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Exile target creature and all other creatures with the same name as that creature.
|Have (36)||Basuldur , sharkhunter66 , abdulbaqr , vishnarg , Valentine35 , pnchap , DNSolver , BrennanMcCabe , Droxium , hollandboys , SinfulDrug , AlphaTDog , Icarus79 , Kasres , DukeNicky , Comicalflop , Fullmetalmage , Putrefy , LiquidKid , Jelatinator , MagicMike69 , TitansFTW , chicagobearz , avatarofdiscord , fallingbomb , Viaggro , EridanWwins , ewills5089 , Snacilbuper , deatn1342 , GureiSeion , Replayced , NuBByThuMB , Caraculiambro , Gameover209X , Spinalripper|
|Want (2)||UmbrotheUmbreon , thataddkid|
The deck seems pretty good. My only concern is the Sudden Spoiling , Go for the Throat , Tragic Slip and Hero's Demise . I'm not sure, what is Sudden Spoiling exactly trying to do, however, I don't see any reason to run it. The other ones are restricted removal spells. I know you might say that Hero's Demise destroys their commander, but so does Murder . Or what if the creature you want to kill that Blightsteel Colossus about to one shot you next turn. I'd run Sever the Bloodline or Chainer's Edict , because they have flashback. I'd also find room for some tutors (Increasing Ambition , Demonic Tutor ).
Not a fan of the Ravnica Karoo lands in this list. With Damia, the point is to be able to maximize your potential for unloading your hand and the Karoo lands are actually detrimental for this. Also not sold on Jwar Isle Refuge (adds too little for a citp dual) and Temple of the False God (Ancient Tomb would be better).
What is the point of Sever the Bloodline here? Is there a lot of token strategies prevalent in your meta? I would opt for something like Pestilence instead. Also add Decree of Pain - it is expensive but you usually win if you manage to resolve this.
For a control build, I feel you have too many creatures. Some of the creatures do not help with establishing control and neither do they win on the spot. I would suggest slimming down your creature lineup so board wipes become asymmetrical, then adding more board wipes/removal so you benefit.
Overall, I think your deck looks nice but it would greatly benefit from more focus. You now have clone effects, some lifeloss effects, permission, extra turn shenanigans, etc. I think by figuring out how you want to win and by clearly defining how you would like your early, middle and endgame to look will help you tune the deck more.
When altering the Prossh deck, if you keep Prossh as the commander, keep in mind that the deck always wants to be doing two things:
Using those creatures to acquire different resources.
What you want, then, is high-efficiency creature cards, creatures that produce more creatures, other permanents that produce creatures, and cards that work off creatures dying. Among those things, you'll want sacrifice outlets, too; you might have a lot of mana and want to restrock Prossh, sacrificing him, or you might want to protect Prossh from a traitor effect or tuck. Those same sacrifice outlets are also useful for gaining general advantage.
There's a lot of different graveyard effects in this game, so you'll want to choose one or two directions and run with them. Prossh chooses a direction for you; sacrificing creatures that have already entered the battlefield. Given that, sometimes, those creatures will not be tokens, that leaves you a question -- what do I do with what's left in the graveyard?
In EDH, many games are won or lost depending on who has better graveyard interaction and graveyard hate. Some of the good news is that Prossh's colours have access to some excellent cards that both make use of your graveyard or can be used to thin out an opponent's. Necrogenesis is perfect; you can take things out of your or an opponent's graveyard and turn them into saproling tokens. It's very cheap to cast and very cheap to use. Night Soil is quite similar, although I think a tad worse. You also have access to Scavenging Ooze , which splashes some lifegain in there. Deathrite Shaman doesn't build itself into a beater, but you get similar functionality.
Those kinds of cards are more likely to be used attacking an opponent's graveyard than making use of yours, though. There's other ways to use these resources, but you should choose some kind of focus, because there isn't enough room in a Commander deck for you to try to do everything. So we'll say that, in our graveyard-related deck building space, there's room left for one more point of focus. If you have lots of creatures with entry abilities that often get sacrificed afterwards, you might want to look at the direction that counts the number of creatures in your graveyard and then applies an effect. A good example is Kessig Cagebreakers , which is both counts your graveyard and provides tokens, which is excellent in a Prossh deck. Lord of Extinction , Nighthowler , Bonehoard and many more are solid choices for this direction.
But perhaps you don't run so many creatures like that, tending towards higher value creatures, or creatures with high-impact entry effects. If that's the case, then perhaps reanimation is better for you. It's also favourable because it gets you a second use out of your best creatures in your graveyard, and usually those creatures are good enough that even using them once has high impact. Lacking white and blue, Prossh doesn't really have access to blink or flicker effects, so reanimation and recursion are the next best thing. Champion of Stray Souls is a recent release that begs to be in Prossh decks. The creature and its activations are costly, but their value is limited only by the contents of your graveyard. Whip of Erebos , Reanimate , Reincarnation , Phyrexian Delver , Tempt with Immortality -- all solid cards that ought to be reasonably accessible. All fine tools for reanimation.
So, if you choose to have a graveyard-inclusive strategy that harnesses nontoken creatures, you'll have to decide which creatures to include. If you're new to EDH, the obvious desire is to include a kill-team of impossibly powerful creatures in the deck. This is the correct decision for some decks, but not all of them, and not for Prossh. Prossh himself is already impossibly powerful with the correct support, so other creatures and spells at his CMC or above have to justify themselves quite well. The most important place to start is with the creatures that will be most playable, especially at different stages of the game. You'll want Yavimaya Elder , Viridian Emissary , Sakura-Tribe Elder , Farhaven Elf and other such ramp or mana fixing creatures to ensure the consistency of your mid and late game plays.
Once you have an organisation of smaller creatures that assist you with consistency (and can be sacrificed to Prossh!), the next concern is cheap disruption. Vithian Renegades will almost always have a high-value target, Shriekmaw , Ingot Chewer , Spitebellows and Briarhorn are all really solid creatures in Prossh, because they can be used like noncreature spells early on, or become more powerful mid-game drops that produce significant advantage and fuel the graveyard. Ghor-Clan Rampager and other cards with the bloodrush mechanic are similarly useful and produce similar value in terms of their diversity of application. Look for mechanics that give you multiple viable and valuable options.
In terms of noncreature removal, Vandalblast is indispensable. Consider Maelstrom Pulse , Sever the Bloodline , Gild , Hero's Downfall , Dreadbore and other efficient removal spells. You don't want too many of these, but enough that you can clear the way of problems your opponents will be presenting you. Prossh wants to be the deck with the biggest, baddest threat of them all, and a creature board that can defend without care against most other threats. So you really just want enough removal that you can deal with the things that Prossh can't fly past, win against or outrace. Sphinx of the Steel Wind jumps to mind.
Board sweepers don't work with Prossh quite like they work in other decks. Your creature board is your lifeblood, so preserve it if possible; if not, then sacrifice your things for value. So you want to play sweepers that don't hit your own state, but rain hell on opponents. Lavalanche is just what the doctor ordered, but let's not stop there. Grave Pact and Butcher of Malakir aren't traditional sweeper spells, but they come to much the same effect in a Prossh deck. Consider combining them with Eater of Hope for absolute, maximum cruelty. If you're willing to slam down the cash, and can take the in-game hit from time to time, Damnation is worth considering. It doesn't follow the "don't blow up your own boardstate in this deck" guideline from above, but its raw power is difficult to argue against. And sometimes, you just need to hit everything.
The last thing I'd like to talk about is card advantage. This deck doesn't have blue, but that's not so bad. Black, green and red have plenty of ways to get stupid amounts of cards and/or value if you're willing to pay the right costs. Disciple of Bolas is great, because at the very least, you can pump Prossh, swing, then bring down this guy during the second main phase for incredible card draw. You'll most likely draw into the lands you'll need to play Prossh again, if you don't already have them. Skullmulcher has a similar effect, but wants to hit quantity rather than quality. Both are worth running and both get you lots of cards. Harvester of Souls gets you cards from nontoken creature deaths; very good if you have lots of removal, or if you deploy a lot of creatures with entry effects meant to be sacrificed to Prossh afterwards. But I feel as though the absolute, undisputed lord of card draw in this deck is, appropriately enough, Dragon Appeasement . You skip your draw step. So what? In the Prossh deck, Dragon Appeasement fuels itself nearly automatically. The thing is, people tend not to react strongly to it, and just let you draw cards for sacrificing things, not understanding that it's arguably the most powerful raw draw tool in this kind of deck.
Just remember that these three colours can achieve almost any effect in MtG when placed together in the same deck. A Jund deck can destroy anything, and then it can exile that thing from its owner's graveyard. It can deploy massive threats, kill creatures, burn players, gain life, sweep the board, harness its graveyard, draw cards, deploy an army, expend that army, then deploy another one. This colour combination is all about raw efficiency paired with access to broad effects, so take advantage of that, and you ought to put up a hard fight each and every game.
Regarding Commander/EDH, I would prefer Unmake over Doom Blade , because of the large number of ways to mitigate "destroy" compared to "exile": regeneration, indestructible, graveyard recursion as examples. All of these are pretty common in the format.
However, because of deck construction rules, there are fewer decks that can run Unmake (since they must include both white and black). Most of these decks would have the ability to run Swords to Plowshares or Path to Exile instead (among others) and would probably prefer those. I do run Unmake in a deck because of budget reasons, though.
That said I don't see Doom Blade in decks very often when folks could be running something more powerful, like Sever the Bloodline , Hero's Downfall , Ashes to Ashes , and so forth... and that's just in mono-black, without trying very hard. There's a large number of alternatives that either hit harder or hit an additional target.
Consider dropping: Fodder Launch , Guttersnipe , Dark Ritual in addition to your direct damage spells. They're generally too small or single-use to be practical, unless they're there mainly for the flavor. If it were me I'd drop the more narrow removal spells like Murder also but maybe not immediately, see how well they work first.
Here's some alternatives you might like: Sever the Bloodline , Ashes to Ashes , Tragic Slip , Goblin Charbelcher , Goblin Sharpshooter (combine with a sac outlet and Auntie), Chaos Warp (deals with enchantments!), Staff of Nin
I think the deck would benefit heavily from having more sac outlets, another two or so boardwipes like Toxic Deluge , and draw effects, but I can't decide what to suggest. You can probably drop painlands from your maybelist like City of Brass (you only have two colors, it's not that hard) and direct damage like Flame Javelin ; Drain the Well is on there too (it'd be illegal).
Probably not, but it depends on the metagame. If black really needs targeted removal for gods, it might find a home. Sever the Bloodline saw some play when it was in Standard, and that was before the gods (though that card is made a fair bit better by its flashback and the upside of occasionally hitting multiple creatures).
Thanks for your comments! I still have to test this deck a lot to find out what cards are not so necessary. Cards like Sever the Bloodline always works. While getting my creatures to GY, I prefer discarding or tutoring them to GY directly, sacrificing is a strategy I will consider, since it has synergies with cards like Ashen Rider or Mindslicer . Conjurer's Closet could work too, most of my creatures triggers ETB efffects.
As for Born of the Gods, there are few options I would like to test. First of all, Karametra, God of Harvests looks really promising in EDH decks. Fated Return can be nice addition too since it can target other player's graveyards, but it's too expensive for my taste. Nessian Wilds Ravager could be another option for Karador.