Ok, so full disclaimer this was my first commander deck ever. And the only reason I built it was because the people I hungout with played every so often. They told me to try to build one to compete, well I had a budget and literally nothing I would have built could A) I understand at that point how to play or B) beat the crazy stuff they had. I learned a few rules especially the one about doing 20+ commander damage from your commander kills somebody. Which lead me to a card a friend brought up as a joke. That's when I first saw him, Progenitus, it said "protection from everything" right there on the card and I immediately knew...this was it. I can play with this.
Previously the only thing this deck was built to do was get Progenitus out. Fast and hard as possible. Repeat. IT WORKED kinda. After reading the rules about the "protection from everything" clause it actually means protection from ALMOST everything.
Straight from the website: “Protection from everything” means the following: Progenitus can’t be blocked, Progenitus can’t be enchanted or equipped, Progenitus can’t be the target of spells or abilities, and all damage that would be dealt to Progenitus is prevented.
Use DEBT when deciding if a spell effects it or not. If a spell, creature, or ability Damages, Enchants or Equips, Blocks, or Targets your commander disregard it like the flimsy piece of pressed paper it is.
However, mighty Progenitus is actually vulnerable to being killed by a few things:
Field Wipes: Wrath of God
Targeting though you: Blessed Alliance
Progenitus cannot be targeted except through you as its controller. Therefore, in this deck there are ways of making you hexproof Aegis of the Gods and also making him kill quicker through dealing double damage Curse of Bloodletting and counters Gleam of Battle. Think of this commander as a sniper and the beginning of the game quickly getting into position to pull the trigger. After you have everything you need on the field in terms of buffs for Progenitus, protection for yourself, and of course enough counters to stop other people then bring him out. After big Papa hits the field you are both the most dangerous and most hunted. Every opposing player will both fear and respect you, but ultimately they will just want to kill you. This part of the game is no holding back most dangerous person to you dies first, don't ask permission or be gentle. Always hit the player with Progenitus even if there is a planeswalker, send something else at it, players must die by his hand. By then you should have something else to tick it down. Don't waste your shot, if they even look like they are about to attack, you remind them who there daddy is (it's Progenitus). Also remind them that their game is over in 2 turns or less now and they will shift their gaze immediately. If that doesn't work you should have enough on your board or hand to protect you so that you can hold out just a little longer than them. If your opponents STILL chose not to heed your warning signs, you must strike with the almighty fury of GOD and hit them with a In Garruk's Wake, Merciless Eviction, or even Torment of Hellfire. Any of these will suffice to remind them of their place. By this point your opponents should have submitted in shameful defeat as you bask in the glory of all that is, Progenitus.
However, even though your might should go unquestioned while playing this deck. If your opponent's will requires you to apply more force to break, rest assured, they cannot last forever. Even if that one guy is playing counter spells (not that they can counter Progentius as it comes out) or there's some other fairy combo being played that might seem to allow your opponents a fleeting glimpse of victory, the harsh reality is they are prolonging their demise or promoting a weak victory through loopholes, trickery, and lies. The only way to prevent these imposters from actually tasting the immoral victory they so desperately desire, and achieve your own righteous domination of the table is a ramp like you are a skateboard the X-Games. Having enough mana to cast Progenitus on turn 4 is not an accident is sheer will, fortitude, and masculinity. Progenitus must assert dominance quickly, but strategically. Don't be too obvious about how much mana you can get out people will notice. Try do put down the right amount of mana and cast him the same turn before people notice. They will employ hateful underhanded tactics to prevent you from casting him, do not show weakness or stray from your path. It is only right and good that they feel the pimp hand of God as Progenitus brushes aside their weak defense, striking at the heart of darkness sitting in opposition across from you doing not only 10 damage but 10 commander damage each time.
Also remember without haste he won't attack until next turn. Your opponents need a moment to be awestruck, as fear grips them. They will be desperate, for they know the end is near. Use this, as your enemies leave the table change pants, you will need to plan the next and final moves. There are other ways to win with this deck. Even though Progenitus, rightfully, garners most of the attention from your combatants you could use your commander as a decoy. Even though doing so would cost his respect, it could be worth the side eye to build enough mana for a Volcanic Geyser to end them unexpectedly. Progentius will not approve of this method but will understand in time that you were protecting his legacy, the legacy of a champion.
Anyway, hope you enjoy and I do know this deck may not be for everybody. It's an all or nothing deck. Either you get all the glory or your opponents get none as you can at least take enough down with you as you rob the last one remaining of any sense of achievement for winning. As far as winning percentage with this deck, I can only describe it in the immortal words of Brain Fantana, sportscaster, Channel 4 news team, "60% of the time, it works everytime!"