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.
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.
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.
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.
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.
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.
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.
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.
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.
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.