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Prossh, Heart of the Swarm

Commander / EDH

dnoland


Maybeboard

Enchantment (1)

Creature (1)


Did I miss anything essential here?

All suggestions are welcome, especially from experienced Prossh players.

I have been playing with this deck for a while now, and it has a fairly good win rate. Still, I am investing further into my edh decks and I would like to take Prossh to the next level.

As you might guess, this deck is geared towards a moderately competitive play group. Thus the basic plan goes something like this:

  • Ramp out Prossh as fast as possible. Everything in the deck centers around having, sacrificing, and generating lots of little creatures.
  • Search out Food Chain with my generic tutors, and Gaea's Cradle with my land tutors. Food Chain is actually just counter spell bate most of the time. I win if they can't answer it, but they almost always can.
  • Use the unreasonable volumes of mana generated by Gaea's Cradle et al to keep recasting Prossh. This either gives me a massive army or some other benefits depending on the board state.
  • Close the game with something like Craterhoof Behemoth or Coat of Arms.

Notable combos / synergies:

Most of the synergy is obvious, but I will list the finer points of a few of the more subtle ones.

Food Chain + Prossh, Skyraider of Kher : If you don't already know this one, stare at it for a while and you will see infinite creatures and infinite mana FOR CREATURES. It also produces infinite green (or green / red) mana if I my board is also sporting a Gaea's Cradle and or a Xenagos, the Reveler. A couple things are worth noting about this combo: it does not necessarily win me the game instantly. If I pass turn after I have done this, someone WILL wrath the board and I always loose: Prossh now costs way to much to cast again. Thus I run things like Ogre Battledriver and Goblin Bombardment and what have you to try and close the game as soon as I drop Food Chain. Second, the combo is sorcery speed, and thus easy to interrupt. Third, putting a token into exile does not count as the token dying. Thus, for good or ill, many of the cards in this deck just are a total nop with Food Chain.

Mana Echoes + Prossh, Skyraider of Kher : Produces a very large amount of colorless mana when you cast Prossh. The trick is finding something to do with all that colorless mana. I ran Exsanguinate until today, when I just decided that this combo was too unreliable. Mana Echoes will likely be cut soon, but this has definitely won me some games.

Armed / Dangerous + Prossh, Skyraider of Kher : This is a one shot kill on a player who is getting out of control. The cleanest way to play this is to cast Armed on Prossh and Dangerous on a kobold. Then swing with both. They must block the kobold, which you then sac (along with all the others) to give Prossh at least 11 power. With double strike that is game. Similar story for Savage Beating, but that one can nix two players.

Gaea's Cradle + Tempt with Discovery : Note that tempt just specifies land cards, not basic land cards. Further, they come into play untapped. I don't know what it is about this card, but unlike Tempt with Vengeance everyone always says yes. It puts me WAY ahead on mana if I can drop this spell on turn 2-4 in a 4 or 5 player game. Even if they all say no, I get my Gaea's Cradle anyway.

Death Match + Prossh, Skyraider of Kher : Death Match is a brand new include in my deck, and is still on probation. Still, I can pretty much clear everything on my most feared opponents board. Especially with Kamahl, Fist of Krosa turning all their lands into little creatures, which get immediately toasted by the 7+ Death Match triggers which show up for each Prossh cast. Very rude.

Strong points:

  • Good mana ramp. The deck sets a very aggressive pace.
  • Consistently finds needed combo pieces.
  • Has a handful of fairly vicious interactions

Weak points

  • Needs a better land base. I would like to get the necessary colors online more efficiently and with fewer "come into play tapped" lands.
  • Very reliant on the commander. If somebody tucks him, I am forced to tutor him back if I want to win.
  • The tutors I have are just bad. I need to invest the money and get the more mana friendly ones, I just have not done it yet.
  • The deck is not terribly flexible. If you shut down its main strategy (make lots of little creatures, abuse the fact that I have many creatures), say with an Elesh Norn or something, I don't have a lot of outs.
  • The deck can stall out badly. I often find myself playing a bunch of land, dropping Prossh, and the just sitting and waiting to draw something useful. I am likely going to include more draw power in future iterations of this deck.

All suggestions are welcome, especially from experienced Prossh players. Thanks for stopping by!

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Date added 9 years
Last updated 9 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

28 - 0 Rares

29 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.48
Tokens Beast 3/3 G, Elemental 1/1 R w/ Haste, Kobolds of Kher Keep 0/1 R, Satyr 2/2 GR, Snake 1/1 B
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