”Whether gargantuans are the manifested will of Progenitus or simply the result of
overabundant resources is moot when a herd of them is thundering at you.“
Progenitus has always seemed like the ideal commander for a true 5-color deck; a deck that contains primarily 5-color cards or are fully-powered by having access to all 5 colors of mana or all 5 basic land types (i.e. Sunburst, Converge, Domain, etc.). Actually playing Progenitus doesn’t seem very realistic most of the time, but I like the statement it makes; that this is a deck serious about being all five colors.
The issue that arises is that non all 5-color cycles or mechanics are equal. There are some that are great and some that are awful. On top of that, there are also plenty of cycles of cards that span all five colors that don’t really need one another to function (Kamigawa Dragons for example) so I tried to just avoid those altogether.
After a first pass through various cards available, plus trying to get a working mana base together, the deck is starting out like this.
Updated through Amonkhet, 2/9/2018, through Rivals of Ixalan
Overall, I was very disappointed with Sunburst. It is mostly a limited mechanic, with very few of the cards getting into the realm of ‘constructed playable’, much less EDH playable. Etched Oracle is a good card draw engine and gives the deck something nice to recur with Bringer of the White Dawn.
This was the one category where I wanted to be as loose as possible given that this was likely the only spot I would be able to play the non-Sliver cards (they have their own deck).
There is a chance that I might change things up at some point to include Horde of Notions plus 5-6 Elementals or Reaper King plus some Scarecrows/Changelings, but in the end there just wasn’t enough room to fit everything into the deck.
And a special note on Naked Singularity and Reality Twist; these were in the deck at one point as a delaying mechanism that is very flavorful and kind of hilarious. People can still play the game for the most part, and a lot of decks have plenty of mana sources that are not basic lands or rely on basic land types (such as Checklands, Man Duals, Painlands, etc.). I don’t try to cheat the cumulative upkeep, so for the most part they are only on the board for 1-2 turns. At best, they are the world’s worst Time Walk. I've pulled them for now, but they are on the short-list to come back in at some point.
This is all the best mana ramp and mana fixing available. It is good to note that the deck runs only 16 basic lands and you have several ramp cards that fetch only basics. Use your cards that can fetch Forests on dual lands and try to use Farseek to find a non-green dual land.
Everything Else Maelstrom Wanderer, Maelstrom Pulse: Both great cards that go with all the other Maelstrom cards that the deck already runs. Swords to Plowshares, Cyclonic Rift, Vindicate: We obviously would like more removal, so as the deck evolves we’ll be looking at adding in more. Sylvan Library, Scroll Rack: The deck runs a few Cascade cards, so manipulating the top of the deck is important. Demonic Tutor: The deck runs lots of situationally good cards, so DT seems very natural to run here. Whether it is to grab another Honden, one of the few removal spells, or a situational card, tutors are a necessity in this deck. Eldrazi Titans: These came into the deck because I found that I wasn't utilizing Fist of Suns in the deck very much. I tried some things like Enter the Infinite, Omniscience, and Primal Surge, but nothing really made an impact the way the Eldrazi do. These also double as removal and card draw as the deck is light on either of those.
The deck is fairly new (since the spoiling of Cascading Cataracts), so I hadn't even though about trying to have any aynergy with my commander. Finest Hour seems like pure gas, especially since it not only works well with Progenitus but the Eldrazi also (maybe a little too well, repeated Annihilator triggers might be a little too much).
I run a janky as all hell Progenitus and a lot of my more serious opponents recommended it. This looks a little serious, so that's why I'm recommending it.
I don't know about that. This deck is like a lot of my decks in that it is very serious about doing not-so-serious things; in this case, playing with as many cards as I can that cannot really be played in any other deck. I actually think I overdid it on the ramp and "underdid" the card advantage and removal for this to be too serious.
As for running shocklands, I can totally see that. I had originally started at 10 ABU duals/10 fetches, then trimmed down some of the minor color fetchlands. At a minimum, I think the deck needs a Breeding Pool.
I like the idea of running Murmuring Bosk; I'm pretty sure I have one and I'll toss it in once I find it.
And I only own two or three Three Visits; I was lucky enough to be able to trade for them a few years ago when they were still reasonable and I had some excess Modern stuff that I no longer needed. Nowadays, they are $35-$45... (hint to WotC; reprint Three Visits in the next Commander product please!!!!)
Thanks for the suggestions. This is a total work in progress, so pleas keep them coming!
It is so hard to pull off and late enough in the game that people don't get upset about it.
Cromat is pretty solid just for his resilience and versatility. This also makes him a really good voltron option. I'm running Civic Saber, Rafiq, Finest Hour , Conquerer's Flail, etc. so even though it isn't the main game plan it's not uncommon to two shot someone. Not sure how he'd be in the 99.
The Ur-Dragon - So the deck runs no Dragons currently, and even though it would count itself it hardly feels worth the 9 mana to play it. However, this now brings into question whether I should be running the Changelings package as the Changelings are also Dragons (as well as Elementals for Horde of Notions and Scarecrows for Reaper King). That sounds good in theory, but in practice there are only probably 5 Changelings worth playing (Chameleon Colossus, Mirror Entity, Taurean Mauler, Cairn Wanderer, and Shapesharer). Of course, I would only have about 5 slots to work with anyway, so perhaps this is not a bad thing. I could also get crazy with the Conspiracy/Xenograft) effects now that Arcane Adaptation has been printed. This sounds more like something that needs more than just a few card slots to be able to pull off.
I'm pretty sure that the way to go right now is to tweak the mana, add the above cards, dump some of the less interesting Elementals, and make room for some Nephilim
That's a great suggestion, but I'm not sure how it would actually work out in practice. Since it is symmetrical, I fear that it might end up backfiring too often. On the one hand, my 5-color guys essentially can't be blocked (except for colorless creatures) and it turns off a lot of commonly played removal. On the other hand, it basically means my 5-color guys can't block (except for colorless creatures) and it will sometimes turn off some of my removal. I'll have to think about this one some more. Thanks for the suggestion.