon $ 2.77
1 Command Tower $ 2.84
1 Solemn Simulacrum $ 3.72
1 Woodland Cemetery $ 3.84
1 Chromatic Lantern $ 4.01
1 Birds of Paradise $ 4.35
1 Food Chain $ 4.89
1 Duplicant $ 5.00
1 Skullclamp $ 5.01
1 High Market $ 5.23
1 Sylvan Caryatid $ 5.55
1 Coalition Relic 5.67
1 Garruk, Primal Hunter $ 6.07
1 Shared Animosity $ 6.16
1 Lightning Greaves $ 6.31
1 Garruk Wildspeaker $ 6.62
1 Lotus Cobra $ 6.91
1 City of Brass $ 6.98
1 Tooth and Nail $ 7.18
1 Boseiju, Who Shelters All $ 7.32
1 Phyrexian Arena $ 8.28
1 Diabolic Intent $ 8.38
1 Strip Mine $ 8.82
1 Maelstrom Pulse $ 8.95
1 Purphoros, God of the Forge $ 9.36
1 Cabal Coffers $ 9.81
1 Overgrown Tomb $ 10.50
1 Blood Crypt $ 10.71
1 Ancient Tomb $ 11.55
1 Sarkhan Vol $ 12.15
1 Xenagos, the Reveler $ 12.19
1 Stomping Ground $ 12.40
1 Toxic Deluge $ 12.59
1 Phyrexian Tower $ 13.11
1 Craterhoof Behemoth $ 14.09
1 Sol Ring $ 14.52
1 Sylvan Library $ 19.68
1 Cavern of Souls $ 19.91
1 Grim Monolith $ 22.51
1 Sensei's Divining Top $ 23.28
1 Survival of the Fittest $ 29.39
1 Urborg, Tomb of Yawgmoth $ 29.90
1 Vampiric Tutor $ 32.06
1 Demonic Tutor $ 35.14
1 Maze of Ith $ 40.34
1 Bloodstained Mire $ 41.64
1 Damnation $ 47.12
1 Verdant Catacombs $ 53.80
1 Wooded Foothills $ 60.08
1 Gaea's Cradle $ 152.30
So, let's take a look at everything that's $7 or more. Keep in mind, these are median price ranges so quite a few of these can be had for under $5, but I'll go by this just to get a work up for you:
1 Tooth and Nail $ 7.18 - This one's pretty vital, and goes in every green deck ever, so if you don't already have it I would pick one up. This is absolutely worth spending a little money on, and you could probably find one for $5-6 that's kind of beat up.
1 Boseiju, Who Shelters All $ 7.32 - Not entirely necessary. If you can find a cheap one go for it, otherwise replace with a basic land/land of your choice.
1 Phyrexian Arena $ 8.28 - One of the staples for every black deck ever. Should be able to find one for $4-6 so I'd invest if you don't already own one.
1 Diabolic Intent $ 8.38 - This is an amazing card, so if you can find one for $5-6 I'd jump on it. Otherwise can be replaced with Diabolic Tutor or Beseech the Queen
1 Strip Mine $ 8.82 - I got these at my LGS for $3 and they mark things up pretty hard, I think you can find these online for $2-3.
1 Maelstrom Pulse $ 8.95 - Not a vital card, just really good to have. Can be replaced by Beast Within in a pinch, and that one's instant speed as well which is nice. That's a pretty even trade in all honesty.
1 Purphoros, God of the Forge $ 9.36 - Can't really go without this guy, so if you don't already have one I'd pick it up.
1 Cabal Coffers $ 9.81 - This is only good if you're willing to buy/already own the Urborg, Tomb of Yawgmoth. I'd highly recommend getting these 2 in a deck, the amount of mana it produces is absurd, but for a budget list I'd just cut for a basic.
1 Overgrown Tomb $ 10.50 - The shocks are pretty vital for fixing in a 3 color deck, but if you can't afford then I'd cut to basics and replace a couple of the more expensive tutors with Cultivate and Kodama's Reach
1 Blood Crypt $ 10.71 - See Overgrown Tomb
1 Ancient Tomb $ 11.55 - I don't think these are $12 online, but if you can't afford the $7-9 it should be then replace with a basic.
1 Sarkhan Vol $ 12.15 - He's really, really nice but can be replaced with Hellrider if you can't find/afford.
1 Xenagos, the Reveler $ 12.19 - This guys' dropped pretty heavily, and it's literally a Gaea's Cradle on a planeswalker. I can't describe how strong he is, and I consider it a must have. If you can't find/afford replace with something like Ranger's Path
1 Stomping Ground $ 12.40 - See Overgrown Tomb
1 Toxic Deluge $ 12.59 - This is an amazing answer to a lot of annoying stuff. Can be replaced by Black Sun's Zenith if necessary.
1 Phyrexian Tower $ 13.11 - I can't recommend this card highly enough. if Prossh gets tucked it's a bad deal, so I try to keep this and the High Market available at all times. I honestly can't get around it, I consider it a must have.
1 Craterhoof Behemoth $ 14.09 - Another must have, should be able to pick one up for $8-9/
1 Sol Ring $ 14.52 - Comes in the pre-cons, I assume you have access to one. if not, can be had for $4-5
1 Xenagos, God of Revels $ 15.81 - I've been loving this guy, but he's not vital. Can be replaed by a Savage Beating or more ramp.
1 Sylvan Library $ 19.68 - Can be replaced with Crystal Ball nto as good, but the ball is an actually amazing alternative. Really solid card.
1 Cavern of Souls $ 19.91 - Not that necessary in all honesty, and I've been considering cutting it. Replace with land of your choice.
1 Grim Monolith $ 22.51 - This is an all star, but pretty expensive. I'd cut for one of the signets (Gruul Signet/Rakdos Signet/Gogari Signet)
1 Sensei's Divining Top $ 23.28 - I knkow a lot of people that just aren't willing to invest in this card because they think that the price tag just isn't worth it. I can't reinforce enough how erroneous that mentality is. This card goes in every single multiplayer EDH deck ever, without question. This is literally the first card I get for every deck, even before Sol Ring. If you're willing to put any money at all in this thing get this card first, it goes in every deck youll ever build.
1 Survival of the Fittest $ 29.39 - Yeah, this is a good card but kinda expensive. Can be replaced by Green Sun's Zenith in a pinch, or just more ramp or removal spells.
1 Urborg, Tomb of Yawgmoth $ 29.90 - I'd get it, if I could afford it. I only own 1 and I'd love to have a playset, but the Cradle set me back for a bit. if you don't want to put the money in just replace with a Swamp.
1 Vampiric Tutor $ 32.06 - See Diabolic Intent
1 Demonic Tutor $ 35.14 - This one you can probably get online for $10-14 and I'd definitely pick one up. Goes in every black deck you can build and is just too efficient not to have.
1 Maze of Ith $ 40.34 - Not really necessary, easily replaced by any of the other lands that do something similar or by a basic if you prefer.
1 Bloodstained Mire $ 41.64 - Replaced by a basic, or one of the CIPT fetches (Rocky Tar Pit/Mountain Valley/Jund Panorama)
1 Damnation $ 47.12 - Not vital. Good, but not absolutely necessary. Gaze of Granite is a good replacement here.
1 Verdant Catacombs $ 53.80 - See Bloodstained Mire
1 Wooded Foothills $ 60.08 - See Bloodstained Mire
1 Gaea's Cradle $ 152.30 - Amazing card, obviously not vital and a little expensive ^.^ Replace with a land of your choice.
A note on the Lotus Cobra: If you're not running all the fetches I run I wouldn't play it, just replace with another ramp spell or a mana dork.
So, there's the breakdown, hope that helps!
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
As for the comment about cards going in every deck ever, that's correct, to an extent, but there are utility cards that you have to really make a good argument not to run. True, you can have unique cards in EDH, and that is a huge appeal of the format, but when you are trying to make your deck as consistent as possible, you'll find some cards will creep into almost every deck of a certain color. If you're running black and not running Demonic Tutor I really have to question you as to why you aren't. T&N isn't as strictly must play as Demonic Tutor, but it's a green staple, and should go in any green deck that wants to drop creatures into play, especially two that work well together. That's the thing about the expensive cards in the format, they are playable in most decks, so picking them up is almost always a good investment for the future.
"I've always been a fan of reality by popular vote" - Stephen Colbert (in response to Don McLeroy)
GPolukranos, Kill ALL the Things!G
consider xenagos the god
I want to be able to produce mana quickly for dropping threats, and have enough threats on hand to pressure the table. At the same time, I want the deck to be able to go off quickly; while also having enough removal on hand to eliminate threats posed by the rest of the table. What would be "good" amounts of ramp, threats, card draw, tutors, combo pieces and removal to run? I'm unsure as to the ratio I should be aiming for, since my version of the deck seems to be somewhere between the two lists provided in the primer.
Generally, I find you can run fewer threats than most would expect if you back it up with lots of card advantage, and tutors. My deck is pretty threat light, but still has constant pressure. The best way to find out what your deck needs, is frequent playtesting. If you're threat light, but still find yourself being able to push a win at any point, then your deck's ratio's are probably in good shape. If you're struggling to threaten a win, then you may need to cut some removal, or dead cards for more threats. If you find yourself just drowning in threats, to the point the deck isn't operating smoothly, and you have stuff getting stuck in your hand then up your removal and cut out one or two. This is why I haven't added the new Xenagos God to my deck yet, my deck runs very smoothly without more huge threats, so I don't feel I need to cut back on removal/ramp/card advantage for a card that will only help me win more often, when I'm winning plenty enough already.
A lot also comes down to playstyle as well. Me and Feverous focused our primer around this. I like to play the more control style deck, and thus have a lot more answers/ramp/card advantage and less threats. He likes to hit big and hard quickly so he has a lot more threats and tutors to try and force through a win.
"I've always been a fan of reality by popular vote" - Stephen Colbert (in response to Don McLeroy)
GPolukranos, Kill ALL the Things!G
0 Rupture Spire
0 Golgari Guildgate
0 City of Brass
0 Karplusan Forest
0 Sulfurous Springs
0 Opal Palace
0 Temple of the False God
0 Command Tower
0 Stomping Ground
0 Akoum Refuge
0 Kazandu Refuge
0 Savage Lands
0 Rogue's Passage
0 Gruul Guildgate
0 Jund Panorama
0 Evolving Wilds
0 Kessig Wolf Run
0 Llanowar Wastes
0 Kher Keep
0 Rakdos Guildgate
0 Golgari Rot Farm
0 Forest (7)
0 Mountain (6)
0 Swamp (6)
Creatures (32)
2 Golgari Guildmage
2 Wight of Precinct Six
2 Jade Mage
2 Sakura-Tribe Elder
3 Hua Tuo, Honored Physician
3 Scarland Thrinax
3 Dungrove Elder
3 Ophiomancer
3 Quagmire Druid
3 Sprouting Thrinax
3 Stronghold Assassin
4 Terra Ravager
4 Hunted Troll
4 Shattergang Brothers
5 Scourge of Geier Reach
5 Malignus
5 Endrek Sahr, Master Breeder
5 Jiwari, the Earth Aflame
5 Stoneshock Giant
6 Deepfire Elemental
6 Spinebiter
6 Mordant Dragon
6 Deathbringer Thoctar
6 Flameblast Dragon
6 Archetype of Finality
7 Hamletback Goliath
7 Charnelhoard Wurm
7 Stalking Vengeance
7 Engulfing Slagwurm
7 Chancellor of the Forge
7 Lord of the Void
7 Fell Shepherd
3 Jund Charm
2 Geth's Verdict
2 Signal the Clans
2 Volcanic Geyser
Sorceries (7)
1 Tempt with Vengeance
2 Mizzium Mortars
2 Clan Defiance
3 Dirge of Dread
3 Spoils of Victory
5 Mass Mutiny
9 Blasphemous Act
Artifacts (12)
1 Sol Ring
2 Carnage Altar
2 Swiftfoot Boots
2 Armillary Sphere
3 Strata Scythe
3 Trepanation Blade
3 Hammer of Purphoros
3 Plague Boiler
4 Slate of Ancestry
4 Bonehoard
4 Quicksilver Amulet
7 Spine of Ish Sah
Enchantments (5)
2 Night Soil
3 Food Chain
4 Vile Requiem
5 Blood Rites
6 Enslave
I'm on a budget, so I'll take replacement cards that is $10 (tcgplayer lowest NM price)and under unless it's vital to the deck. Also, any gameplay tips on running this deck is appreciated.
explore, rampant growth, spoils of victory, ranger's path, skyshroud claim, dawntreader elk, burnished hart, farseek, farhaven elf, wood elves, some mana rocks like chromatic lantern, darksteel ingot, golgari/rakdos/gruul cluestone/signet/keyrune. Creatures that can ramp are the best, then spells that ramp are second best, and manarocks are not preferred but chromatic lantern and darksteel ingot are both pretty good.
Another thing worth mentioning is that this deck is most definitely at its best when it's primarily focused around Prossh himself and synergy with him, so cards like charnelhoard wurm don't really do anything or add to the deck. Many of these creatures I've played myself and found to be completely ineffective, mostly in regard to the expensive creatures you have. In my experience anything that costs 6 or more should immediately be doing something incredibly powerful for you, otherwise there's no reason not to just cast Prossh instead. The only 3 creatures you're playing of CMC 6+ that I could honestly recommend keeping are chancellor of the forge, deathbringer thoctar, and MAYBE lord of the void. I'm not sure why you cut goblin sharpshooter, but blood artist, falkenrath noble, and sharpshooter I've found to all be awesome. All three of them combo with Prossh and Food Chain and they're generally just good, cheap threats when you have nothing better.
In terms of cards you really must have one of them has to be Purphoros, he is absolutely insane in this deck. By casting Prossh only once for the first time in a game you deal 14 damage to each opponent. You can basically win an entire game off of Purphoros alone. Another, though a fair bit over your price limit, is birthing pod. In pretty much every deck with big creatures it's absolutely insane and is basically a one-card combo. Vicious Shadows is a very cheap card and it is insanely powerful. Just last night I played in a multiplayer game and I ramped a bunch, cast Prossh, and then cast vicious shadows and immediately killed someone from about 30 to 0. Another amazing card is skullclamp, it's banned in almost every format for a very good reason and it's amazing in this deck. Ashnod's Altar is an amazing ramp artifact that enables some broken turns and really isn't all that expensive.
Some other fairly cheap cards you might want to consider playing include beastmaster ascension, ogre battledriver, parallel lives, blade of the bloodchief, lightning greaves, sadistic hypnotist, nullmage shepard, eternal witness, acidic slime, and some others I can't come up with at the moment. Check the front page of the primer for some good ideas. Overall, I would recommend shaving 2 lands, adding in at least 10 ramp spells or mana rocks, and cutting a significant portion of your 6 and 7 drops in favor of some cheaper spells that are still significant threats. If you move the focus away from the deck and more towards Prossh himself you should see significantly better results.
UMerfolkGBW
Melira PodRIPGBW Abzan Midrange
GBR Jund Midrange
EDH
GBR Prossh
0 Bojuka Bog
0 Rocky Tar Pit
0 Mountain Valley
0 Strip Mine
0 Phyrexian Tower
0 Boseiju, Who Shelters All
0 Golgari Guildgate
0 Karplusan Forest
0 Rootbound Crag
0 Dragonskull Summit
0 Woodland Cemetery
0 Temple of the False God
0 Command Tower
0 Stomping Ground
0 Akoum Refuge
0 Kazandu Refuge
0 Savage Lands
0 Rogue's Passage
0 Gruul Guildgate
0 Jund Panorama
0 Kessig Wolf Run
0 Sulfurous Springs
0 Reliquary Tower
0 Evolving Wilds
0 Rakdos Guildgate
0 Golgari Rot Farm
0 Forest (8)
0 Mountain (2)
0 Swamp (2)
Creatures (24)
1 Birds of Paradise
1 Elvish Mystic
1 Llanowar Elves
1 Fyndhorn Elves
1 Joraga Treespeaker
2 Blood Artist
2 Sakura-Tribe Elder
3 Farhaven Elf
3 Wood Elves
3 Yavimaya Dryad
3 Acidic Slime
3 Eternal Witness
3 Fleshbag Marauder
4 Falkenrath Noble
4 Disciple of Bolas
4 Purphoros, God of the Forge
4 Solemn Simulacrum
5 Skullmulcher
6 Deathbringer Thoctar
6 Duplicant
7 Chancellor of the Forge
7 Lord of the Void
7 Rune-Scarred Demon
8 Craterhoof Behemoth
3 Beast Within
3 Putrefy
3 Chaos Warp
3 Krosan Grip
5 Savage Beating
Sorceries (14)
1 Green Sun's Zenith
2 Demonic Tutor
2 Diabolic Intent
2 Explore
2 Hull Breach
2 Exsanguinate
3 Gaze of Granite
3 Spoils of Victory
3 Cultivate
3 Toxic Deluge
4 Skyshroud Claim
4 Seize the Day
4 Diabolic Tutor
7 Tooth and Nail
Artifacts (9)
1 Skullclamp
1 Darksteel Ingot
1 Sol Ring
1 Expedition Map
1 Sensei's Divining Top
2 Lightning Greaves
3 Chromatic Lantern
3 Coalition Relic
4 Quicksilver Amulet
Enchantments (7)
2 Goblin Bombardment
3 Food Chain
3 Fecundity
3 Beastmaster Ascension
3 Phyrexian Arena
4 Parallel Lives
7 Vicious Shadows
4 Sarkhan Vol
4 Xenagos, the Reveler
General
6 Prossh, Skyraider of Kher
This is my revised decklist, how is it now?
Only thing I would recommend is removing khalni garden and llanowar reborn for lands that come in untapped. Their abilities are rarely ever relevant and untapped lands often are.
UMerfolkGBW
Melira PodRIPGBW Abzan Midrange
GBR Jund Midrange
EDH
GBR Prossh
6 Prossh
CREATURES by cmc (28)
1 Birds of Paradise
2 Blood Artist
2 Sakura-Tribe Elder
3 Goblin Sharpshooter
3 Ophiomancer
3 Eternal Witness
3 Champion of Lambholt
3 Burnished Hart
3 Farhaven Elf
4 Reaper of the Wilds
4 Ogre Battledriver
4 Disciple of Bolas
4 Falkenrath Noble
4 Solemn Simulacrum
4 Nullmage Shepherd
4 Purphoros, God of the Forge
4 Anger
5 Sadistic Hypnotist
5 Bloodgift Demon
5 Acidic Slime
6 Inferno Titan
6 Grave Titan
6 Deathbringer Thoctar
7 Chancellor of the Forge
7 Rune-scarred Demon
7 Sepulchral Primordial
7 Butcher of Malakir
8 Craterhoof Behemoth
ARTIFACTS (8)
1 Sol Ring
1 Skullclamp
1 Blade of the Bloodchief
2 Lightning Greaves
2 Swiftfoot Boots
3 Ashnod's Altar
3 Chromatic Lantern
4 Birthing Pod
2 Earthcraft
2 Goblin Bombardment
3 Food Chain
3 Fecundity
3 Beastmaster Ascension
3 Awakening Zone
4 Parallel Lives
4 Grave Pact
4 Tooth and Claw
7 Vicious Shadows
INSTANTS (3)
3 Putrefy
3 Krosan Grip
3 Beast Within
SORCERIES (11)
2 Diabolic Intent
2 Explore
2 Farseek
2 Rampant Growth
3 Kodama's Reach
3 Cultivate
4 Ranger's Path
4 Diabolic Tutor
8 Army of the Damned
1 Green Sun's Zenith
2 Black Sun's Zenith
PLANESWALKERS (2)
4 Xenagos, the Reveler
5 Vraska the Unseen
LANDS by # (38)
5 Forest
4 Swamp
4 Mountain
1 Golgari Guildgate
1 Rakdos Guildgate
1 Gruul Guildgate
1 Rakdos Carnarium
1 Golgari Rot Farm
1 Vivid Marsh
1 Vivid Grove
1 Savage Lands
1 Graven Cairns
1 Dragonskull Summit
1 Rootbound Crag
1 Blood Crypt
1 Kazandu Refuge
1 Command Tower
1 Evolving Wilds
1 Terramorphic Expanse
1 Jund Panorama
1 Kessig Wolf Run
1 Kher Keep
1 Rogue's Passage
1 Lavaclaw Reaches
1 Temple of Malice
1 Temple of Abandon
1 Temple of the False God
1 Akoum Refuge
At the moment I'm trying to work on my land base. It's pretty rough and even with the number of dual lands that I'm playing it's sometimes hard to find all three colors. I'm making an effort to pick up a woodland cemetary, overgrown tomb, and stomping ground, however any suggestions for other, fairly cheap untapped lands would be helpful. I'd like to avoid playing too many basics so I can consistently find my colors, but if that's the best way to go then so be it.
As for the actual cards there are some I've really liked and some I haven't. With this build I'm trying to play a combo game whenever I can and a beatdown+token synergy deck whenever I can't. I aimed to build the curve with powerful creatures that can also be podded for a strong chain, so some pretty standard value+utility creatures are there (like Eternal Witness, Solemn, and Acidic Slime). There are some improvements I know I can make but just can't do at the moment due to budget restrictions and card availability (namely adding in demonic and vampiric tutor). Any recommendations on cards to cut and cards to add would be appreciated, though it's unlikely I'll be able to add cards that cost $20 or more for the same reasons I can't add demonic and vampiric tutor. I think I could do well to add a touch more ramp.
All in all I'm pretty satisfied with this list, after some goldfishing it seems fairly consistent at comboing around turn 6 without being disrupted. I just want to trim some of the fat to make it as streamlined and consistent as possible.
UMerfolkGBW
Melira PodRIPGBW Abzan Midrange
GBR Jund Midrange
EDH
GBR Prossh
As for replacements, the cards you have in your deck are all good, and synergistic. The cards you mentioned are probably going to be the ones you should aim for first. Cards I'd aim to cut for are definitely Ophiomancer and army of the damned, the later just costs A LOT of mana.
As for good lands they're all stupid expensive, I'd just get what you can when you can get it. They are great investments though, as you'll use them for the rest of your EDH magic life, so I'd get them before buying up staples only for this deck. Your deck seems more similar to Feverous list, so I'd look through his list to find some good replacements.
"I've always been a fan of reality by popular vote" - Stephen Colbert (in response to Don McLeroy)
GPolukranos, Kill ALL the Things!G
6 Prossh
CREATURES by cmc (29)
1 Birds of Paradise
1 Elves of Deep Shadow
1 Elvish Mystic
1 Llanowar Elves
2 Blood Artist
2 Sakura-Tribe Elder
3 Goblin Sharpshooter
3 Yavimaya Elder
3 Eternal Witness
3 Champion of Lambholt
3 Farhaven Elf
4 Reaper of the Wilds
4 Ogre Battledriver
4 Disciple of Bolas
4 Falkenrath Noble
4 Solemn Simulacrum
4 Purphoros, God of the Forge
5 Skullmulcher
5 Sadistic Hypnotist
5 Bloodgift Demon
5 Acidic Slime
6 Inferno Titan
6 Grave Titan
6 Deathbringer Thoctar
7 Chancellor of the Forge
7 Rune-scarred Demon
7 Sepulchral Primordial
7 Butcher of Malakir
8 Craterhoof Behemoth
1 Sol Ring
1 Skullclamp
1 Blade of the Bloodchief
2 Lightning Greaves
2 Swiftfoot Boots
3 Ashnod's Altar
3 Chromatic Lantern
4 Birthing Pod
ENCHANMENTS (10)
2 Earthcraft
2 Goblin Bombardment
3 Food Chain
3 Shared Animosity
3 Fecundity
3 Beastmaster Ascension
3 Awakening Zone
4 Parallel Lives
4 Grave Pact
7 Vicious Shadows
INSTANTS (3)
3 Putrefy
3 Krosan Grip
3 Beast Within
SORCERIES (10)
2 Diabolic Intent
2 Explore
2 Farseek
2 Rampant Growth
3 Kodama's Reach
3 Cultivate
4 Skyshroud Claim
4 Diabolic Tutor
1 Green Sun's Zenith
2 Black Sun's Zenith
4 Xenagos, the Reveler
5 Vraska the Unseen
LANDS by # (38)
8 Forest
4 Swamp
4 Mountain
1 Golgari Guildgate
1 Gruul Guildgate
1 Golgari Rot Farm
1 Rakdos Carnarium
1 Vivid Marsh
1 Vivid Grove
1 Savage Lands
1 Graven Cairns
1 Dragonskull Summit
1 Rootbound Crag
1 Blood Crypt
1 Kazandu Refuge
1 Command Tower
1 Evolving Wilds
1 Terramorphic Expanse
1 Jund Panorama
1 Kessig Wolf Run
1 Kher Keep
1 Lavaclaw Reaches
1 Temple of Malice
1 Temple of Abandon
1 Temple of the False God
Made a couple of slight changes to the deck and removed a few cards that were dead weight, like tooth and claw, ophiomancer, and army of the damned. Also added 3 more forests in place of a few BR dual lands that came in tapped and a rogue's passage since that's not really the main plan I'm going for currently. I might even shave 1 mountain and 1 swamp for another 2 forests since having green usually gives me the capability to find my other basics too. The consistency I've had lately is absurd and even more ramp in the form of 1-mana dorks has been amazing. It's gotten to the point where everyone is gunning for my head in a 4-5 player game of EDH and despite this deck's insane strength it is very challenging to win against 3-4 competent decks all trying to disrupt and to kill you ASAP. Is there any good way to deal with it?
Also, I noticed that neither of the primer lists run birthing pod and I have to urge you guys to play it. Assuming you have Rune-scarred demon in your deck it's absurdly powerful and lets you set up the combo on its own. No matter the number of players I don't think I've lost very many games at all after resolving birthing pod, there's just no stopping it. I played a 1v1 game earlier today against a friend of mine and even after my friend made me exile my entire hand and food chain with it, I just turned around, podded my demon into a craterhoof behemoth, and swung at him for about 60 points of damage. Assuming your deck is constructed in a way that's suitable to take advantage of birthing pod it's just not remotely fair.
Thanks for your tips Bighaben and your card ideas Fevorous, they've most certainly come in handy.
UMerfolkGBW
Melira PodRIPGBW Abzan Midrange
GBR Jund Midrange
EDH
GBR Prossh
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
I would put a line carriage where the period is [.], as this is a &*#$% to read. That being said, Falkenrath Noble kinda goes with Prossh, its not the strongest, but it could be the last to be replaced. I kinda like Blade of the Bloodchief, its a weak threat that is cheap to cast that will pull removal, but it does work. Rampant Growth, unless you are playing mostly non-basics and you already have Farseek and Nature's Lore, if not it should be replaced with one of the others.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
And it's spoiler season, can't wait to see if this set holds anything for the deck! I'm sure something interesting will pop up.
I have to agree with Trancer. Tempest your deck may have some "weak" cards, but they are fairly synergistic, and I can't fault you to much for not cutting some of the cards swift suggested. I'd actually suggest playing up the theme a bit, there are many ways to build Prossh, and me nor Feverous really have the sac theme style going on.
"I've always been a fan of reality by popular vote" - Stephen Colbert (in response to Don McLeroy)
GPolukranos, Kill ALL the Things!G
I can't help but think Archetype of Finality has to be a part of this list. Your list is very similiar to the list I run minus a few things. I don't run other sac outlets except for pod for the same reason you do. I rely on Prossh to be my primary sac outlet as to free up other card slots ie: I don't think goblin bombardment is the greatest card in this deck. That being said, we both run sharphooter, thoctar,Puphoros, you run the titan, giving those creatures deathtouch is just nasty! On top of that, a wall of deathtouch kobolds is nothing to scoff at and can buy you time while you look to assemble something. Being that Prossh is already soo good at creating all the tokens you should need to win, maybe consider cutting grave titan for it? I also have found avenger to be a nice pod target after sacing prossh. Anyways I would maybe reconsider the inclusion of soo many sac outlets and instead look for ways to profit with Prossh and altars being your primary sac outlet.
1 Sol Ring
2 Sakura-Tribe Elder
2 Golgari Signet
2 Grull Signet
2 Rakdos Signet
3 Wood Elves
3 Farhaven Elf
3 Yavimaya Dryad
3 Cultivate
3 Kodama's Reach
3 Chromatic Lantern
3 Darksteel Ingot
4 Skyshroud Claim
1 Tragic Slip
2 Abrupt Decay
2 Terminate
3 Putrefy
3 Maelstrom Pulse
3 Chaos Warp
3 Krosan Grip
3 Beast Within
3 Hero's Downfall
4 Grave Pact
0 Black Sun's Zenith
3 Phyrexian Arena
3 Fecundity
4 Disciple of Bolas
5 Skullmulcher
5 Soul's Majesty
1 Expedition Map
1 Worldly Tutor
2 Diabolic Intent
2 Sylvan Scrying
5 Increasing Ambition
7 Tooth and Nail
0 Green Sun's Zenith
1 Noxious Revival
2 Explore
2 Regrowth
3 Eternal Witness
4 Solemn Simulacrum
4 Xenagos, the Reveler
3 Awakening Zone
4 Saproling Symbiosis
5 Mitotic Slime
7 Avenger of Zendikar
7 Hornet Queen
2 Goblin Bombardment
3 Food Chain
3 Beastmaster Ascension
3 Shared Animosity
3 Phyrexian Altar
3 Ashnod's Altar
4 Purphoros, God of the Forge
4 Seize the Day
5 Urabrask, the Hidden
6 Mikaeus, the Unhallowed
6 Triskelion
8 Craterhoof Behemoth
0 Exsanguinate
37 Mountain
Thoughts on improvements I could make? This is just a theorycraft. I want to have an idea together before sinking money into the deck, preferably. Then the fun part of actually playing it!
(Needless to say, 37x Mountain is the placeholder for my landbase.)
The landbase is going to be the next step, you'll want heavy green, of course, so you'll probably want a huge amount of basic lands that are forests. If you have all the good dual color lands your current number of lands is probably fine, but if you don't, you may want to add one or two.
The new Grave Pact from Journy to Nyx, Dictate of Erebos is theoretically easier to cast with its BB cost instead of BBB but it does cost more, it's a swap I'm considering doing, but I haven't decided yet. The flash is sexy too.
I'll look over the set more closely sometime this week, and see what else perks my interest for Prossh, but I'm having pessimistic feelings about the set right now.
"I've always been a fan of reality by popular vote" - Stephen Colbert (in response to Don McLeroy)
GPolukranos, Kill ALL the Things!G
I actually think the Dictate would be a good upgrade, as with the ramp Prossh typically seems to run, we'll be in good shape to hit the additional colorless mana (and one less black mana is less strain on our colors). I don't own either card, so I may pick up the Dictate in place of the Pact and test it out.
There is also Phyrexian Tower which is a little pricey but is probably the best, cheap, sac outlet we can have to protect Prossh from tucking, and provide some mana fixing. If that's too expensive there is always High Market, but I'd only put in High Market if you can afford the land slot.
Dictate is, if nothing else, probably going to be cheaper than Grave Pact anyway, especially in a month or so. Just a note for budget concerns.
"I've always been a fan of reality by popular vote" - Stephen Colbert (in response to Don McLeroy)
GPolukranos, Kill ALL the Things!G
I'm wondering if I should drop about three of the tutors and go for more card draw. I'm thinking so, since that'll give me more gas and answers instead of specific combo pieces that I'll just wind up drawing into anyway.
I also might switch out some of the removal for creatures with removal ETB effects (for potential Mikaeus shenanigans). But they would have to be really mana-efficient.