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Overview

Prossh, Skyraider of Kher Over-Power is a strong but fair combat based commander deck. Light tutors, no infinite combos (aside from Mike and Yawg).

The aim of the deck is to go wide with an Overrun ability or double up Prossh's Power and one/two shot people (Hence Over-Power in the Deck's name). The fact Prossh's Kobolds enter the battlefield on cast make this deck very resilient to removal/counters since we always get value out of the cast even if Prossh is stopped. And his casts scale up with mana which makes the late game have further reach.

Prossh is incredibly strong since the weakness of most Voltron/all in commanders is removal, but those Kobolds are often times the real threat.

Power doublers (4): Xenagos, God of Revels, Embercleave, Kessig Wolf Run, Berserk - this card is amazing since it can pump an opponents creature to finish someone off, then the opponent has to sac it.

Overruns/Anthems (9): Craterhoof Behemoth, Shared Animosity, Earthshaker Giant, Ogre Battledriver - hasty, Purphoros, God of the Forge, Finale of Devastation - When cast for 10 tutoring/recurring Avenger of Zendikar, this can just close out the game on the spot pumping everyone by 10 and giving them haste. Return of the Wildspeaker - mass card draw and doubles as a finisher.

Prossh, Skyraider of Kher is the main token generator, but it also includes what I consider the 3-4 best token producers. Siege-Gang Commander - 4 creatures with a built in Shock effect is pretty strong. Avenger of Zendikar - this card can take over the game on its own and synergizes with all the overrun/anthem effects for Prossh. Often times making 8 bodies and with fetch lands can get out of hand quick. For the last spot I either include Deep Forest Hermit - 5 creatures and 9 power for 5cmc is good value or if I have 2 or 3 opponents Chittering Witch to generate some tokens and throw some Kobolds for -2.

For Token Synergies there are a bunch of sac outlets Carrion Feeder Goblin Bombardment Prossh, Skyraider of Kher, etb triggers Purphoros, God of the Forge, death triggers Blood Artist Zulaport Cutthroat and card draw effects described below.

The card draw in this deck is very strong and synergizes with having lots of creatures/tokens with deaths and sacrifice effects (11): Skullclamp, Sylvan Library, Selvala, Heart of the Wilds - doubles as mana ramp, Yawgmoth, Thran Physician - doubles as removal, Smothering Abomination, Moldervine Reclamation, Liliana, Dreadhorde General - doubles as removal and a token generator, The Great Henge - doubles as ramp. Return of the Wildspeaker - mass card draw and doubles as a finisher.

Korvold, Fae-Cursed King - Synergizes very well with Prossh drawing tones of cards and being a second beater. It's a very good alternate commander. I'd put in a heaver sac theme, but most the of deck overlaps.

In addition to the card draw there are 3 Tutors to help find the right card for the given game state. I don't go overboard with Tutors due to this not being a cEDH deck and with the build I prefer card quality and redundancy.

Creature Card (3): Eldritch Evolution, Chord of Calling - instant speed fetching removal on a stick can be nice and convoke can reduce the cost by a lot, Finale of Devastation - Creature Tutor, Reanimator, and end game Overrun + Haste ability. This card is just stacked.

The deck runs 21 ramp spells to start unloading your hand early and get Prossh out quick and multiple times. Many of the ramp spells double as utility.

Mana Dorks (8): Arbor Elf, Birds of Paradise, Deathrite Shaman - doubles as grave hate, Elves of Deep Shadow, Elvish Mystic, Llanowar Elves, Bloom Tender, Ignoble Hierarch

Land Finders(2): Crop Rotation, Wood Elves

Permanent Ramp (5): Mana Crypt, Mox Diamond, Sol Ring, Carpet of Flowers - can get insane against heavy blue opponents, The Great Henge - doubles as card draw.

Explosive Ramp (6): Gaea's Cradle, Dockside Extortionist - combos with Korvold, Earthcraft, Selvala, Heart of the Wilds - doubles as card draw, Jeska's Will, Xenagos, the Reveler - doubles as a token generator

The deck packs some strong versatile removal (14).

Permanent Removal(2): Assassin's Trophy, Beast Within

Creature Removal (7): Berserk - already talked about how good this is, Fire Covenant another amazing card and is often an early 1 sided board wipe, Cavalier of Night, Yawgmoth, Thran Physician - nice for removing dorks, utility creatures, and changing combat outcomes. Siege-Gang Commander and Chittering Witch - to clear out key utility creatures, blockers, and push through damage. Liliana, Dreadhorde General - if the opponent isn't in a go wide strat, the sac 2 ability is very strong.

Artifact/Enchantment(2): Outland Liberator  

Grave Hate(4): Deathrite Shaman, Scavenging Ooze, Dauthi Voidwalker, Necromancy

There isn't a lot of recursion, but the deck includes 5 versatile options: Necromancy, Eternal Witness, Dread Return, Cavalier of Night - I love the duel value on this. Finale of Devastation - Versatile tutor/reanimator that can close out games if a token generator like Avenger of Zendikar is brought back for X=10.

Notable omissions: This deck has no slots protecting our stuff (Indestructible, Hexproof, etc) since Prossh+Kobolds are so hard to deal with, it just goes all in on good cards.

Prossh, Skyraider of Kher does have a Tier 2 Food Chain combo deck for a more competitive build.

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Casual

98% Competitive

Date added 5 years
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

23 - 0 Mythic Rares

50 - 0 Rares

15 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.03
Tokens Beast 3/3 G, Day, Goblin 1/1 R, Human Cleric 1/1 BW, Kobolds of Kher Keep 0/1 R, Night, Plant 0/1 G, Rat 1/1 B, Satyr 2/2 GR, Squirrel 1/1 G, Treasure, Zombie 2/2 B
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