This deck focuses on mainly one thing: Advantage through Act on Impulse-like effects. There is a graveyard and Voltron sub-theme, but they're less prevalent and important than either generating board control through your cards, your opponent's cards, or a mixture of both. Prosper has three "keywords", two of which are nothing more than fluff keywords to fit in with the theme of the Dungeons and Dragons set but are still very important.
First is Deathtouch, making him a reliable defender while setting up and a terrifying attacker with Embercleave attached.
Second is Mystic Arcanum, which is a great impulse effect that acts as an impressive but short-lived card advantage.
Third is Pact Boon, the main way you'll be able to keep up in mana ramp and also generate fuel for some tutors in the deck.
Arid Mesa, Bloodstained Mire, Marsh Flats - Basic Fetchland package I would run in any dual colored deck. One for each color and then the double on color fetch. Simple.
Mikokoro, Center of the Sea and Geier Reach Sanitarium - These are mainly in to synergize with Uba Mask. During your turn, as long as your opponents don't hit an instant, you're essentially milling them and giving yourself a card. With Geier Reach Sanitarium, forcing the discard is just value. If Prosper is out and you play the exiled card, congratulations, you've reached Valuetown
Author of Shadows - This card serves a few purposes. Its main purpose is to handle graveyard-based decks by exiling them. The second is its pseudo Impulse effect on one card that gets exiled, which is fantastic for the deck. It lastly gives a target for Sword of Hearth and Home to blink and continuously Impulse a graveyard.
Breya's Apprentice - Built-in Impulse effect and provides it's own sac target for the effect. Makes use of the treasures that Prosper makes, kind of cycling the effect for free since you'll get another treasure from playing it. Only playtesting will tell how good this card really is.
Dauthi Voidwalker - Helps against graveyard decks, can impulse one card which can make or break the game for you.
Dream Pillager - This is a card I'm not heavily sold on, it allows you to impulse from your opponent's deck but it does do a pretty solid job just exiling cards en masse. Pair with many of the swords we have available and it can be a milling machine.
Goblin Welder - Goblin Engineer's Bigger brother. I swapped them due to artifacts other than swords hitting the graveyard and needing them back. Combos exceptionally well with Oriq Loremage
Magda, Brazen Outlaw - This was one of the first cards that came to mind when making the deck. Works similar to Kuldotha Forgemaster, who I might also put in. Creates treasures by attacking, can search the turn she comes in if you have enough treasures out. The dream would be to attack with something like Dream Pillager and slap Embercleave on before damage is dealt.
Opposition Agent - Easy way to control other decks from searching up combo pieces. Also really funny to use in response to fetch lands and take lands for yourself. Probably my favorite card in the deck.
Oriq Loremage - A creature that trashes cards from your deck for a multitude of effects. Drawing and impulsing too many lands? Start trashing them. If you have Crucible of Worlds out, it acts as an Expedition Map. Need something that Goblin Welder can grab? Trash it. Highly Underrated card in my opinion.
Robber of the Rich - Not many rogues in the deck but it impulses from your opponent's deck? Very fun. For you. It should almost always impulse as you should almost never have any cards in hand.
Sad Sam - Nothing really needs to be said about Sam. He's a sad robot.
Wild-Magic Sorcerer - Cascade on Impulsed Cards? Excuse me? Valuetown? Reservation for one please.
Chandra, Fire Artisan - Impulsing every turn and then impulsing seven. I don't know if I'd ever want to -7 her due to not wanting to kill her outright and keep the advantage up.
Chandra, Heart of Fire - A real Act on Impulse effect at the added cost of discarding your hand. Also can ping small creatures and commanders. Don't know if I would ultimate this one either just to keep up the advantage.
Chandra, Pyromaster - Can either impulse or prevent a blocker, letting you swing in with swords.
Rowan Kenrith - Can board wipe small based creature decks and can force attacks. The main benefit of her is to ultimate and double your planeswalker triggers for more impulse effects.
Tibalt, Cosmic Impostor - Impulses everyone's library, exiles problematic artifacts or creatures. The ultimate can be written off as Author of Shadows and Dauthi Voidwalker are usually enough to handle graveyard-based strategies.
Enchantments
Cunning Rhetoric - Impulse effect on your opponent's deck when you or your planeswalkers are attacked. Soft deterrent to being attack and could possibly rip something like Cyclonic Rift off the top.
Experimental Frenzy - Gives you an idea of what's coming for your own impulse effects and lets you play from the top of your deck at will. Synergizes with Uba Mask well.
Hedonist's Trove - A little iffy on this card. It's kind of not worth it if your opponents have no graveyard or you've held Dauthi Voidwalker out for a while. On the cutting board.
Outpost Siege - Never pick Dragons. Always Khans. Impulses yourself at upkeep giving you a second card to play with a potential treasure to get.
Revel in Riches - Good way to get treasures when creatures die, deters sac strategies unless it's an infinite combo, funny win con.
Stolen Strategy - A Bit expensive but impulses your opponent's on your upkeep, either giving you land, value, or just exiling to exile.
Stranglehold - Extra turns are boring. No one gets one. Side note of stopping people searching their libraries. Counterintuitive with Dauthi Voidwalker but layers of annoyance is good.
Valakut Exploration - Probably the best impulse card in the deck. Landfall Impulse that dumps it back into your graveyard if you don't use them and shoots people for damage. Value.
Vance's Blasting Cannons - Another Outpost Siege but added benefit of turning into a land that can bolt creatures and players. It's not the best, but not the worst. Worst comes to worst, it's a land drop.
Artifacts
Mana Rocks
Arcane Signet - Excellent two drop mana rock that taps for red and black.
Commander's Sphere - Basic three drop mana rock that draws a card in stick situations or times when you a lot of mana.
Ebony Fly - A new two drop mana rock that comes in Prosper's pre-constructed deck. Comes into play tapped, creates a flyer, and gives another creature evasion when attacking.
Gilded Lotus - Everyone's favorite five drop mana rock that produces three mana. No real explanation is needed.
Mana Vault - One drop rock that you'll likely just get one use out of. Excellent Goblin Welder target to trash for something better.
Harnfel, Horn of Bounty - Discard to double impulse. Excellent way to generate card advantage and ramp with Prosper'sPact Boon trigger.
Ingenuity Engine - An exceptionally fun card that gets much more fun when cast from exile with Wild-Magic Sorcerer out on the field. While fun, on the cutting board with a few other cards.
Oracle's Vault - Paid impulse that builds into a free impulse. Good if you can consistently do the effects and build upon them. Not so great if you can't.
Ornate Kanzashi - Impulse a card from your opponent's library. Great control card and a great way to steal cards.
Treasure Map - Scrys and creatures treasures. When flipped, can use Prosper treasures to draw cards for some card advantage.
Embercleave - One of the best pieces of equipment for EDH in the game in my own opinion. Works well with Propser since he has innate Deathtouch.
Fiendlash - With Prosper's 1/4 stat, makes him a hard target to crack with smaller creatures. Equipped, he becomes a 3/4 and can bolt planeswalkers and players when damaged.
Sword of Feast of Famine - Protection from Black and Green, combat damage effects that give massive advantages. Very awesome card.
Sword of Hearth and Home - Protection from White and Green, combat damage effects that blink a creature and search up a basic. Synergizes well with ETB triggers, the prime suspects being Author of Shadows and Sad Sam.
Sword of Light and Shadow - Protection from White and Black, the life gain is negligible, but bringing back an important creature that your opponents have killed can swing the game in your favor pretty easily.
Vorpal Sword - New sword from AFR, can instantly kill a player for 5BBB. Gives deathtouch which doesn't help our commander any, but slap it on an Ebony Fly or Dauthi Voidwalker and you can threaten players at any given point.
Sorcery
Banefire - Potential game-ender. With Goldspan Dragon out, treasures can double up on the mana spent. If you can't kill someone, kill a creature or problematic planeswalker.
Blood on the Snow - Board wipe, great against Super Friends. Can snatch planeswalkers or creatures based on snow mana spent. Be careful if you're wiping your own board, you can't get Tibalt, Cosmic Impostor back and he's very important.
Damnation - Solid boardwipe to clear out problematic creature based decks.
Demonic Tutor - Premiere tutor card. No explanation needed
Grim Tutor - Another Tutor Card, though a little more damaging. Great to hit off an impulse effect.
Praetor's Grasp - Search up your opponent's deck for an awesome card or take away their combo potential.
Sadistic Sacrament - There's only one reason why I run this card and it's to take away my opponent's combo pieces. There are a bit too many infinite combos running around.
Instants
Hellish Rebuke - Against creature-based decks like Rhys Elves or Krenko Goblins, can really blow them out. Situational otherwise, feels kind of awful to hit on an impulse.
Hurl through Hell - Great targeted removal. As worded, if you cast this targetting an opponent's commander, you can cast it from their command zone. There will probably be an errata, but it's still a very funny interaction.
Vampiric Tutor - Instant one mana tutor, everyone loves it, nobody hates it.
You Find Some Prisoners - Impulses three cards off your opponent's deck and you get to pick one. It's fantastic if you just want to exile cards from the top of their deck.
1 Prosper, Tome-Bound
Artifact
1 Arcane Signet
1 Commander's Sphere
1 Crucible of Worlds
1 Ebony Fly
1 Embercleave
1 Expedition Map
1 Fiendlash
1 Gilded Lotus
1 Harnfel, Horn of Bounty
1 Ingenuity Engine
1 Mana Vault
1 Oracle's Vault
1 Ornate Kanzashi
1 Sol Ring
1 Sword of Feast and Famine
1 Sword of Hearth and Home
1 Sword of Light and Shadow
1 Talisman of Indulgence
1 Thought Vessel
1 Treasure Map
1 Uba Mask
1 Vorpal Sword
Sorcery
1 Banefire
1 Blood on the Snow
1 Crackle with Power
1 Damnation
1 Demonic Tutor
1 Grim Tutor
1 Praetor's Grasp
1 Sadistic Sacrament
1 Hellish Rebuke
1 Hurl through Hell
1 Vampiric Tutor
1 You Find Some Prisoners
Creature
1 Author of Shadows
1 Breya's Apprentice
1 Dauthi Voidwalker
1 Dream Pillager
1 Goblin Welder
1 Goldspan Dragon
1 Magda, Brazen Outlaw
1 Opposition Agent
1 Oriq Loremage
1 Prophetic Flamespeaker
1 Robber of the Rich
1 Solemn Simulacrum
1 Wild-Magic Sorcerer
1 Xorn
Enchantment
1 Cunning Rhetoric
1 Experimental Frenzy
1 Hedonist's Trove
1 Outpost Siege
1 Revel in Riches
1 Stolen Strategy
1 Stranglehold
1 Valakut Exploration
1 Vance's Blasting Cannons
1 Chandra, Fire Artisan
1 Chandra, Heart of Fire
1 Chandra, Pyromaster
1 Rowan Kenrith
1 Tibalt, Cosmic Impostor
Land
1 Ancient Tomb
1 Arid Mesa
1 Badlands
1 Blood Crypt
1 Bloodstained Mire
1 Boseiju, Who Shelters All
1 Cabal Coffers
1 Dust Bowl
1 Foreboding Ruins
1 Geier Reach Sanitarium
1 Luxury Suite
1 Marsh Flats
1 Mikokoro, Center of the Sea
1 Rogue's Passage
10 Snow-Covered Mountain
8 Snow-Covered Swamp
1 Strip Mine
1 Tectonic Edge
1 Urborg, Tomb of Yawgmoth
1 Wasteland
With how early the iterations of this deck are, I won't be doing a changelog until I get a firm decklist.