Prossh token deck. Focuses on getting Prossh and his Kobolds out early with mana dorks and acceleration, then overruns with Overwhelming Stampede, Triumph of the Hordes, Coat of Arms, Beastmaster's Ascension, or the lovely Craterhoof Behemoth. Purphoros deals a lot of damage and can finish people off if an Avenger of Zendikar, Chancellor of the Forge, or Prossh comes down again. In certain games, especially if you're against a monoblack player who struggles removing enchantments, you may even decide Purphoros and playing all of your token producers is your best and safest way of winning.

Tooth and Nail usually goes for Chancellor+Craterhoof if tokens are on the field, Avenger+Chancellor if nothing is on the field, Avenger+Craterhoof if a haste enabler is on the field, or Purphoros+Avenger/Chancellor if you just need to finish people off.

Disciple of Bolas, Shamanic Revelation, Skullmulcher, and Skullclamp for card draw. Recursion with Eternal Witness, and Praetor's Counsel to replenish hand if it gets into late game or has trouble finishing.

Admittedly, not much in the form of boardwipes, only a Life's Finale and Living Death. Living Death will rarely bring back a pleasant board state if Prossh gets wiped with an Avenger, Chancellor, Craterhoof, or even just some good mana dorks on the field.

Planeswalker Xenagos's +1 is godlike for mana in this deck if he's on the field the turn before or after Prossh resolves (or just his tokens since it's on cast). Haste enablers are welcome and great to have before Prossh comes out. Creature/God Xenagos can enable a Prossh kill the turn he comes down if no one has a response to them by doubling his power after he eats his tokens and giving him haste (6+5=11, 11x2=22, gg commander damage).

If Birthing pod gets out and stays out, there is a clear path from Prossh>Chancellor of the Forge>Craterhoof that will wreck the board if left untouched, but will also usually enable a finisher the turn Chancellor comes down if an overrun effect is in hand or Purphoros is out.

Generally has trouble if Prossh comes down and gets wiped before he can overrun or combo, and sometimes if tokens get wiped by something like a Black Sun's Zenith, but recursion and card draw helps a lot. Rogue's Passage/Kessig Wolfrun help Prossh get damage through if he needs it. Seize the Day helps take advantage of an opening by giving Prossh a second combat phase, which is usually all he needs if tokens or out of if he's hit someone already.

I shifted the deck more to a balance of mana dorks, signets/talismans/coalition relic, and ramp. Everything is centered around getting Prossh out as soon as possible, and I just found that the signets really allow me to get all the colors I need as soon as possible. The deck does suffer from fizzling if you don't run into a tutor or card draw card early on, but the deck goes hard and fast ideally and can't always rely on having a backup plan (but usually, you'll find one to keep you in the game in case you need to recover).

The balance between what source of ramp or acceleration you want is going to be up to the Prossh player. Mana dorks allow for more food for Prossh and more bodies for overrun effects. It really hurts to get hit by a boardwipe though or even something as small as everything gets -1/-1 or -2/-2. On the other hand, artifacts are much more resilient and usually too small for someone to consider killing, but depending on the game killing an artifact early can really slow down the deck. There's no downside to ramp, but I think I've found a good balance.

That's it!

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Date added 9 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

42 - 0 Rares

19 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.31
Tokens Beast 3/3 G, Dragon 4/4 R, Goblin 1/1 R, Kobolds of Kher Keep 0/1 R, Plant 0/1 G, Satyr 2/2 GR
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