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  • 1

    posted a message on [[Primer]] bighaben and Feverous' Prossh, Skyraider of Kher (BFZ Review up!)
    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:

    2 Swamp $ 0.08
    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! Grin


    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on [[Competitive]] (Duel Commander) Prossh, Skyraider of Kher
    Quote from batdown
    Quote from Feverous
    I'm not running the Day in the list any longer, that was for the multiplayer variant. I'm personally not really a fan of the 1 shot effects, they're just screaming for you to get 2 for 1'd, other than the fury. The fury also is only a 1 shot if you sac all your kobolds, and if they kill it in response to the sac you just burned all your kobolds for nothing, which I'm not a fan of. If I had a slot that I really wasn't happy with I might try it, but as is I really can't think of anything that I'd cut that's a little less powerful than those. Test it, though, let me know how it works! Grin


    is it really that hard to recast prossh, though? prossh decks have copious ways to make sick amounts of mana, since casting and re-casting prossh is essential to the gameplan. Give it a try and see how it plays. They've been stars for me in my multiplayer version. sure, someone will swords prossh if they can, but he's coming right back the next turn, with even more kobolds in tow. my list does not really focus on doing things with tokens on the board (other than attempting to win the game asap), so with the staxxxy lists and whatnot I could see why you'd not want to include them. In a duel setting especially, and looking at your list, it doesnt look like too many cards benefit from tokens remaining on the board all that long (fleshbag marauder and skullclamp excepted). they make good chump blockers, though. hmm.

    They've won several games for me. kobolds come practically for free, so I wouldnt be so hesitant to lose them, especially on a really good chance to end the game on the spot.

    maybe try subbing in tainted and psychotic fury for mistcutter hydra and thrun? Those are great anti-blue beaters, but do they really get you there? those cards can win you the game via voltroning, but it doesnt seem like they get any support from the rest of your deck. it seems like in a 1v1 setting, if you're worried about blue, you'd be better off running a couple cards like pyroblast, mages' contest, boil, or curse of marit lage. If I'm up against a blue deck, I'd rather have one of those or one of the cheap one-shotters. if it gets countered, keep your tokens, no big deal. creature removal targeting prossh is a bigger worry, but instant removal is going to be a problem for food chain combo as well; it just seems like the ever-present threat of a well-timed removal instant shouldnt deter you from running, well...anything, really.


    I think you should play those cards in a 1v1 setting, then come back and let me know how they do ^.^ There are a ton of cards that are very viable in multiplayer that literally aren't playable in a competitive 1v1 setting, and truest me when I tell you that those 1 shot effects are not. The basic idea is that if a cute 1 shot effect is going to work, then you've already got the game in the bag, therefore there's not too much of a point to playing them in the first place. The problem is that against a control match, those cards are going to either A: get countered or B: get you 2 for 1'd. Sure, there might be 1 game in 10 that it gets you there, but I know for a fact that I would much rather see an uncounterable threat like Thrun or Mistcutter than a 1 shot that just burns my own resources just to see it get countered. I don't even play Xenagos in my list, and he's a repeatable effect that's also indestructible.

    Again, test it out and see how it goes. Multiplayer advice really isn't viable here in 1v1 though. I appreciate that you're participating and I hope you continue to do so, but until you have some actual data and matches in a competitive 1v1 setting to back up these ideas I think you should save them for the multiplayer side Grin I have literally thousands of matches under my belt with this deck and my Skullbriar list, and while I'm certainly not the end-all be-all expert on the format, I do know there are certain types of cards that just don't work. very few, if any 1 shot effects that aren't repeatable and/or use your own resources without replacing those resources are viable. Bottom line :/

    The reason that I'm not playing the specific hate cards is that they're uselss in any non-U mathchup, of which there are many. I also don't have a discard effect to make them even a little bit useful. Things like Thrun and the Hydra are still insane even against non-U decks. they just get that much better against U.
    Posted in: 1 vs 1 Commander
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    posted a message on [Offtopic] Community Thread
    Quote from Donald
    Just got back from SCG Atlanta. Traded all day and now I can mark Mishra's Workshop, Gauntlet of Might and Mox Jet off the to get list Wink


    Grats! <-- Jealous ^.^
    Posted in: Commander (EDH)
  • 1

    posted a message on [[Duel Commander]] Ways to popularize Duel Commander in the USA
    Great topic, glad you brought it up. I've been personally working on this for about 6 months now. Basically I've been looking at getting it popular as I would look at an advertising campaign. The more people that see it/hear about it, the more numbers we'll see. I run a DC tournament on Cockatrice that I try to get everyone I possibly can involved in. I've started a LGS DC night every Monday which has been going for almost a month now with anywhere from 6-10 people showing up. These are small things but I think with time if enough people do them then it'll start to be recognized as "the" 1v1 format for Commander and maybe Wizards will recognize it as an official variant.

    I think one of the huge things to help it grow here in the states would be to get Channelfireball or SCG to host DC as their variant side event at some of their larger events. The problem that I see with this (other than actually getting them to listen, which is fairly difficult) is that here in the states multiplayer EDH is the primary "social" format and changing it to DC would pull from that pool, which they might not be willing to do.

    It's kind of a tricky problem, but I think the bottom line is just recognition and dedication. Start something locally if you're able to, participate online as much as you can and just talk the format up. I conscripted my playgroup, they form the core of the Monday night crew that shows up, and I try to get everyone I know interested in the format. It's just going to take some work. Definitely possible, though! I'm hoping this is The side event at most major Open series within 2-3 years, but we'll see ^.^
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on [[Primer]] bighaben and Feverous' Prossh, Skyraider of Kher (BFZ Review up!)
    Feverous's Prossh, Reaper of Jund:
    The Dark Edge of Insanity



    Welcome, WELCOME!!! To the best Prossh, Skyraider of Kher thread in the known universe! Seriously, insanity aside for just a moment (I have periods of lucidity. On occasion. Kinda >.< ) I need to put a huge thank you to bighaben for allowing me to work with him on this thread. It's been a ton of fun, he was a pleasure to work with, all that. Thanks again! Now, to the meat: (Who doesn't like meat? I like meat. Prossh loves meat. You, if you're here, clearly also like meat.) Why this list? bighaben already has a list to go off of! Why you make me think, I no wanna think! THINKING BAD!

    Well, thinking bad, agreed. Doing, good. This list is a lot less about thinking, and a lot more about doing. Seriously. The post above is an excellent list if you want a lot more control in your game (big's just trying to be blue, without the blue. Silly big :p ) It wins through attrition, proper resource management, and then either a huge swing, a massive amount of direct damage, or a combo, usually later in the game when opponents' lifetotals and resources are nearing complete exhaustion.

    This list, on the other hand, don't give no hoots about what your opponents are doing. Sure, on occasion there a few things that can make it a little harder to smash their faces in (Platinum Angel, Avacyn, Angel of Hope etc) and this list has a couple of answers to those types of problems. But, mainly this is a list tailored towards complete and utter annihilation of all that oppose you in as short an order as you can, through a very simple process of utter resource advantage. You're going to drop more dudes, more lands, draw more cards, deal more damage, and generate more mana than 95% of the decks you face. This is what leads to your victory.






    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Omnipotent One (General)
    1 Prossh, Skyraider of Kher

    Devastation Ascending (Artifacts) (9)
    1 Chromatic Lantern
    1 Coalition Relic
    1 Darksteel Ingot
    1 Expedition Map
    1 Grim Monolith
    1 Lightning Greaves
    1 Sensei's Divining Top
    1 Skullclamp
    1 Sol Ring

    Don't Fear the Reaper (Creatures) (23)
    1 Acidic Slime
    1 Birds of Paradise
    1 Craterhoof Behemoth
    1 Disciple of Bolas
    1 Duplicant
    1 Elves of Deep Shadow
    1 Elvish Mystic
    1 Eternal Witness
    1 Fleshbag Marauder
    1 Fyndhorn Elves
    1 Joraga Treespeaker
    1 Llanowar Elves
    1 Lotus Cobra
    1 Manaweft Sliver
    1 Purphoros, God of the Forge
    1 Rune-Scarred Demon
    1 Sakura-Tribe Elder
    1 Skullmulcher
    1 Solemn Simulacrum
    1 Sylvan Caryatid
    1 Wood Elves
    1 Xenagos, God of Revels
    1 Yavimaya Dryad

    Rising Flames (Enchantments) (8)
    1 Beastmaster Ascension
    1 Fecundity
    1 Food Chain
    1 Goblin Bombardment
    1 Phyrexian Arena
    1 Shared Animosity
    1 Survival of the Fittest
    1 Sylvan Library

    Soul Devourers (Instants) (4)
    1 Krosan Grip
    1 Putrefy
    1 Sudden Death
    1 Vampiric Tutor

    Allies of Destruction (Planeswalkers) (4)
    1 Garruk, Primal Hunter
    1 Garruk Wildspeaker
    1 Sarkhan Vol
    1 Xenagos, the Reveler

    Bargains from Below (Sorceries) (13)
    1 Damnation
    1 Demonic Tutor
    1 Diabolic Intent
    1 Explore
    1 Exsanguinate
    1 Hull Breach
    1 Maelstrom Pulse
    1 Praetor's Counsel
    1 Profane Command
    1 Seize the Day
    1 Skyshroud Claim
    1 Tooth and Nail
    1 Toxic Deluge

    Coffin Nails (Lands) (38)
    1 Ancient Tomb
    1 Blood Crypt
    1 Bloodstained Mire
    1 Bojuka Bog
    1 Boseiju, Who Shelters All
    1 Cabal Coffers
    1 Cavern of Souls
    1 City of Brass
    1 Command Tower
    1 Dragonskull Summit
    6 Forest
    1 Gaea's Cradle
    1 High Market
    1 Kessig Wolf Run
    1 Maze of Ith
    2 Mountain
    1 Overgrown Tomb
    1 Phyrexian Tower
    1 Reliquary Tower
    1 Rootbound Crag
    1 Savage Lands
    1 Stomping Ground
    1 Strip Mine
    2 Swamp
    1 Temple of the False God
    1 Terramorphic Expanse
    1 Thespian's Stage
    1 Urborg, Tomb of Yawgmoth
    1 Verdant Catacombs
    1 Wooded Foothills
    1 Woodland Cemetery


    Average CMC=3.02 Median total cost $665.32 Deckstats analyzer/sample hand
    here.


    So, why play this incarnation of Chaos and Destruction as opposed to the one detailed above?

    • You're more of a Smash N' Grab type of player, as opposed to a cunning strategist (BwahaHaHaHAHAHA)
    • You enjoy shows of overwhelming force, as opposed to subtleties of removal and tactics. (Heh, yeah. Tactics? PSSSHH)
    • You appreciate the manic edge of insanity, and are ok with giving in to it on a regular basis. (Muahahahahahaha...)
    • You want people to realize that you are the superior deckbuilder/piloter, and for them to bow down before your mighty visage!
    • You enjoy winning. Yeah, saying it twice. Either list you play will probably win, this deck is nuts.

    Why Not?!

    • You actually enjoy a strong control suite in your decks. (Really? for JUND? GET OUT!)
    • You like thinking through your opponents next play, and having an appropriate counter for it (Ugh. Just KILL THEM, don't THINK ABOUT IT!)
    • You prefer non-creatures over creatures (What is Prossh gonna eat, then?! YOU MONSTER!)
    • You believe that A manic, flaming JUND DRAGON is the proper outlet for tactics, strategy, and all things NOT HERE.
    • You don't enjoy winning. Really, saying it twice. This deck STOMPS FACE.

    Whelp, now that we've gotten that out of the way... Some of the things I've personally tested that just... didn't make it.

    Has Beens, and Didn't Make It's

    I know, I know. There's, like, a million different Jund generals, and a million more ways to play Prossh, right? WRONG. This isn't your grandmothers' kitchen table token list. This isn't your little sisters "Ooh, I want a tribal dragon deck cause dragons are cute!" deck. And this most certainly isn't a durdle/casual/funsies deck. There isn't any true competition. This. Is. Jund!

    For the sake of argument, and for the sake of appeasing those that would spit on this list like a frenchman would after being offered american fries, here's a list of Has Beens and Didn't Make It's.

    Karrthus, Tyrant of Jund - Alright, so maybe this guy is pretty much a badass. I mean, he's got Tyrant of Jund right in his title. He's huge, he's hasty, he lawls at other dragons and lets them know to get on his level. He also gets wrecked by the new legends rule and a Clone. This is bad. He's your hasty death general, not theirs! Unfortunately, this has put the plug in Ol' Karrthus here.

    Shattergang Brothers - So there's what, 1923745 different cards about dragons nomming goblins? Lawl. These chumps like to think they have the destructive power down, but FEH. They're gobbos! Plus, it's not a devastation tide staring you in the face when these guys hit the board. It's a grindy, whiny, mess of a gamestate that these guys make. That's not what we want. When our general hits the board, people need to start reaching for the next deck to play, because it is, at that point, OVER.

    Sek'Kuar, Deathkeeper and Kresh the Bloodbraided - These are somewhat similar. In that they're WEAK. Puny little humans thinking to stand to the might of Dragons?! Pshaw. Sure, it's a great idea to destroy the board. Lets waste all our resources to make our general work! Genius idea. Rofl. Prossh makes his own army. He needs not an army made for him. Nuff' said.

    Alternate Prossh options:


    So there's probably a million things to do with Prossh. Having that many warm bodies to nom is a heady feeling, one that mages the multiverse over will be trying to dig their greedy little paws into. In my verse, though, this is really the only true way to run Prossh. Aggro/combo, with a hint of chaos and sacrifice to spice things up. I feel it's the most effective path to victory, which is what I wanted the deck to be based on. If that's not your style, well... ***off. Or, keep reading, I guess...

    The other 2 main archetypes that I can see as being successful are Stax and Tokens. Stax, because it can take huge advantage of Prossh's abilities to pump out a massive amount of creatures, and tokens because... well, duh.

    If you go the stax route, you would probably cut all the main wincons like Shared Animosity, Beastmaster Ascension etc etc, any non-creature ramp, and replace them with things like Braids, Cabal Minion, Smokestack, Tainted Aether, Desolation, Grave Pact, etc etc.

    If you went Tokens, you'd probably run a couple more planeswalkers, and things like Doubling Season, Parallel Lives and Primal Vigor, with a couple more cards like Overrun and Overwhelming Stampede.

    Again, not the most successful. But, if you want to be a sissy and take a non-vicious, angry-dragon-and-powers-of-destruction-to-your-face-route, be my guest.

    Pansy.



    Evolution? Feh. Try
    Re-Re-REVOLUTION

    This deck started out a looong, long time ago. It was actually my first EDH deck. Little did I know, then, about the awesome destructiveness that Wizards was to bless me with in the form of Prossh. No, back then I had lil' ol' Karrthus, Tyrant of Jund as the leader of an army of dragons. He was huge, veiny, angry, hasty... Everything I thought I wanted! And man, those were the innocent days. Back when EDH was still EDH, when Clones didn't steal my Karrthus from under my nose, when Dragons were still cool and hip and scary... Sigh. I know, I know, waxing nostalgic on the eve of Prossh's domination. I must have had some blue in my magic somewhere, I'm turning into a... well... you get the picture.

    Anyways, that was a dragon tribal deck to start out with. It underwent a ton of changes as my playgroup got more and more skilled at winning games, eventually evolving into a heavy ramp/control build focused on getting enough mana to Exsanguinate everyone to death, or Savage Beating/Seize the Day Karrthus in for a win. It was a fun deck, but easily disrupt-able and I tabled it in favor of some other lists. (Namely the Isamaru, Hound of Konda list in my sig). I loved it, I had a lot of sentimentality about it... It just wasn't winning as many games as I'd like, and I'm all about the winning. Clearly.

    Then, they spoiled Prossh, and all of a sudden I was in love. I read about the Food Chain combo, I saw the interactions with Purphoros, God of the Forge, I saw someone play Shared Animosity/Beastmaster Ascension and the deck was born, fully fledged and ready to play in my head. I already had most of the major ramp stuff and land fixing in the Karrthus shell, I just took out a ton of removal and replaced it with threats that worked well with Prossh. That was the start on my path of glory and domination, and I haven't looked back since.

    From there it's been evolving to be faster and faster, and as deadly as I can make it. I've been steadily chipping away at the easier to deal with control elements (Innocent Blood/Grave Pact/Tribute to the Wild etc) to make it come out a little faster, have a little bit more threat stability and be able to win more consistently (Mainly through fixing some of the mana issues, putting a couple more ramp spells in like Joraga Treespeaker and Manaweft Sliver, and learning how not to drop my threats until I'm ready to win the game.)

    So here it is today. I still need a Gaea's Cradle, the 3 duals, and a couple more fetches to be really where I want it, but as is it's pretty freakin strong as is. Hope you enjoy. Well, that's not entirely true. I don't really care. But, if you don't... **** OFF, Prossh don't need you. He's got other **it to take care of. like... my opponents. Muahahaha


    Munitions



    Here's a brief look at the cards that I run in my own list that are (Mostly) separate from big's list.

    Artifacts (9)

    - This list is pretty hungry for mana, you can never really have too much. I tried to stay about even between my creature, artifact, and sorcery accel. These are 5 of the best artifact accels in the format, so they're in here. The Monolith is really what you want to see early game, right after the Sol ring, it's absurdly good @ T3 Prossh. MOAR MANAZ

    Expedition Map - Sometimes you just really need to answer an opponents' land, so this gets your Strip Mine. Sometimes a graveyard needs exile, theis gets Bojuka Bog Or it can just get good ol' Command Tower if you're off a color. Number 1 tutor target for this lil' gem, however, is the other half of the Urborg, Tomb of Yawgmoth/Cabal Coffers synergy. Those 2 cards jsut eat face, they're absurdly good together.

    Lightning Greaves - Shroud is, really, kinda stupidly good, and the 0 to equip is huge. Can mess with a Seize the Day, but you usually have tokens to switch it around to if that gets to be a problem. Also, not being an idiot and trying to 'Day your shrouded death general is also key. DON'T BE AN IDIOT.

    Creatures (22)

    - These are all your 1 drop accel creatures. They're here to get Prossh out a little faster, then act as fodder for any of the other sac outlets the deck runs. They don't know it yet, but they're about to get ... NOMMED.

    - This is the 2 drop accel slot. Sakura can block and sac in response to help prevent early game damage, the Cobra works insanely well with the fetches, and a T1 Joraga allows a T3 Prossh. These are pretty simple. Drop, ramp, eat. Simple. I'm sure you can do that, right? Lawl.

    [CARD]Yavimaya Dryad
    Wood Elves[/CARD] - Annnddd.... MOAR RAMP! If you haven't noticed, this is a ramp deck, and these are your 3 drop creatures. These guys got the slot because of their wording, "search for a Forest and put it onto the battlefield" which means they A: Actually ramp you by putting it on the field (No, Borderland Ranger is not ramp. Sorry.) and B: Get your Stomping Ground or Overgrown Tomb

    Solemn Simulacrum - One of the more effective 2 for 1's, this guy is awesome, and should be run in just about any EDH deck that I can think of. Also awesome with a Diabolic Intent.

    Acidic Slime - Art/Ench hate is really important in this format, and this guy gets the job done. Extra points to the 'Slime for getting a problem land as well ^.^ .

    - I hear card draw wins games! Seriously, this deck draws more cards than most blue decks I've seen. These are 2 creatures that help fuel that. Skullmulcher is here to eat tokens, Disciple is here to eat Prossh after he's eaten token. Num, Kobolds!

    Duplicant - Another answer to horrible cards that are impossible to answer. Remember that it imprints, not clones, and it doesn't take advantage of an +1/+1 counters. Still one of the best 2 for 1 creatures in the game, exile effects are king in this format.

    Rune-Scarred Demon - This is a favorite target of Tooth and Nail to get you the gamebreaking card you really want to see, or a good way to get the TaN in hand. Really solid creature, and a decent threat on it's own.

    Sylvan Primordial - Multiple-card permanent advantage is huge, so this guy still keeps its slot. Sylvan is one of the most hated cards in the format, just make sure people know you don't have any way to flicker him and it'll be a little bit easier to survive the hate. Or, just laugh at their whining and one shot them with Prossh, either way works. T3 Sylvan is a pretty nasty play though, prepare to get hated out the next game if that happens. Also gets forests, so remember the shocks.

    Enchantments (8)

    - Card draw wins games. The Fecundity is absurd with Prossh, it's going to draw you at least 6 cards that turn if not more. Arena is one of the best sources of steady card advantage in the game, so it's in as well. Don't drop the Fecundity until you're either able to cast Prossh the same turn or already have him and a million tokens out, you want to limit the amount of advantage your opponents get off it as much as possible.

    Survival of the Fittest - Arguably the strongest (legal) enchantment ever printed in magic, this will singlehandedly win you the game if it sticks. Just try to make sure you're dropping it with enough mana available to take advantage of it, canny opponents will be aware of how absurdly powerful this is and try their best to kill it as soon as possible.

    Sylvan Library - Sensei's Divining Top #2 plus card draw. One of the other ridiculously strong enchantments for green, this should be played in every green deck ever.

    Instants (5)

    - Split Second is huge for EDH, sometimes there are just problems that have to be dealt with now without giving your opponent a chance to respond. These 2 get the job done for their specific permanent types.

    Putrefy - Sometimes things just need to die, and having an answer is the difference between winning and losing. This is a pretty flexible instant that can make sure you're the one winning, and your opponent's the one losing.

    Vampiric Tutor - Absurdly powerful card. Tutors win games, and this is one of the best 2 ever printed.

    Planeswalkers (4)

    Garruk, Primal Hunter - This is there usually for the card draw, which is always huge. Can make beasts in a pinch though if necessary. Fun to sac a bunch of kobolds to Prossh and draw 11+ cards, really pisses your opponents off XD .

    Garruk Wildspeaker - This guy serves the 2 amazing primary purposes of ramping you and also serving up a win con. Overrun'ing your army of Kobolds is always a good thing. Untaps Cabal Coffers as well, which if you have the Urborg already out is an absurd amount of mana.

    Sarkhan Vol - 2nd haste outlet, also allows stealing of hard to deal with creatures, also allows pumps to army of kobolds, and the ultimate is just 3 boosts away. Really amazing card. Gets around Avacyn, Angel of Hope too. Steal her, swing with her, sac her. GET THAT WHORE OFF MAH TABLE!.

    Sorceries (12)

    Damnation - Sometimes the board just needs to be answered, especially if someone wraths your board then overextends. This solves that problem.

    Explore - I originally put this in after my playgroup figured out how absurd Cabal Coffers+Urborg, Tomb of Yawgmoth are together. At that point anytime one of them dropped it was immediately destroyed the turn before I could draw the other one. This card allowed me to drop both in the same turn after I had tutored for them. Now that the deck is a little more evolved the Cabal/Urborg combo isn't usually the primary tutor target, so this can be used when it seems prudent.

    Exsanguinate - Wincon! This card just wins, period. It's not very fun, and (hopefully >.<) not very interactive. (Curse you Twincast!!! *Shakes fist) But it won't make you any friends. Also good if you're the first target and get pummeled pretty hard early game, this can bring some semblance of life back into your gameplan.

    Hull Breach - An awesome 2 for 1.

    Maelstrom Pulse - Any non-land permanent is huge. I consider it a must have for any B/G deck in existence.

    Praetor's Counsel - Arguably the 2nd most over-powered sorcery ever printed for green, this card will also singlehandedly win you the game if it sticks. Obviously this is a late game card, and by that time you'll have 1-2 tutors, 1-2 removal, a decent creature, some ramp and a couple lands in the yard, and this just nets you a million cards. Amazing.

    Profane Command - Awesome 2 for 1. Usually done to kill/recur a pair of creatures, but also serving as a kill spell if someone's low or fear to make your kobold army punch through? Yes please.

    Seize the Day - This is a tertiary wincon for Prossh. He can sac the tokens to make himself either a 3 shot or a 2 shot, and this makes it happen in a turn. There if you can't seem to land a Tooth and Nail or any of the other wincons, or if you get Prossh out super early and just need a single player dead.

    Skyshroud Claim - Ramp is good! Also gets forests, so shocks can be had, and also gets them untapped, which is super nice.

    Lands (38)

    - The basics!

    - 2 Colorless for 1 land is good. T1 Tomb is really good.

    - The duels, fetchable by anything that fetches their land type.

    - The fetches generally get the Shocks first, then basics when you're out of shocks.

    - General color fixing.

    - These are here primarily to prevent things like Terminus from tucking Prossh, or to sac what you jsut stole with Sarkhan Vol.

    - Cavern's not as useful as in other decks because you still get the Kobolds if Prossh gets countered, still nice to have. Boseju keeps your TaN from getting countered though which is huge.

    Homeward Path - I want my creature! I cast it for a reason! Give it back!

    Kessig Wolf Run - Another wincon for a 1 shot with Prossh

    Maze of Ith - Not the most vital card, but I'm always happy to see it. Sometimes you just need to not take some damage.

    Bojuka Bog - In this format graveyards are mostly just an extension of a players' hand. This is really good late game, just try to save it til then if you can.

    Reliquary Tower - This deck draws a million cards. Literally. I've actually decked myself with this list. The tower is there to help you keep those cards you're drawing.

    Strip Mine - Sometimes a land just needs to be dealt with.

    Thespian's Stage - Copy lands! Just useful utility lands, it's nice to copy something someone else has that's amazing, or copy something you have that you just really want.

    - C-C-C-Combo! These 2 together net an absurd amount of black mana. This is an amazing bit of synergy, and what the Expedition Map is usually fetching.

    Strategy? Psshh

    SMASHTEGY

    Well, you made it this far. Congratulations. You probably think you're something special, right? WRONG. There is nothing special about you. Should you be proud that you're not a spineless, bootlicking control player bent on the desecration of anything pure in it's Violence, Defilement, and Irreverence?! INCORRECT. This is the part where the real aficionados of Destruction, Death and Pain get to salivating, and the has beens quietly shuffle away, tail tucked between what's left of their rapidly shrinking nether bits.

    Prossh. Prossh wins. How, you might ask? ROFL. Read the EFFIN CARD. A 5/5 Dragon that flies for 6? That can eat things to get BIGGER? That brings food with him?! That scales with how many times he's been curbstomped?!?! Oh yeah. That I can do. It starts, as all good battles start, with serfs. Wood Elves. Lotus Cobra. Elves of Deep Shadow. These are the minute tears in the mana-fabric of your game, ripping away the veils of cowardice and landstarvation to allow Prossh to roam free, reigning destruction and death on all who oppose you. You burn the little guys, break their backs to get Prossh flying above as quickly as dragonly possible. This can happen as soon as T3, and consistently happens T4-5. Oh yeah. GET THERE.

    What then, you might ask? WHAT THEN?!?! You have a HUGE, Flying Dragon that gets BIGGER! What more do you want?! Oh, that's right. Chaos. Desecration. Defilement. ... Vampiric Tutor into a ... Craterhoof Behemoth. Oh, wait, all the little kobolds are now huge kobolds? They had a moment. A brief flash of glory, before being ground into paste under the talons of Prossh. Sure, I'll take a 13/13 trample flying dragon, a 13/13 trample hasty behemoth, and 6 8/9 screaming, raging, steroid pumping kobolds. But wait, that's not enough? You only dealt 74 damage in a turn?! Seize the Day. Kobolds leaping up to serve the greater glory of Prossh, sacrificing themselves for the humiliation of your foes. Sac to make him even huger. And again, EVEN HUGER. OR! Got that Beastmaster Ascension/Shared Animosity in hand?! GO TO TOWN. This is where the deck usually kills the table. Prossh lands, makes an army. Army gets a buff. Buffed army eat\s opponents. Next game. But sometimes...

    So the game has lasted more than 7 turns you claim? FEH. What are you, new?! LTP. If that's the case, though, we haz... COMBO. Food Chain (Aptly named, don't you think? Evil ) = Infinite mana to cast creatures and infinite kobolds. Why don't we throw a God in the mix? That's right. Purphorous, God of the Forge is even at the beck and call of Prossh, Reaper of Jund. Yeah, you heard right. We call even the Gods to serve us in war. Food Chain + ol' Purphy=infinite damage on the board. GG. Lawl. Also! Get that Xenagos, the REveler. We love drunken planeswalkers, and you know what they say about randy satyrs, don't you? O.O. Get that infinite R/G mana and cast your deck! Literally, that usually happens, and your opponents can slink away to the next table.

    The game has lasted, and lasted, and lasted. Everyone present hates you with the fiery burning passion of... that thing you get tested for every 6 months. Bah. They want you dead. There's a hectic gleam in your opponents eyes, a glint of that edge of insanity, the ravening that happens in face of utter and complete annihilation. They'll sacrifice anything, even their own chance at victory for just one shot at your lifetotal. This, this is what Prossh revels in. Casting again and again, making more and more sacrifices to the greater glory, burning the hand, resources, lands... Praetor's Counsel. It ends the game. Singlehandedly. This is your late game tutor target. If you get to untap with this in hand... LOL. Next game? Oh, that got countered?! Here's my draw engine that I held in hand most of the game. Disciple of Bolas coming to serve his new master, drawing you 20 cards and gaining you the life you so desperately need. Fecundity churning kobold bodies into fresh resources to destroy the opposition. Draw Draw Draw!!!!!

    Your Counsel has been countered, your Tooth and Nail exiled, your general cast a million times, your Seize the Day had a Jester's Cap thrown at it, what to do, what to do? WIN. That's what this deck is about. WINNING. Exsanguinate your opponents last life totals! Drop a Beastmaster Ascension and go to town with mana dorks! Profane Command someone into oblivion, getting your Eternal Witness into your Praetor's Counsel again! This list is absurdly overflowing with wincons, and they can't deal with them all. Just keep casting and casting and casting until you win. Literally, this deck just casts huge, game breaking spells until everyone is dead. It's manic, it's destructive, it's.... PROSSH.

    "But Waaah, someone's playing counterspells!!! ERMAHGHERD." Really? You're afraid of a little counterspells?! LAWL. Fecundity. Disciple of Bolas. Garruk, Primal Hunter. Skullclamp. Boseju, Who Shelters All. Cavern of Souls. Phyrexian Arena. Sylvan Library. the trick to beating U is presenting a "Target Rich Environment". This deck draws so many cards it's absurd, and has enough mana to cast most of it. Yeah. It's that good. Blue doesn't stand a chance. Just outdraw them, an/or make your killspells uncounterable.

    "But Waaah, someone tucked my Prossh!!!" Fear is for the weak! Ugh. You don't have a Phyrexian Tower, Goblin Bombardment, or High Market out?! That was silly, wasn't it. Not to fret. (You don't actually fret, do you? DOOR IS THAT WAY). Demonic Tutor. Diabolic Intent. Tooth and Nail. Runescarred Demon/ Survival of the Fittest. Just make sure to lawl at your opponent when they hit you with that Terminus, it always sets their teeth on edge.

    "But Waaah, someone blew up all my lands!!!" Ok, this is the only valid concern you've actually voiced so far. Mid-late game, Armageddon hurts. Fortunately, that's a vicious card that most players don't play. If you do get hit, a respectful nod at your opponent is in order. Mass LD is up there with the other "highbrow" strategies that require careful playing around, and if Prossh had a weakness (Which he clearly does not) it would be this. If you have someone with balls enough to play something like Ruination/Cataclysm, however, the solution is simple. If you happen to lose a game to it, and now know of it's presence... Play around it. "ERMAHGERD, WHAT?!?! You can play around mass ld?! LIES." Yeah, you can. Just don't be an idiot. Don't ramp as hard as possible. Slowroll your plays by a turn or two. Make sure to keep a land or 2 in hand. It's easy. Then rofl as they land their LD, drop the resources you held in hand and proceed to stomp their face. Bang. Done.

    Prossh's Consultations from Below


    Unfortunately, Prossh can't actually depend on you to have any sense or intuition about how to annihilate, desecrate, and humiliate his enemies. Therefore he's cooked up a nasty little guide on how to use your tutors. Consistency is key in this format, and tutors give that consistency. So, a guide:

    Early Game Tutor Targets: This is really, really vital. Usually if you have an opening hand with Vampiric Tutor you're going to go for the Sol Ring. It's just too good of an accel to pass up. If you happen to have that already in hand with a tutor and a land (Man, lucky bastard) Go for a hand refill, either Disciple, Fecundity, or 'Clamp. This allows for as early a Prossh as possible, then a hand refill to get back what you burned to drop him.

    Mid Game Tutor Targets: These are usually wincons, so: Craterhoof, Animosity, Ascension, Food Chain, or Tooth and Nail (If you have the mana for it). You want to try to kill the table here, and these are what does it.

    Late Game Tutor Target: Notice how that's singular? Yeah. Praetor's Council/ This is your single best late game tutor target, and if it lands it wins you the game, singlehandedly. I cant' describe how dumb this card is.

    Archetype Combat:

    So. You think you've mastered Prossh? THINK AGAIN. Prossh is the master, forevermore until the end of all, and nothing. You might have an inkling, a glimmer of understanding of the awe-inspiring power that this deck encases. But that... is not nearly enough. For as there are always those that will spit on fries, so will there also be those who think to stand to the might of Prossh.

    Control: The bane of all violence, destruction and mayhem, control is the archetype that Prossh loves most to stomp into a fine, bloody mush. How, you might ask? A combination of 2 elements. Card draw (duh) and a Target Rich Environment. This list spills forth so much mana, and so many resources that control players can't hope to deal with it all. The trick is drawing out the control spells on the threats that you want dealt with first, then dropping gamebreakers immediately after. Oh, counter my Fecundity? Sure. Tooth and Nail, entwined. Rofl. Things like that. Just drop 2 gamebreaking threats in the same turn, every turn, and they can't hope to keep up. How do you get the ability to do that, you might ask...

    Card draw. Disciple of Bolas. Skullclamp. Sylvan Library. Phyrexian Arena. Fecundity. Skullmulcher. Praetor's Council. These are your hand refills. Draw a counterspell out with something like Food Chain, then go to town with one of these bad boys and you're good to go. GG, oponnents!

    Aggro: This, honestly, is a bit of a laugh. If it's a mediocre aggro deck, jsut race them, you'll win. Plain and simple, there's not much to it. The amount of card advantage and creature overwhelmi-ness is too hard for them to deal with. If it's a really good aggro list, maybe with some disruption thrown in to keep you off your threats, tap them out then drop the combo with Food Chain and kill them on the spot. Easy-peasy.

    Combo:
    This is a race, and one that you can win a little less than half the time, if it's good, dedicated combo. The tridk here is saving up your kill spells and mana for the things that stomp you hard, be it Hermit Druid, Sharuum, the Hegemon, or Omniscience. You almost need to play a control route here, while still trying to go off faster than they can. If it's Ad Nauseam combo, it's pretty hard to beat, just try to kill their mana rocks.


    Mulligans.

    Yeah, this is important. No, you shouldn't skip past. PAY ATTENTION!

    Alright, here's the deal. Prossh is a wincon, right? RIGHT. So, the goal is to... That's right, get him in play. ERMAHGHERD. Hard concept, right? So, let's think. Do we want him in play slow, or fast? The answer, children, is FAST. We want Prossh in play FAST, that faster the better. And the way to do this all revolves around how well you mulligan. Let's take a sample hand:


    This is actually a pretty strong starting hand. except for 1 thing... the lack of a T1 or T2 ramp spell. This deck desperately needs those. Other than that, having the clamp, and the Urborg/Coffers combo in hand is absurdly good for a starting hand. Mull the Garruk, the Expanse, the Putrefy, draw.

    Hand 2:



    This hand is awful. No ramp, and nothing but 1 removal spell. Pitch everything but the Urborg and a Forest.

    Sensing a theme here? Yeah, it's called ramp. You pretty desperately need a T1-T2 ramp in hand, that's what Powers these amazing destructive abilities of the deck. A perfect hand looks like:



    This has a T1 ramp creature, allows T3 Prossh, and also has 2 hand refills. This is as good as it gets.

    Been There, Done That

    11/20/2013

    -1



    +1



    The elf wasn't right in a lot of hands without me having access to the 2 G/x dual lands, so it got a cut. I have Acidic Slime so the stomphowler seemed redundant, and Tribute wasn't nearly target-able enough. I needed more creature removal, my playgroup figured out how busted this deck is and I'm now public enemy #1 lol, so in comes the Pact. Command is a really solid 2 for 1 and can offer a kill shot if necessary, or make my bajillion tokens have fear. The Caratyid is replacing the Elf as a more flexible 2 drop ramp spell.

    11/29/13

    -1



    +1



    Yeah, so. In a multiplayer game the Terastadon wasn't furthering my plans of complete world domination, it just got rid of pesky permanents. I figure the best way to get rid of said permanents is to just kill the player that owns them. Imma focus more on that. Battledriver and Urabrask jsut weren't doing much, so they're out. I don't like buildup turns. Fleshbag's in the same vein as the 'don.

    Terminate is there cause sometimes you just need an instant speed creature kill or you die. The other 3 are ramp, cause hey, who doesn't like T3 Prossh?

    12/7/2013

    -1



    +1



    And... more cuts. The land base is still kinda tricky, and people keep countering my gamebreaking spells (Tooth and Nail, OP? Says who O.o) hence the Boseiju. Mystic is more ramp, and wilds/expanse are holding their slots til I get some room in my budget for the duals. Te other 3 cuts ere just removal, and I don't seem to need that much. Most of the time opponents are forced to answer me, not the other way around.

    1/7/2013

    -1

    Terminate

    +1

    Toxic Deluge

    Finally got mah hands on a Deluge, ectstatic to put it in. That cards' bonkers, it answers just about everything that's crazy un-answerable (Avacyn, Gaddock, Eight and a Half tails, etc) so out came Terminate, in went the Deluge.

    1/12/14

    -1

    Bitterblossom

    +1

    Fleshbag Maurader

    I found that I just didn't need the tokens that BB produced with Prossh as my general, and it was never really something I wanted to see, so it's out. The fleshbag is just kind of indispensable, especially with the amount of tutors we can run, so it's testing in place of the BB.

    1/28/2013

    -1

    Evolving Wilds

    +1

    Gaea's Cradle

    For this deck the cradle is about the best single land card in the game that I could play, and I totally got a pretty good deal on one today Grin Been meaning to put it in for a while, and now that I have one, yippee!!!

    2/16/2013

    -1
    Sylvan Primordial

    +1
    Xenagos, God of Revels

    Well, Sylvan's banned, and I hear that Xenagod allows for a 1 shot with Prossh the turn he comes into play, so it's taking that slot. Yay gods!


    About Me

    I've been playing MTG for about 13 years now, since when I was in 6th grade and moved to Columbus, OH. (C-Bus, represent!) There I fell in with a group of guys that I would play Magic with weekly for the next 7 years or so. The first deck I ever played was a mono-green creature simple deck with Giant Growth as a finisher XD.

    From there, I moved to Springfield, MO in Nov of '08 and found a group of guys that played semi-competitively in standard and block. I played a couple of standard tournaments during the Alara block, then found EDH. From then on it was head over heels in love, and I have focused the entirety of my play resources to this ever-changing, amazing format.

    If you ever find yourself heading my way, please shoot me a PM and I'd love to sit down and play a game or two with you! Grin

    What made me choose EDH? (Or Commander, if you're a Vicious Fanboy)

    Elder Dragon Highlander is a unique take on the, IMO, very essence that got us all into Magic in the first place. There was that mysterious draw that I had to the cards, the interactions, and the game play when I was first introduced that (thankfully) has never quite left me. This escalated into pure excitement when I got to crack my first pack, and then a competitive glow that emerged as I began playing some higher-end tournaments. But I noticed over time that there seemed to be an endless stream of cash going from my hand to Wizard's coffers with all the new releases, just to stay competitive. I didn't have that many funds to support it, and I really wanted to get back to the days of simple fun, getting to try new cards and new ideas week by week. Net-dec is not my favorite format XD

    In came EDH, and it's been a blissful affair ever since. It's the only format I've found that allows everyone to really get into the nooks and crannies of the magic world, while still having a competitive feel. It allows degenerate combos, hilarious shenanigans, topdecks for-the-win, and a million million other amazing, fun, awesome interactions. This is the spirit of EDH for me, and that's why it's the only format I play.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on February 15th Cockatrice Duel Commander Tournament
    heh. I really don't know lol.

    Side note, just for you Riley: I started a RL tournie here at my shop, had our 1st day last monday. 2nd place was a Sisay deck ^.^ Thought you'd be tickled. It was basically elfball ramp into crazy things, namely Elesh, Emrakul and kamahl. Fun deck though. The only game I actually lost that tournie was to a T5 Emrakul hardcast >.< That was ... absurd XD
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on January 4th, 2014 Cockatrice Duel Commander Tournament Rules/Registration
    Thanks for the results! Pairings are up for top 4 ^.^
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on
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  • 1

    posted a message on Need help building a commander
    Bird Wizard Tribal! Grin
    Posted in: Commander (EDH)
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