- 1x Arbor Elf
- 1x Birds of Paradise
- 1x Blood Artist
- 1x Boreal Druid
- 1x Dark Confidant
- 1x Deathrite Shaman
- 1x Elves of Deep Shadow
- 1x Elvish Mystic
- 1x Elvish Spirit Guide
- 1x Eternal Witness
- 1x Fyndhorn Elves
- 1x Gatecreeper Vine
- 1x Genesis Hydra
- 1x Goblin Bushwhacker
- 1x Goblin Matron
- 1x Imperial Recruiter
- 1x Llanowar Elves
- 1x Orcish Lumberjack
- 1x Purphoros, God of the Forge
- 1x Reckless Bushwhacker
- 1x Riftsweeper
- 1x Selvala, Heart of the Wilds
- 1x Simian Spirit Guide
- 1x Skullmulcher
- 1x Smothering Abomination
- 1x Sylvan Ranger
- 1x Vexing Shusher
- 1x Wall of Roots
- 1x Wood Elves
- 1x Xantid Swarm
- 1x Zulaport Cutthroat
- 1x Demonic Tutor
- 1x Diabolic Intent
- 1x Dimir Machinations
- 1x Green Sun's Zenith
- 1x Grim Tutor
- 1x Imperial Seal
- 1x Regrowth
- 1x Toxic Deluge
- 1x Treasured Find
- 1x Wheel of Fortune
- 1x Yawgmoth's Will
- 1x Arid Mesa
- 1x Badlands
- 1x Bayou
- 1x Blood Crypt
- 1x Bloodstained Mire
- 1x Cavern of Souls
- 1x City of Brass
- 1x Command Tower
- 1x Dryad Arbor
- 1x Forbidden Orchard
- 1x Forest
- 1x Gaea's Cradle
- 1x Mana Confluence
- 1x Marsh Flats
- 1x Misty Rainforest
- 1x Overgrown Tomb
- 1x Polluted Delta
- 1x Scalding Tarn
- 1x Snow-Covered Forest
- 1x Snow-Covered Swamp
- 1x Stomping Ground
- 1x Swamp
- 1x Taiga
- 1x Tarnished Citadel
- 1x Urborg, Tomb of Yawgmoth
- 1x Verdant Catacombs
- 1x Windswept Heath
- 1x Wooded Foothills
- 1x Abrupt Decay
- 1x Ad Nauseam
- 1x Autumn's Veil
- 1x Dark Ritual
- 1x Demonic Consultation
- 1x Guttural Response
- 1x Nature's Claim
- 1x Plunge into Darkness
- 1x Pyroblast
- 1x Red Elemental Blast
- 1x Summoner's Pact
- 1x Tainted Pact
- 1x Vampiric Tutor
- 1x Beastmaster Ascension
- 1x Burning-Tree Emissary
- 1x Cruel Tutor
- 1x Deathbringer Thoctar
- 1x Devoted Druid
- 1x Divining Witch
- 1x Dosan the Falling Leaf
- 1x Duress
- 1x Elvish Visionary
- 1x Faerie Macabre
- 1x Falkenrath Noble
- 1x Fierce Empath
- 1x Fire Covenant
- 1x Gemstone Mine
- 1x Grafdigger's Cage
- 1x Grove of the Burnwillows
- 1x Imp's Mischief
- 1x Inquisition of Kozilek
- 1x Karplusan Forest
- 1x Life from the Loam
- 1x Llanowar Wastes
- 1x Lotus Cobra
- 1x Natural State
- 1x Nihil Spellbomb
- 1x Null Rod
- 1x Priest of Gix
- 1x Priest of Titania
- 1x Priest of Urabrask
- 1x Reckless Bushwhacker
- 1x Reclamation Sage
- 1x Ricochet Trap
- 1x Sidisi, Undead Vizier
- 1x Thoughtseize
- 1x Tormod's Crypt
- 1x Twilight Mire
- 1x Wall of Blossoms
- 1x Yixlid Jailer
Love the deck but had a few questions. Do you find 28 lands to be enough after the mulligan changes? What do you usually want to see in your opening hand? Your usual/preferred route to victory? Thank you. +1
March 5, 2016 5:17 p.m.
March 7, 2016 9:44 a.m.
yeaGO 28 lands has been fine after the mulligans, although burning a tutor to get my next land drop (or Sylvan Library to find my next land drop if I got to ramp on turn 1 as well) happens a little more often now. A solid opening hand has a tutor, a 1cmc ramp creature, and 2 lands for a turn 3 Food Chain, but that's by no means set in stone - sometimes we get a lot of ramp and the best thing to do is go for Ad Nauseam, or maybe theres a lot of disruption so we need to slowroll. Really it depends on the table, but that set of 4 is a solid goldfish start. My favorite way to win is Purphorous into Prossh beats into Zulaport Cutthroat for the game - but that only happens when Food Chain is answered. Genesis Hydra is our best wincon because it triggers on cast, not ETB, so it's very difficult to disrupt.
One important thing is I actually have 30 "land slots". I swapped out Llanowar Wastes and Grove of the Burnwillows for Sylvan Ranger and Gatecreeper Vine. This small change makes me a bit greedier overall, but gives me a much better time against mana denial decks by running an effective 6 basic lands - super useful versus Blood Moon! They're also often better then a 3rd or 4th land drop, because they make 3 mana off of Food Chain. Premulligans I had 29 land slots, and played Elvish Visionary and Sylvan Ranger (over Wall of Blossoms as the 2nd "cantripping" creature).
Gamernatic The problem with Showstopper is that it's a noncreature that costs 3 mana. Food Chain mana can only be used on creatures. My five wincons - Purphoros, Zulaport Cutthroat, Blood Artist, Goblin Bushwhacker, and Reckless Bushwhacker - can all be cast off Food Chain mana. Which is very relevant - Often times I'll win with 3 mana available - Food Chain turns every creature into a Pyretic Ritual for creature mana. So turn 1 Land, Elf, turn 2 Land, Food Chain, exile the elf for 2 creature mana, use that mana to cast another creature for +1 mana, and repeat until you have cast Prossh, only works if you can use Food Chain mana on your wincon. Showstopper means you need 6 mana, in addition to the mana to cast Prossh, to go off.
Note that I don't count Goblin Bombardment as a wincon. I play it because it's a removal spell that has really strong synergy with Prossh. After that, it's a midrange card that I use to sac and recast Prossh when the food chain plan can't happen. And after that its a wincon.
April 1, 2016 11:08 p.m.
Fantastic deck! I have a much more casual prossh, but it does well at a casual table. I'm working with a budget to do upgrades. Can you explain what you would switch out using your listed budget cards? Thanks!
July 27, 2016 9:31 p.m.
With 10 elves in the deck (not counting the Spirit Guide), is Priest of Titania on your radar? As soon as you get 2 mana out of it, it seems like solid card. It gets a lot better if someone else is playing a deck with mana dorks, so it's certainly somewhat of a metagame choice.
December 28, 2016 8:09 p.m.
Emzed I don't like 2CMC mana dorks in this deck. It's not a bad card and it gets a lot better with other elf decks, but slots are tight. Devoted Druid is another 2cmc option, but I would actually play Lotus Cobra before either of them - it's not as consistent as either Elf, but it has huge tempo turns where you play and crack a fetchland, plus it makes colored mana through Blood Moon, Cursed Totem, and so on. 2CMC is more for tech cards then consistency anyways - after 1cmc dorks and fast rocks we don't really need more ramp.
January 2, 2017 1:20 a.m.
Thanks for the extensive answer. I certainly understand that space in a deck like this is very limited, so it makes sense to not rely on accelerators that don't curve nicely into the combo kill.
I got another question for you though. My own Prossh list is a little different from yours (my playgroup isn't full-on competitive), but one thing we both have in common: Big trouble beating Elesh Norn, Grand Cenobite. Do you think ignoring that card is the best way to go? It is unlikely to land early, but Survival of the Fittest can make it happen, and then it's lights out. If you were to include answers to Elesh Norn, what would it be? Maybe Beast Within, Snuff Out, Slaughter Pact, Shriekmaw or Maelstrom Pulse? Something else?
January 2, 2017 6:25 a.m.
I have Toxic Deluge to answer her, but if she resolves we're in a bad spot. Most decks aren't going to be casting her so your best option is probably Faerie Macabre to stop the reanimation.
If you wanted a removal spell Snuff Out and Beast Within are both good (although I'm partial to Dismember and Lightning Bolt). Shriekmaw is OK and has a cool interaction of casting it for its Evoke cost, and then exiling it to Food Chain for a huge mana surge. But I don't like 'cool interaction' on my removal spells - I want them to be as efficient as possible.
January 3, 2017 2:13 p.m.
What's your take on Fire Covenant?
I've seen Food Chain Tazri decks that include it over Toxic Deluge for its speed, but I'm not sold (especially when my meta likes to trick out Avacyn or any of the eldrazi)
January 10, 2017 5:48 p.m.
January 11, 2017 7:56 a.m.
"Feels way more risky"? Why not do the math?
Let's assume we Gamble with 2-5 other cards in hand. That puts the chance of discarding the card we searched for between 16% (5 other cards) and 33% (2 other cards) - and that's under the assumption that all the other cards are basically irrelevant or at least redundant. Sometimes you will have a much higher chance of Gamble malfunctioning when there are multiple essential pieces in hand that could be discarded.
In contrast, Demonic Consultation exiles the top 6 cards of a library that will typically contain between 80 and 90 cards. That means the chance of exiling the named card is roughly 7%. Of course, the game is actually lost in these 7% of the games, whereas a bad Gamble can be corrected by a Regrowth effect. Still, the chance of Demonic Consultation working and winning the game are clearly better.
January 11, 2017 6:52 p.m.
I see what you are saying. I guess what I meant by "more risky" was that you can recover if gamble goes poorly but you are out of the game if consultation goes wrong. Theres also a chance of exiling all of your FC outlets. I have even exiled so many cards I decked myself before I could play the combo out in my hand so the 7% is really not accurate.
As for gamble, why make that assumption? Using gamble when you have a small hand full of relevant pieces is simply a poor play. It is best used when you have plenty of cards in hand (like turn 1 or 2) when you are way more likely to have 5-7 cards. Its also one of the best possible cards in hand after a big Ad Nauseam.
Also, I wasn't saying gamble was better than consultation. I was simply wondering why angelforge would pass up a 1 mana demonic tutor effect even with the chance it backfires in a color scheme that lacks as many enablers than some other fast combo decks like FC Tazri for instance.
January 11, 2017 7:40 p.m.
EpicDermisFire Covenant is super strong and should be in my maybeboard (I use it to keep track of alternates). Toxic Deluge is a lot more forgiving on life total and wiping enemy elf decks is great, but Fire Covenant has the huge upside of sniping creatures instead of killing our own creatures. I'm not really sure I would say one is better than the other, but I fight a pretty good number of Elf decks so I think Deluge is better in my metagame. I can definitely see metas (or pods if you do sideboarding) where I'd want both.
I can rant about Gamble in FCP for hours, I've definitely thought about it a whole lot. R Demonic Tutor is super good, and I don't think that you are wrong if you play it in your own list. I don't play it because it's net -1 card in hand in a very resource-hungry deck, and it's a very bad topdeck for us in low/no card situations.
January 11, 2017 11:28 p.m.
Lilbrudder Tagging you so you will see my above comment re: Gamble.
January 11, 2017 11:29 p.m.
I've definitely exiled my deck to Demonic Consultation multiple times (and once recovered with a Riftsweeper!) but the difference really is that Demonic Consultation replaces itself and Gamble costs a card.
Currently dreaming of Contract from Below. We're definitely not the best deck for it but I'd love a Wheel for B.
January 11, 2017 11:34 p.m.
January 12, 2017 10:28 a.m.
How often do you run into trouble casting Necropotence? While you have 30 black mana sources (counting Moxen and Elves), only Dark Ritual, Urborg, Tomb of Yawgmoth and Selvala, Heart of the Wilds can produce multiple black mana. So triple black doesn't seem like something you naturally achieve by turn 2 or 3 every game. Maybe i am just plain wrong about that, but i would really like to understand the card's value and reliability a little better.
January 15, 2017 12:37 p.m.
Lilbrudder Plunge into Darkness is awesome, and I really like casting it. Getting to take one card out of the top 20 is great for finding that one piece you need, and doing it before untapping feels awesome. I don't think it's a 'core' card, but it's very powerful and I don't have any idea what I would cut it for - nothing really does what it does.
Emzed I don't really have problems casting it. Fetchland priority gets you GB lands first, and if you're going to need Necro online you should warp your fetches and sequencing to maximize BBB by turn 3. I can't remember the last time I set up a Necro line, though - normally there are better lines to tutor for, like Ad Nauseam, Smothering Abomination, or (rarely) Skullclamp. It's a broken card that definitely wins games when it resolves, but it is a little on the slow side. We use the card well and it's pretty broken so we run it in the 99 because this is Singleton Vintage, but it's not our ideal draw spell.
January 15, 2017 1:25 p.m.
That sounds very convincing, thanks for the fast response. I guess now i should just play with the card myself some to get a better understanding.
January 15, 2017 1:34 p.m.
Any thoughts on Walking Ballista? It's a win con that can also serve as interaction against cards like Aven Mindcensor, Hermit Druid, Phyrexian Revoker etc. Having cmc zero isn't great with Food Chain, but being more than "just a win con" should be worth something, right?
Also, Hope of Ghirapur offers an effect similar to Xantid Swarm. While it's a big downside that you have to connect and sac it to use its ability, it can be a timewalk against some decks. Being an artifact with an activated ability is probably another significant disadvantage when it comes to Null Rod etc. What's your opinion on this one?
January 25, 2017 8:54 p.m.
I would put beastmaster ascension into the deck. It is so insanely powerful. I use it in a very bad saskia deck and that thing is a win con by itself
February 1, 2017 11:07 a.m.
EmzedWalking Ballista used as removal is expensive, and then can't be used as a wincon for Prossh (can't put counters on it with Food Chain mana). It's certainly a viable wincon but I don't think it's as good as one of the 5 hard wincons in the deck, and it's not nearly as good at attritioning as Goblin Bombardment is.
Hope is pretty good but having to connect is a huge downside against decks like Zur and Jeleva. It lasts longer which is pretty relevant and stopping an enemy combo for a turn cycle is actually not terrible, so I want to get one to try. But I think Xantid Swarm will be better overall. I've been thinking about dropping the Swarm anyways.
warthog177 Beastmaster Ascension is a good card, but it is not appropriate for my metagame.
February 3, 2017 12:49 a.m.
February 3, 2017 12:51 a.m.
So if I'm correct the ideal play line goes something like:
1. land, dork
2. land, tutor for Food Chain
3. land, Cast Food Chain, tap and sac dork for a total of 3 mana, then continue casting ad exiling creatures till you have six mana, cast prossh, generate infinite mana, cast win-con.
now, assuming we start with 7 cards (max 1 mull) and don't use Tol tutors (Vampiric Tutor, Imperial Seal by turn 3 we will have drawn 10 cardsquick math (-3 lands, -1 dork, -1 Food Chain) after casting Food Chain we will have 5 cards left over, 1 of which needs to be a win-con and 3 of which need to serve as rituals so, we have 1 card of wiggle room (0 if we had to mull to 6 or used a tol tutor)
For that reason it is usually a good idea to put in creatures that net more than 1 mana, you already run a few (Sylvan Ranger, Gatecreeper Vine) but I would like to know why you are not running:
Beastcaller Savant, as a 2 drop it can cure no-3rd-land issues and if you do have the third land it changes your need for 3 critters to get 6 mana to 2. Fringe Benefit: if you have Green Sun's Zenith you can cast for x = 2, grab Beast Caller for a net gain of 1, allowing Zenith to work outside of fetching Dryad Arbor and late-game wincons.
Dash Cards, there are a slew of these, most of them have no additional value but I for one like Vaultbreaker, cast, go to attack step, filter, and sac for 5, could win the game (fails ith the bushwhakers though)
Evoke cards, Same as above, I think Ingot Chewer and Shriekmaw are worth while, both have additional value and both sac for enough to cast Prossh on their own, great targets for hands with multiple tutors. Note you said above that you didn't like Shriekmaw because it wasn't an efficient kill spell, don't think of it as a kill spell that ramps, think of it as ramp that kills.
Dosan the Falling Leaf, you run City of Solitude, But Dosan is tuturable via Green Sun's Zenith and, in a pinch can be sacced to Food-Chain. Double Green seems like a moot point since you yourself said color priority is GBR.
February 3, 2017 8:57 a.m.
Angleforge, I have had a semi-competitive deck that needed an upgrade. Thank you for providing such a great resource and answering questions.
It looks from your list that your opponents lean heavily on counterspells. It appears that you have answers (Defense Grid, Pyroblast, City of Solitude, ect) for that threat. You have only two removal spells (Abrupt Decay and Nature's Claim). It would seem that this deck relies on being the fastest. Do you ever consider adding any more removal? If so, what card(s) would you cut and what would you add?
What creature do you usually search for with Summoner's Pact, Green Sun's Zenith, and Goblin Matron?
February 4, 2017 11:49 p.m.
Hey, thanks for this awesome list! I was curious why you're running Wood Elves over other options like the Lotus Cobra or Priest of Titania. I have Yavimaya Dryad in mine, but was planning on taking it out with upgrades.
Also wondering about your thoughts on something like Skyshroud Claim or the one drop ramps such as Wild Growth or Utopia Sprawl which seem like safe options, though they don't thin and might make your lands targets.
February 7, 2017 4:37 a.m.
Dunadain Sylvan Ranger and GCV effectively let me play 6 basic lands which is very useful. I'm not a huge fan of 2cmc ramp, and the Beastcaller requires me to spend the mana on creature spells - not the ideal restriction. If I was to cut the two "land-trip" creatures, I would be cutting a couple more things, adding land, and probably be playing Lotus Cobra.The Dash/Evoke cards did not feel good in practice. I haven't tried the Vaultbreaker, he has a good effect, but I'm not sure the surge to 5 is worth 3 and the combat step. You have to remember - we also need 3 colors to cast Prossh, just getting to 6 mana isn't enough.
I'm playing City over Dosan because the City turns off activated abilities (ie Yisan and his Caustic Caterpillar) and Dosan does not.
Frank_Glascock No problem, I like to help.
If I needed more removal I'd add Fire Covenant Dismember Reclamation Sage or Natural State based on what the needs were. But generally I think FCP does better going fast then it does going interactive.
Summoner's Pact is usually getting a wincon, it doesn't really matter which. Current favorite green wincon in the deck is Selvala, Heart of the Wilds. Although the best one is actually Genesis Hydra, because its on-cast trigger is hard to interact with.
GSZ 99% of the time is Dryad Arbor, and Goblin Matron gets Goblin Bushwhacker.
4vatarofSleep Wood Elves finds any type of Forest and puts it into play untapped, which makes it much better then the Yavimaya Druid. Priest of Titania is a 2cmc (slow) and conditional mana dork and I try to avoid 2cmc "tap" ramp. Lotus Cobra is a tech card that makes the list in other metagames, but it's not appropriate for my current 28 land build (anti-bloodmoon with 6 basic lands: 2 regular, 2 snow covered, and the 2 land-trip creatures).
Skyshroud Claim is much too slow for ramp at 4 mana, and it's not a creature so you can't exile it to Food Chain to use as a ritual creature. Wild Growth and Utopia Sprawl are fine speed-wise at 1 mana, but they don't exile to Food Chain so they're much worse then mana dorks; and the deck doesn't need more 1cmc acceleration pieces.
February 10, 2017 11:41 a.m.
Thanks angel, I hadn't thought about colour restrictions, and city makes sense now
February 10, 2017 4:15 p.m.
February 14, 2017 9:54 a.m.
Angelforge, any more thoughts on replacing Xantid Swarm? Would this card be a good placeholder for meta calls? A graveyard hate card, Beast Within or Gamble all seem better. I know all have been discussed recently.
February 26, 2017 9:43 p.m.
Frank_Glascock: Angelforge wasn't on reddit for 2 weeks either. Maybe he is on vacation. :)
March 9, 2017 7:02 a.m.
Frank_Glascock Xantid Swarm is a meta call card for sure. Other cards I would consider 'meta slots' are Goblin Bombardment, City of Solitude, Sylvan Ranger and Gatecreeper Vine for different ramp things (or extra lands), and some of the heavily redundant safety tech (Treasured Find, Guttural Response).
Sometimes I get logged out of TappedOut, and I don't notice it, and then I don't have any notifications pop up. You can usually bump me on Reddit and I'll reply (no guarentees).
April 5, 2017 7:18 p.m.
Why not Reckless Bushwhacker over Goblin Bushwhacker? The reckless goblin costs the same to cast (but is less dependant on red), is tutorable by the matron, can be grabbed by machinations, has the added benefit of actually costing 3 and can generate 4 mana for 2 if it is fed to the chain, and has a larger front end if you have to go beatdown with him. Overall it seems like a better card than it's predecessor, and the surge cost will never not be met if he is used as a win condition.
June 12, 2017 12:48 a.m.
darkark12 I am running them both. You always want the pair - otherwise Goblin Matron gets a decent whiff chance after a Demonic Consultation.
June 14, 2017 11:09 a.m.
Thanks for the list man, it looks awesome!! I'm going to use this to tune my deck better, except for obvious meta changes.
June 14, 2017 5:39 p.m.
So, I totally missed that you were running both whackers.
I have been experimenting with the Bubblehulk win condition with some great success. The combo calls for one 'bad' card in the form of mikaeus, however you also get another 'kinda' win condition in the form of walking ballista. Now, by itself it sounds really, really, terribly bad, but after my buddy conned me into trying it, I think I am sold. (just FYI I run backup twin altars eartcraft so I don't get grasped out of the game)
On paper it is bad, but in practice, it actually increases the number of lines you can take. It allows for you to turn summoner's pact into another imperial recruiter (that chain of recruiter, matron, whacker for the colors) by getting eternal witness into fierce empath into hulk. It also allows for you to play super passive and search out the hulk at your leisure, and force your opponents to counter your big green monster even when they don't want to. The ballista is also great at sniping titania's the turn before they tap.
It is also worth mentioning that walking ballista can kill the table with FC by just casting it for a billion and not using his abilities. It seems risky, but if the combo is happening, it is probably gonna be good.
June 19, 2017 5:34 a.m.
Do you think Eternal Scourge would work well in this deck? It has helped me out of a couple binds.
July 8, 2017 9:25 p.m.
How often do you have Food Chain destroyed and would like to have the game closed at that turn instead of waiting to recover the card from the graveyard?
Would Yeva, Nature's Herald be helpful? It would be possible to exile the kobolds, flash her and keep casting Prossh in response. Some of the wincons would still be viable after Food Chain is gone but you have the mana and the tokens.
July 13, 2017 12:13 p.m.
I think the effect provided by Yeva, Nature's Herald is useful, but you don't really have 4 extra mana in your combo turn unless you wait 1-2 extra turns to combo. Waiting usually isn't a good approach, this deck is much better at simply winning as fast as possible and before everyone else is set up.
July 13, 2017 1:51 p.m.
I was wondering why you run skullmuncher here versus reki, the history of kamigawa. It would seem that they do the same for you, but skullmuncher hurts you less off of an ad nauseam.
And why do you choose the spirit guides versus the priests or burning-tree emissary? They seem better since they net much more off food chain.
August 22, 2017 12:45 p.m.
August 22, 2017 1:56 p.m.
Zenaku17 I like it but I never found it a useful tutor target. It's definitely something I don't mind opening with. I don't think you're wrong if you choose to run it.
Rocco_Bellini It happens but that's life with this deck! I think waiting a couple extra turns to have mana for Food Chain and Yeva would be worse then simply trying to go off and looking for a tutor - in the early game it's less likely that they'll have it, and it's a lot more dangerous to hold up mana for interaction instead of developing your board.
4vatarofSleep Ezmed has it correct on the spot removal. If you need a budget wincon, it's certainly reasonable. I like drawing cards.
Emzed Thank you for answering people's questions! I agree with pretty much everything you write. I have not been very active in MTG lately but I'm hoping to start getting games in again soon.
September 5, 2017 11:39 a.m.
4vatarofSleep BTE vs the Spirit Guides
They make mana a turn earlier. I really like BTE though, if I wasn't in love with my basic land arts I would probably play it over Sylvan Ranger. Well, the art and the amount of Blood Moons I used to fight. You're certainly not wrong to play it, or any of the similar creatures if it fits your meta.
September 5, 2017 11:49 a.m.
As a follow up to the ritual creature discussion: in what matchups do they shine/in what kind of a meta would you consider them? When there is little control/disruption and speed is most important?
September 16, 2017 6:51 p.m.
September 21, 2017 5:14 a.m.
MB, you already have it. for some reason i didn't see it on your list.
September 21, 2017 5:16 a.m.
Any thoughts on running any form of protean hulk combos?
September 30, 2017 9:19 p.m.
@ZurBlue Actually with Selvala it doesn't matter if there is a bigger creature on board because the ability only checks the power as it resolves so you can just pump Prossh in response to make him arbitrarily large.
October 1, 2017 10:12 a.m.
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|Date added||1 year|
|Last updated||1 month|
This deck is Commander / EDH legal.
|Tokens||0/1 Kobold, 1/1 Spirit|
|Folders||inspiration, Competitive EDH, Refrence, cEDH Article Decks, Good ideas, edh, Competitive EDH, Deck Ideas, Great Ideas, Inspiration / Reference EDH, See all 52|
|Top rank||#58 on 2017-04-22|