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EDH - Progenitus Superfriends

Commander / EDH* Combo

ScarTheHedgehog4444


This is a superfriends deck, which means it uses Planeswalkers as it's main strategy, or really only strategy. The good thing is it's vercitility the 'Walkers can give you, and the power they have when used together.

Doubling Season: This is the most useful card in the entire deck. It allows every Planeswalker (and the Vivid lands) to enter with double counters. For example, Jace, Architect of Thought normally enters with 4, but with Doubling Season he enters with 8 instead; enough for his Ultimate effect; which in turn lets us search for another 'Walker to enter with double counters plus any 'Walkers our opponents may have had in their decks.

Omniscience: This is pretty obvious, but in combo with Academy Rector or Fist of Suns we can play it cheaper than normal. However, we can still play it for it's full cost in mid to late game. The biggest combo for Omniscience is Enter the Infinite.

Tamiyo, the Moon Sage: Her -8 allows us to have max hand to combo with the Jaces' draw abilities and it also allow us to reuse 'Walkers. In addition to walkers, we can return our search cards such as Demonic Tutor or Conflux to search indefinetly. As a bonus we can play 'Walkers of the same type (two Garruks for example) and get the old one back to out hand. If we have Omniscience in play that allows us to pretty much infinitely reuse the two Planeswalkers and their abilities over and over.Use the one in play's ability, cast the new one, send the first one to the grave, then back to your hand. Use the one in play's ability. Repeat.

Speaking of Conflux, I once had Omniscience in play due to an opponent's effect. I had about 2-3 lands, a 'Walker, and my Diabolic Tutor in hand. Originally I was gonna just tutor for Doubling Season, but instead I used my one search card to grab another search card: Conflux. I traded my search of one card for a search of five cards instead, which allowed me to win the game I would have otherwise lost.

Ral Zarek : Not only can we get extra turns, but he also LIVES, meaning we can use his untap ability on those extra turns, most usefully on Gilded Lotus. He also combos with Venser, the Sojourner.

Fist of Suns : This is more or less a small Omniscience and even helps play it for 4 less than usual. Fist of Suns allows us to play any card for a cost of 5 instead of the normal cost, this includes our Commander who normally cost 10.

Ajani, Mentor of Heroes: I almost always only play this Ajani to use the +100 health effect.

Ajani Goldmane: Read the Ajani above and then read this one's Ultimate effect. That can usually scare an opponent, but add this with Doubling Season and/or Tamiyo's Emblem and you can slowly gain large creatures.

Ajani Steadfast: This Ajani is useful no matter the current field. +1 on any creature you plan to attack with, be it a 1/1 or a 140/140. -2 is an obvious useful effect, add a counter onto any 'Walker plus +1/+1 for each creature is also useful. But them Emblem is the most useful, AND Ajani lives to be combed with Venser.

Elspeth, Sun's Champion: +1 is six tokens with Doubling Season, -3 about 80% of the time won't affect you at all because most of your creatures are usually 3/3 or less. Them Emblem is again useful, and Elspeth can combo with Venser as well to reset her counters.

Garruk, Apex Predator : Alright, so he has 2 +1's, an opponent have a 'Walker you don't like? Blow it up. (However it would probably be better to use Sorin, Lord of Innistrad is possible.) Or you can use his other +1 and get 2 3/3's with Deathtouch. -3 is an opponent has a troublesome creature, get rid of it and gain life. -8 is typically used on either the last player or a player everyone wants knocked out soon. If that is the case it works for your other opponents as well.

Venser, the Sojourner: We can use his ability on any of the walkers who we want to reset to their counters to when they entered. We can also use his ability on out lands like the Vivid lands to reset counters or our Gilded Lotus for tricking opponents into thinking we have counter spells.

All in all, the 'Walkers can almost always use their ultimate ability as soon as their played, with the only exceptions being: Jace Beleren, Jace, The mind sculpter, Karn Liberated, and Kiora, the Crashing Wave. But this is fine, because both Jaces are typically only for draw power, Karn is usually only a distraction while also getting rid of pesky cards, but his Ultimate is always an option if you happen to get it. Kiora's main goal is to get her ultimate, which can happen early game easily even without Doubling Season. In fact, her +1 can even help make it easier for her to live since it prevents damage. But if you prefer you can use her -1 to get ahead in the mana game which can help us set us our play.

Leyline of Sanctity: Hexproof is always good, but this is mainly to protect from most target abilities like burn, discard, or mill. So if any opponent uses these, it might be a good idea to get this early.

Enter the Infinite: We already talked about what advantages Omniscience and Doubling Season can do, now let's talk about using our deck as our hand. We ONLY use this card of Omniscience is already in play. After we draw our hand the first thing is to play Doubling Season and get Tamiyo's Emblem if both are not already active. Next is all up to you. Pick your walkers and cast away, just watch out for the abilities that have you draw cards, primarily the Jace walkers. If you cast Enter the Infinite chances are you have already won.

There are many combos in this deck and I am still discovering more.

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