So two months prior to the release of Commander 2013, Prossh, Skyraider of Kher was spoiled. Other people saw him as another mediocre jund commander at my playgroup of Maelstrom Wanderer, Jhoira, Shirei, Sharuum, Progenitus, and Sliver Queen, all at a high power level and efficient to a sharpened point. I saw a flying, 5/5, jund, mass token-producing, sac-engine attached, pumpable, powerhouse of a commander. I proceeded to proxy him up and get a headstart on building him. I thought I was going to make him token stax, but he tended to just roll over the opponents before they had any board presence to sacrifice. I ended up turning him into an engine that gives the rest of the deck its fuel. We try to keep it as competitive as possible in my playgroup, and I felt he was one of the strongest combo decks I could build. Our decks are some of the most competitive I've played with, and I feel like Prossh can handle them fairly easily, pod or 1v1, as he is one of the most reliable decks I've ever played.
A typical hand wants to look like any of the following:
Tapped Land, Untapped Land, Ramp, Synergy Piece of any sort, Ramp, Tutor, Combo Piece
As long as you are holding some way to get a mana advantage on your opponents, Prossh will be able to take care of the board advantage.
Plays tend to look a lot like this in a 1v1 game:
Scryland
Land, Sakura-Tribe Elder, sac for land
Land, Xenagos, the Reveler, activate for a dude
Land, +1 xenagos, Prossh
+1 for 8 mana, Craterhoof Behemoth
or
Land, suspend Search for Tomorrow
Land, Nature's Lore
Cast the suspended Search, Land, Xenagos, God of Revels
Land, Play Prossh, sac 6 dudes to him, move to combat, Prossh becomes a 22/17 with haste. Swing.
Its consistently a game of cast Prossh, watch what he does with all of these cards surrounding him, with combo pieces showing up every once in a while. The fact that the tokens are uncounterable causes a lot of decision making for your opponents, and the fact that if they do kill him, you get more board state, causes problems for everyone.
Worst case, hit them two times with a 5/5 Prossh and then hit them with an 11/5 prossh by saccing 6 kobolds for lethal. It's equal to 21 and guess what? That's all you need!
Card Analysis:
I will point out some of the main cards specifically. Mainly if they matter enough.
Ramp Package:
Ramp in this deck has a specific test. 1-2 mana ramp spells can enter tapped. 3-4 mana ramp spells HAVE to come in untapped in order for us to keep tempo. 4 mana ramp spells get us from 4 to 6 mana immediately.
We run 24 ramp spells.
1 mana:
♦Elves of Deep Shadow - I play this card over Llanowar/mystic because it taps for a color we didn't spend, we can play this guy and have a mountain to get all our colors in two turns.
♦Birds of Paradise - Old reliable being a great creature as always.
♦Sol Ring/Mana Crypt - Having two mana available for barely anything is excellent, for French we side in Fastbond, as it allows us to drop all our lands and get a huge headstart, and when we play fecundity/dark prophecy it allows us to ramp even further.
♦Search for Tomorrow - It is a very useful spell, as the land enters untapped and if needed, we can hard cast it for a measly 3 and keep ramping.
Honorable mention - Green Sun for 0 to get dryad arbor.
2 mana:
It's fine for my two mana ramp spells to enter tapped, but we prefer them not to, so we can chain them. All of the untapped ramp taps for green.
♦Farseek - Gets our shocks/OGs
♦Talisman of Impulse - Adds green independent of anything else, goes well with playing other 1 drops t2.
♦Gruul/Golgari signet - They chain nicely and let my colorless lands contribute to the cause.
♦Nature's Lore/Three Visits - Solid ramp, and finds nonbasics.
♦Bloom Tender - Taps for 2-3 mana, worth the chance of removal.
♦Sylvan Carytid - Can't be removed by point disruption, and taps for any color.
♦Sakura-Tribe Elder - We play it over rampant growth because it can be sacrificed to trigger viscous shadows, dark prophecy, etc and skullclamped.
♦Everflowing Chalice - Serves the purpose of a 2 or 4 mana ramp spell and does it well.
3 mana:
My three mana spots are specific and all enter untapped, so that if we're holding any spell we couldn't cast the turn before, we can do it now. I do not play kodama's reach or cultivate, as they are all 3 mana rampant growths.
♦Harrow - Learn when to play it, and it never does you wrong. Sometimes it serves as 2G - Sacrifice a land, Target player discards a counter spell. Otherwise it's a mini skyshroud claim.
♦Coalition Relic - A strong mana ramp that gets us 2 mana for 3, but don't be scared to tap it if needed, keep the ball rolling.
♦Chromatic Lantern - As well as being a 3 mana, fix your lands, ramp you one, untapped, it helps us when we need our basic lands to tap for anything with an Earthcraft on the battlefield.
♦Wood Elves- Solid birthing pod target, plus it gets us untapped nonbasics.
4 mana:
In the end, Prossh costs 6, and you're going to need to be able to get there fast. All of our 4 mana ramp spells get us two mana ahead unless they're really special, and we don't run ramp over 4 mana, as it's too clunky.
♦Skyshroud Claim- Untapped ramp is always good.
♦Garruk Wildspeaker - Untaps Cradle, plus it can overrun the tokens.
♦Reap and Sow - Here's the exception, but it grabs Gaea's Cradle, phyrexian tower, reliquary tower, and a lot of the time, scry lands, plus if we have enough mana, it serves as disruption.
♦Xenagos, The Reveler - We can play him turn 3/4, make a token, play a land the following turn and play Prossh, then we're left with a spare Gaea's Cradle that also taps for red.
Removal Package:
Removal Package! The deck runs 7 removal spells, in the forms of Krosan Grip, Maelstrom Pulse, Beast Within, Abrupt Decay, Acidic Slime, Brutalizer Exarch, and Woodfall Primus. You can include Goblin Bombardment if you want.
I try to keep my removal package as unconditional as possible, with the exemption of Hit//Run.
♦Krosan Grip - Its just too good to ignore and gets around countermagic.
♦Maelstrom Pulse - It solves your problem efficiently, and is nice against other token decks.
♦Beast Within - We use it as land destruction early game, but it is my favorite removal spell.
♦Abrupt Decay - Kills Liliana's giving you trouble, takes care of pesky swords, and handles edrics
♦Acidic Slime - Do not be afraid to birthing pod into this and into brutalizer for a double land kill. It can get there.
♦Brutalizer Exarch- this card is an allstar of the deck, one of my favorite pod targets, and my favorite creature to put on nim deathmantle. Only love for this card.
Sacrifice Engines:
Sacrifice Engines besides Prossh are needed in order to be able to fully synergize with the recast ability, these include Goblin Bombardment, Greater Good, both mana altars, Sadistic Hypnotist, Birthing Pod, and Phyrexian Tower.
♦Goblin Bombardment - Goblin Bombardment is good in this deck, obviously, as we produce a lot of tokens, accidentally most of the time, and it gives us a use for them.
♦Greater Good - Greater Good is just too powerful of a draw power to ignore, I was running Slate of Ancestry in this spot, but after some thought, it wasn't worth discarding my hand. The mana altars just give me so much advantage, even over people who run the mana altars themselves.
♦Ashnod/Phyrexian Altar - Let's just move past why these are good. Except for mentioning they go infinite with Prossh if on the battlefield at the same time.
♦Sadistic Hypnotist - In a game against control, grab sadistic hypnotist, you won't lose most of the time. Sacrificing 3 kobolds to discard their hand feels good.
♦Birthing Pod - This card is amazing in this deck. Pod Prossh up to Avenger of Zendikar into Craterhoof. Pod redcap into zealous into kiki jiki, pod redcap into zealous into mikeaus sacrifice for the win.
♦Food Chain - I'm counting Food Chain as a sac outlet even if it exiles. This card is insane. It lets you go infinite with prossh and his tokens, but word of advice, read the oracle text. It says mana of any color on the card, but it actually reads mana of any one color. Don't accidentally cheat like I had to learn.
(Note: One shots with Food Chain are:
Craterhoof Behemoth
Zealous Conscripts (Targeting Prossh)
Purphorous, God of the Forge
Xenagos, God of Revels
Rune-Scarred Demon(Finds these cards))
Sidelines of Play:
I run certain cards that just interact with the main plan in a beneficial way just by being on the battlefield, such as Purphorous, Dark Prophecy, Fecundity, Viscous Shadows, and Earthcraft.
I say they interact. I mean that they can literally just sit there, doing their thing while I am on another plan entirely and win by themselves. I don't have to really invest into them and if someone decides to handle them, I'll win with one of the main combos, but if they don't, I can rely on them.
♦Purphorous, God of the Forge - Purphorous is actually one of the win cons of the deck, he hits each opponent for 14 the first time I cast prossh. Sac prossh and cast again a few times and you win.
♦Dark Prophecy - One of the first cards people look to cut for some reason. It's basically Yawgmoth's Bargain in this deck, and you just draw until you find a removal spell for it once you're ready.
♦Fecundity - Just like prophecy but easier to cast.
♦Viscous Shadows - Cost's 7 mana, which is not a big deal in this deck. We hit 8 easily. This card ruins anyone with 3 or more cards in hand, and it says when a creature dies so it slows down opposing sacrifice combo decks.
♦Earthcraft - One of my favorite cards in the deck, it gives you access to 7 mana the turn you cast Prossh, and with phyrexian/ashnod's altar, it goes infinite if you have one of each basic/chromatic lantern with one basic.
Combos:
The main two-three card combos in the deck are as follows:
♦Mikeaus the Unhallowed/Melira Sylvok Outcast + Murderous Redcap/Woodfall Primus
Any of these that produce infinite tokens, but no actual win con, I can pair with Bitter Ordeal for the win.
Tutors:
In order to win consistently, I run 10 tutors that work in different ways to get me the win while staying on tempo. These include, Demonic Tutor, Diabolic Intent, Green Sun Zenith, Chord of Calling, Tooth and Nail, Worldy Tutor/Vampiric Tutor(French/Pod), Summoner's Pact, Pattern of Rebirth, Rune-Scarred Demon, and Birthing Pod.
♦Demonic Tutor - Best tutor in the deck, we cast it off of a 4 mana ramp spell most of time, when we have spare mana.
♦Diabolic Intent - Harder to cast than Demonic but sometimes that death trigger is great.
♦Green Sun Zenith - The main reason I run Melira and the only reason I run Dryad Arbor. Great at any point in the game.
♦Chord of Calling - We can cast it and convoke it half the time on the turn we cast Prossh to get any number of powerful effects.
♦Tooth and Nail - Amazing card, a lot of times we play it just to drop two creature at once, and it's definitely worth it.
♦Worldly/Vampiric Tutor - Another set of cards that are good early or late game, as it finds ramp early and finds combo late.
♦Summoner's Pact - Some people argue I should cut Summoner's Pact, but turn 5, with a food chain and prossh with no open mana, when I need to combo with no mikeaus it grabs melira or woodfall primus if I need the other piece of the combo, removal creatures, or avenger when I need board presence.
♦Pattern of Rebirth - 4 mana, get any creature from my deck, and put it on the battlefield? Sure.
♦Rune-Scarred Demon - This was a hard choice to add in, but I needed another 7 drop to pod prossh into, and he has proved himself time and time again. The best example is when I have food chain combo and no mana to cast a noncreature tutor, he gets me purphorous.
♦Birthing Pod - Obvious all-star is obvious.
Other:
Pieces that directly synergies with how Prossh works include Beastmaster's Ascension, Craterhoof Behemoth, and Xenagos, God of Revels.
♦Beastmaster's Ascension - Prossh makes 7 dudes. Swing all 7 of them plus Prossh's 5/5 body for 40 damage.
♦Craterhoof Behemoth - He gives all your tokens +8/+8 with just Prossh, 6 tokens, and him. He also one shots with a food chain on board.
Is say they directly synergy because all I have to do is resolve both and I either win, or I am very far ahead of my opponents.
♦Xenagos, God of Revels - My only "Beserk" effect that the deck needs, as it can be found with Green Sun's Zenith, Summoner's Pact, Birthing Pod, Pattern of Rebirth, etc. Just sac 6 dudes and swing with a 22/17 for lethal.
Pros of Prossh:
♦ You will always have cards in hand to play. Jund gives you the momentum cards needed for turns 1-3 and this deck can utilize those to win either the turn you cast Prossh or the turn afterwords consistently.
♦ Your tokens are uncounterable unless they can counter triggers, this deters people away from countering him at all.
♦ The sac engine built into prossh to pump is there for a reason, use it to your advantage.
Cons:
♦ Playing a ramp spell when you should kill their advantage will kill you. Know when to get advantage and when to kill a rafiq/kaalia pumper.
♦ If they handle the tokens and leave you with Prossh only, you can have a hard time recovering. That's why there are so many other sac outlets.
♦ If they steal Prossh, we can have a hard time recovering. Use your tutors to find Homeward Path
Tourney Results:
I have brought Prossh to only a few events, and they were before I had most of my updated list. I still won them within 6 turns, all for cash prizes. I have only lost 2 tournaments out of the 7 he has been in. They were at GP Richmond, and he was nerfed because of some dispute at a new LGS.
3 Man Pod 4/4/14: I win. Then we move to the next pod for the winners of the previous pods. I win that one as well.
4 Man Pod 4/18/14: It's a single elimination best of 3 french tournament and the prize is a full Norin EDH priced at 500$. I crush all 5 rounds and win the tournament. Notable matchups were against Kaalia of the Vast and Rafiiq of The Many. I couldn't handle the pressure one game strictly because the speed, I'll look into it.
Recent Additions:
Krosan Grip - Added back into the deck to add more disruption when I need it.
Pattern of Rebirth - Another way to cheat either a combo piece or straight value onto the board.
Reap and Sow - Can double as grabbing a Gaea's Cradle or destroying their creeping advantage.
Thran Dynamo - We needed another spell to get us from 4 mana to 6 in one turn.
Homeward Path - We kept losing when we someone stole prossh. Fixed that.
Elves of Deep Shadow - We needed another 1 mana dork that tapped for a color I didn't spend on it.
Rune-Scarred Demon - I was looking for a new 7 drop, because I kept podding Prossh into avenger, and then not having another card to find after that play was over. He also can be played with food chain mana so that's even more of a plus.
Gruul/Golgari Signet - I kept looking for untapped green mana in the two drop area, the were the logical choices
Fastbond - In the French board because it allows for crazy advantage early and late game.
Homeward Path - It solved our "theft" problem nicely.
What are your top 3 absolute favorite cards with explanation.
1. Notion Thief - I play Lazav, Dimir Mastermind in EDH and he is my absolute favorite card to play at any time really. It's like a mystic snake that draws you lots and lots of cards.
2. Stolen Goods - I love the stealing a random card thing, and sometimes it wins you the game.
3. Brutalizer Exarch - It either gets rid of any pesky planeswalker, artifact, land, etc., or it gets you useful creatures. Wait...and it can chumpblock? AWESOME.
I play Prossh in competitive pods and don't lose often. This deck need birthing pod and viscous shadows. Pod allows you to pod into avenger from prossh, then avenger into craterhoof, if you ran the pod package, Mikeaus, redcap, zealous conscripts, and optionally, Kiki-jiki, it's win percentage will go up highly. Summoner's pact allows for a tutor when you just food chained, and viscous shadows allows for an easy out against most control players or anyone when you go infinite. I really enjoy Xenagos god over frenzy as it allows for a turn 4-6 easy kill. Your removal is really conditional, why no beast within or maelstrom pulse? They're really good obviously. I run rakdos charm mainboard but I will probably switch it for hit//run. I like the idea of that card a lot.
I play Prossh in competitive pods and don't lose often. This deck need birthing pod and viscous shadows. Pod allows you to pod into avenger from prossh, then avenger into craterhoof, if you ran the pod package, Mikeaus, redcap, zealous conscripts, and optionally, Kiki-jiki, it's win percentage will go up highly. Summoner's pact allows for a tutor when you just food chained, and viscous shadows allows for an easy out against most control players or anyone when you go infinite. I really enjoy Xenagos god over frenzy as it allows for a turn 4-6 easy kill. Your removal is really conditional, why no beast within or maelstrom pulse? They're really good obviously. I run rakdos charm mainboard but I will probably switch it for hit//run. I like the idea of that card a lot.
In my Mistmeadow build, I play Sage's Row Denizen and it works beautifully with the blink. It adds a whole new win condition and with Vedalken Dismisser it adds removal as well!
The Deck I Own.
The Ideal List.
So two months prior to the release of Commander 2013, Prossh, Skyraider of Kher was spoiled. Other people saw him as another mediocre jund commander at my playgroup of Maelstrom Wanderer, Jhoira, Shirei, Sharuum, Progenitus, and Sliver Queen, all at a high power level and efficient to a sharpened point. I saw a flying, 5/5, jund, mass token-producing, sac-engine attached, pumpable, powerhouse of a commander. I proceeded to proxy him up and get a headstart on building him. I thought I was going to make him token stax, but he tended to just roll over the opponents before they had any board presence to sacrifice. I ended up turning him into an engine that gives the rest of the deck its fuel. We try to keep it as competitive as possible in my playgroup, and I felt he was one of the strongest combo decks I could build. Our decks are some of the most competitive I've played with, and I feel like Prossh can handle them fairly easily, pod or 1v1, as he is one of the most reliable decks I've ever played.
A typical hand wants to look like any of the following:
Tapped Land, Untapped Land, Ramp, Synergy Piece of any sort, Ramp, Tutor, Combo Piece
Untapped Land, Ramp, Land, Synergy, Ramp, Ramp, Ramp
Land, Land, Ramp, Ramp, Tutor, Combo, Combo
As long as you are holding some way to get a mana advantage on your opponents, Prossh will be able to take care of the board advantage.
Plays tend to look a lot like this in a 1v1 game:
Scryland
Land, Sakura-Tribe Elder, sac for land
Land, Xenagos, the Reveler, activate for a dude
Land, +1 xenagos, Prossh
+1 for 8 mana, Craterhoof Behemoth
or
Land, suspend Search for Tomorrow
Land, Nature's Lore
Cast the suspended Search, Land, Xenagos, God of Revels
Land, Play Prossh, sac 6 dudes to him, move to combat, Prossh becomes a 22/17 with haste. Swing.
Its consistently a game of cast Prossh, watch what he does with all of these cards surrounding him, with combo pieces showing up every once in a while. The fact that the tokens are uncounterable causes a lot of decision making for your opponents, and the fact that if they do kill him, you get more board state, causes problems for everyone.
Worst case, hit them two times with a 5/5 Prossh and then hit them with an 11/5 prossh by saccing 6 kobolds for lethal. It's equal to 21 and guess what? That's all you need!
Card Analysis:
I will point out some of the main cards specifically. Mainly if they matter enough.
Ramp Package:
Ramp in this deck has a specific test. 1-2 mana ramp spells can enter tapped. 3-4 mana ramp spells HAVE to come in untapped in order for us to keep tempo. 4 mana ramp spells get us from 4 to 6 mana immediately.
We run 24 ramp spells.
1 mana:
♦Elves of Deep Shadow - I play this card over Llanowar/mystic because it taps for a color we didn't spend, we can play this guy and have a mountain to get all our colors in two turns.
♦Birds of Paradise - Old reliable being a great creature as always.
♦Sol Ring/Mana Crypt - Having two mana available for barely anything is excellent, for French we side in Fastbond, as it allows us to drop all our lands and get a huge headstart, and when we play fecundity/dark prophecy it allows us to ramp even further.
♦Search for Tomorrow - It is a very useful spell, as the land enters untapped and if needed, we can hard cast it for a measly 3 and keep ramping.
Honorable mention - Green Sun for 0 to get dryad arbor.
2 mana:
It's fine for my two mana ramp spells to enter tapped, but we prefer them not to, so we can chain them. All of the untapped ramp taps for green.
♦Farseek - Gets our shocks/OGs
♦Talisman of Impulse - Adds green independent of anything else, goes well with playing other 1 drops t2.
♦Gruul/Golgari signet - They chain nicely and let my colorless lands contribute to the cause.
♦Nature's Lore/Three Visits - Solid ramp, and finds nonbasics.
♦Bloom Tender - Taps for 2-3 mana, worth the chance of removal.
♦Sylvan Carytid - Can't be removed by point disruption, and taps for any color.
♦Sakura-Tribe Elder - We play it over rampant growth because it can be sacrificed to trigger viscous shadows, dark prophecy, etc and skullclamped.
♦Everflowing Chalice - Serves the purpose of a 2 or 4 mana ramp spell and does it well.
3 mana:
My three mana spots are specific and all enter untapped, so that if we're holding any spell we couldn't cast the turn before, we can do it now. I do not play kodama's reach or cultivate, as they are all 3 mana rampant growths.
♦Harrow - Learn when to play it, and it never does you wrong. Sometimes it serves as 2G - Sacrifice a land, Target player discards a counter spell. Otherwise it's a mini skyshroud claim.
♦Coalition Relic - A strong mana ramp that gets us 2 mana for 3, but don't be scared to tap it if needed, keep the ball rolling.
♦Chromatic Lantern - As well as being a 3 mana, fix your lands, ramp you one, untapped, it helps us when we need our basic lands to tap for anything with an Earthcraft on the battlefield.
♦Wood Elves- Solid birthing pod target, plus it gets us untapped nonbasics.
4 mana:
In the end, Prossh costs 6, and you're going to need to be able to get there fast. All of our 4 mana ramp spells get us two mana ahead unless they're really special, and we don't run ramp over 4 mana, as it's too clunky.
♦Skyshroud Claim- Untapped ramp is always good.
♦Garruk Wildspeaker - Untaps Cradle, plus it can overrun the tokens.
♦Reap and Sow - Here's the exception, but it grabs Gaea's Cradle, phyrexian tower, reliquary tower, and a lot of the time, scry lands, plus if we have enough mana, it serves as disruption.
♦Xenagos, The Reveler - We can play him turn 3/4, make a token, play a land the following turn and play Prossh, then we're left with a spare Gaea's Cradle that also taps for red.
Removal Package:
Removal Package! The deck runs 7 removal spells, in the forms of Krosan Grip, Maelstrom Pulse, Beast Within, Abrupt Decay, Acidic Slime, Brutalizer Exarch, and Woodfall Primus. You can include Goblin Bombardment if you want.
I try to keep my removal package as unconditional as possible, with the exemption of Hit//Run.
♦Krosan Grip - Its just too good to ignore and gets around countermagic.
♦Maelstrom Pulse - It solves your problem efficiently, and is nice against other token decks.
♦Beast Within - We use it as land destruction early game, but it is my favorite removal spell.
♦Abrupt Decay - Kills Liliana's giving you trouble, takes care of pesky swords, and handles edrics
♦Acidic Slime - Do not be afraid to birthing pod into this and into brutalizer for a double land kill. It can get there.
♦Brutalizer Exarch- this card is an allstar of the deck, one of my favorite pod targets, and my favorite creature to put on nim deathmantle. Only love for this card.
Sacrifice Engines:
Sacrifice Engines besides Prossh are needed in order to be able to fully synergize with the recast ability, these include Goblin Bombardment, Greater Good, both mana altars, Sadistic Hypnotist, Birthing Pod, and Phyrexian Tower.
♦Goblin Bombardment - Goblin Bombardment is good in this deck, obviously, as we produce a lot of tokens, accidentally most of the time, and it gives us a use for them.
♦Greater Good - Greater Good is just too powerful of a draw power to ignore, I was running Slate of Ancestry in this spot, but after some thought, it wasn't worth discarding my hand. The mana altars just give me so much advantage, even over people who run the mana altars themselves.
♦Ashnod/Phyrexian Altar - Let's just move past why these are good. Except for mentioning they go infinite with Prossh if on the battlefield at the same time.
♦Sadistic Hypnotist - In a game against control, grab sadistic hypnotist, you won't lose most of the time. Sacrificing 3 kobolds to discard their hand feels good.
♦Birthing Pod - This card is amazing in this deck. Pod Prossh up to Avenger of Zendikar into Craterhoof. Pod redcap into zealous into kiki jiki, pod redcap into zealous into mikeaus sacrifice for the win.
♦Food Chain - I'm counting Food Chain as a sac outlet even if it exiles. This card is insane. It lets you go infinite with prossh and his tokens, but word of advice, read the oracle text. It says mana of any color on the card, but it actually reads mana of any one color. Don't accidentally cheat like I had to learn.
(Note: One shots with Food Chain are:
Craterhoof Behemoth
Zealous Conscripts (Targeting Prossh)
Purphorous, God of the Forge
Xenagos, God of Revels
Rune-Scarred Demon(Finds these cards))
Sidelines of Play:
I run certain cards that just interact with the main plan in a beneficial way just by being on the battlefield, such as Purphorous, Dark Prophecy, Fecundity, Viscous Shadows, and Earthcraft.
I say they interact. I mean that they can literally just sit there, doing their thing while I am on another plan entirely and win by themselves. I don't have to really invest into them and if someone decides to handle them, I'll win with one of the main combos, but if they don't, I can rely on them.
♦Purphorous, God of the Forge - Purphorous is actually one of the win cons of the deck, he hits each opponent for 14 the first time I cast prossh. Sac prossh and cast again a few times and you win.
♦Dark Prophecy - One of the first cards people look to cut for some reason. It's basically Yawgmoth's Bargain in this deck, and you just draw until you find a removal spell for it once you're ready.
♦Fecundity - Just like prophecy but easier to cast.
♦Viscous Shadows - Cost's 7 mana, which is not a big deal in this deck. We hit 8 easily. This card ruins anyone with 3 or more cards in hand, and it says when a creature dies so it slows down opposing sacrifice combo decks.
♦Earthcraft - One of my favorite cards in the deck, it gives you access to 7 mana the turn you cast Prossh, and with phyrexian/ashnod's altar, it goes infinite if you have one of each basic/chromatic lantern with one basic.
Combos:
The main two-three card combos in the deck are as follows:
♦Mikeaus the Unhallowed/Melira Sylvok Outcast + Murderous Redcap/Woodfall Primus
♦Kiki-Jiki + Zealous Conscripts
♦Food Chain + Prossh
♦Phyrexian Altar + Ashnod's Altar/Earthcraft + Prossh
♦Nim Deathmantle + Ashnod's Altar + Woodfall Primus/Murderous Redcap
Any of these that produce infinite tokens, but no actual win con, I can pair with Bitter Ordeal for the win.
Tutors:
In order to win consistently, I run 10 tutors that work in different ways to get me the win while staying on tempo. These include, Demonic Tutor, Diabolic Intent, Green Sun Zenith, Chord of Calling, Tooth and Nail, Worldy Tutor/Vampiric Tutor(French/Pod), Summoner's Pact, Pattern of Rebirth, Rune-Scarred Demon, and Birthing Pod.
♦Demonic Tutor - Best tutor in the deck, we cast it off of a 4 mana ramp spell most of time, when we have spare mana.
♦Diabolic Intent - Harder to cast than Demonic but sometimes that death trigger is great.
♦Green Sun Zenith - The main reason I run Melira and the only reason I run Dryad Arbor. Great at any point in the game.
♦Chord of Calling - We can cast it and convoke it half the time on the turn we cast Prossh to get any number of powerful effects.
♦Tooth and Nail - Amazing card, a lot of times we play it just to drop two creature at once, and it's definitely worth it.
♦Worldly/Vampiric Tutor - Another set of cards that are good early or late game, as it finds ramp early and finds combo late.
♦Summoner's Pact - Some people argue I should cut Summoner's Pact, but turn 5, with a food chain and prossh with no open mana, when I need to combo with no mikeaus it grabs melira or woodfall primus if I need the other piece of the combo, removal creatures, or avenger when I need board presence.
♦Pattern of Rebirth - 4 mana, get any creature from my deck, and put it on the battlefield? Sure.
♦Rune-Scarred Demon - This was a hard choice to add in, but I needed another 7 drop to pod prossh into, and he has proved himself time and time again. The best example is when I have food chain combo and no mana to cast a noncreature tutor, he gets me purphorous.
♦Birthing Pod - Obvious all-star is obvious.
Other:
Pieces that directly synergies with how Prossh works include Beastmaster's Ascension, Craterhoof Behemoth, and Xenagos, God of Revels.
♦Beastmaster's Ascension - Prossh makes 7 dudes. Swing all 7 of them plus Prossh's 5/5 body for 40 damage.
♦Craterhoof Behemoth - He gives all your tokens +8/+8 with just Prossh, 6 tokens, and him. He also one shots with a food chain on board.
Is say they directly synergy because all I have to do is resolve both and I either win, or I am very far ahead of my opponents.
♦Xenagos, God of Revels - My only "Beserk" effect that the deck needs, as it can be found with Green Sun's Zenith, Summoner's Pact, Birthing Pod, Pattern of Rebirth, etc. Just sac 6 dudes and swing with a 22/17 for lethal.
Pros of Prossh:
♦ You will always have cards in hand to play. Jund gives you the momentum cards needed for turns 1-3 and this deck can utilize those to win either the turn you cast Prossh or the turn afterwords consistently.
♦ Your tokens are uncounterable unless they can counter triggers, this deters people away from countering him at all.
♦ The sac engine built into prossh to pump is there for a reason, use it to your advantage.
Cons:
♦ Playing a ramp spell when you should kill their advantage will kill you. Know when to get advantage and when to kill a rafiq/kaalia pumper.
♦ If they handle the tokens and leave you with Prossh only, you can have a hard time recovering. That's why there are so many other sac outlets.
♦ If they steal Prossh, we can have a hard time recovering. Use your tutors to find Homeward Path
Tourney Results:
I have brought Prossh to only a few events, and they were before I had most of my updated list. I still won them within 6 turns, all for cash prizes. I have only lost 2 tournaments out of the 7 he has been in. They were at GP Richmond, and he was nerfed because of some dispute at a new LGS.
3 Man Pod 4/4/14: I win. Then we move to the next pod for the winners of the previous pods. I win that one as well.
4 Man Pod 4/18/14: It's a single elimination best of 3 french tournament and the prize is a full Norin EDH priced at 500$. I crush all 5 rounds and win the tournament. Notable matchups were against Kaalia of the Vast and Rafiiq of The Many. I couldn't handle the pressure one game strictly because the speed, I'll look into it.
Recent Additions:
Krosan Grip - Added back into the deck to add more disruption when I need it.
Pattern of Rebirth - Another way to cheat either a combo piece or straight value onto the board.
Reap and Sow - Can double as grabbing a Gaea's Cradle or destroying their creeping advantage.
Thran Dynamo - We needed another spell to get us from 4 mana to 6 in one turn.
Homeward Path - We kept losing when we someone stole prossh. Fixed that.
Elves of Deep Shadow - We needed another 1 mana dork that tapped for a color I didn't spend on it.
Rune-Scarred Demon - I was looking for a new 7 drop, because I kept podding Prossh into avenger, and then not having another card to find after that play was over. He also can be played with food chain mana so that's even more of a plus.
Gruul/Golgari Signet - I kept looking for untapped green mana in the two drop area, the were the logical choices
Fastbond - In the French board because it allows for crazy advantage early and late game.
Homeward Path - It solved our "theft" problem nicely.
Thanks!
1. Notion Thief - I play Lazav, Dimir Mastermind in EDH and he is my absolute favorite card to play at any time really. It's like a mystic snake that draws you lots and lots of cards.
2. Stolen Goods - I love the stealing a random card thing, and sometimes it wins you the game.
3. Brutalizer Exarch - It either gets rid of any pesky planeswalker, artifact, land, etc., or it gets you useful creatures. Wait...and it can chumpblock? AWESOME.
This sounded cocky. I apologize. Really tired.