A fast and low to the ground Prossh, Skyraider of Kher EDH deck that wants to flood the board and overwhelm opponents as fast as possible.

The game plan is always to accelerate as fast as possible into Prossh whilst creating tokens and setting up for either a Chord of Calling or Natural Order for Craterhoof Behemoth . To aid in this we need as many effects on creatures as possible so that if we can't get Hoof, We can still feed them to Prossh. Alternatively Food Chain and Prossh to go infinite anc

Accelerants

Ideally you will want one of the one mana accelerants in your opening hand, however more is also fine.

  • Llanowar Elves , Fyndhorn Elves & Elvish Mystic : These 3 are interchangeable and all as good as each other. Given how slanted the deck is towards green the fact the make coloured mana is useful.
  • Boreal Druid : Not as good as it's making counterparts, but any acceleration is good acceleration.
  • Elves of Deep Shadow : Whilst not ideal that it hurts to activate this, black is the second colour most important colour in the deck so it's worth the hit.
  • Arbor Elf : Whislt it doesn't make mana, combined with any dual it makes it flexible.
  • Birds of Paradise : Probably the second best 1 mana accelerant in the deck. It makes any colour. The only downside really is that, like in real life, birds can't pilot copters.
  • Deathrite Shaman : This is what you want. Whilst it can be in positions where it can't be used, it is in all honesty the best of them. It provides much flexibility late in the game and can take opponents off what they need in the yard.
  • Green Sun's Zenith : =, find Dryad Arbor

There are still some accelerants in the two drop slot as well, which is mainly so we have a high density and the deck will consistently do what it wants to do.

  • Wall of Roots : Wall has a decent amount of use in that it can be used immediately.
  • Joraga Treespeaker : Whilst this does technically cost it doesn't come online until turn 2 and doesn't actually accelerate you until turn 3.
  • Bloom Tender : This can create but makes sequencing important. You don't want to use this for one mana if the card you are casting could make it tap for more after it's resolved.
  • Devoted Druid : This can generate two mana in a single turn if required, but is fine making one.
  • Priest of Titania : The density of elves make this a must have.
  • Lotus Cobra : Cobra won't always make mana, but the landfall triggers can make it easy to ramp out of nowhere.
  • Sakura-Tribe Elder : Part of the reason the deck runs as many basics as it does is because of this card and Solemn Simulacrum .

Card Draw

This deck is designed to be quick. As a result there is a good chance that you're hand will start looking rather scarce as you get further into the game. There are several options for trying to refill your hand to some extent.

  • Dark Confidant : Whilst Bob can be dangerous if you reveal something expensive like Craterhoof Behemoth but the average cmc in the deck is less than 3 so on average it will get you additional cards with little pain.
  • Smothering Abomination & Fecundity : Smothering Abom is a powerhouse for card advantage on the same level as fecundity in that they both allow you to get additional value out of your sac outlets.
  • Eternal Witness : A classic for any green deck.
  • Disciple of Bolas : The deck can haemorrhage life a little and you can easily empty your hand and this allows you to recoup a bit of both, especially off an exceptionally large Prossh.
  • Skullclamp : Absolutely busted with all the X/1 creatures that this deck has and the tokens the deck creates.

Haste Enablers

To maximise the chance of killing opponents you need some forms of haste for Prossh.

Lightning Greaves & Swiftfoot Boots : These both allow you to equip up Prossh and also give some form of protection from targeted removal. Xenagos, God of Revels : This allows for an instant kill with Prossh. Sac 5 kobolds to Prossh and give him +11/+11 and swing for 22 commander damage. Hanweir Battlements & Hall of the Bandit Lord : These are both ways to give haste without needing to use up a spell slot in the deck. Hall has a slight drawback that you just dome yourself for 3 with each use.

Key Cards

Purphoros, God of the Forge : This allows you to take out multiple opponents at the same time. Important thing to note is that Prossh is a cast trigger so regardless of whether or not the counter him you still get the tokens. Plus Purphoros is indestructible and rarely a creature in this deck which makes it hard to interact with. Craterhoof Behemoth : This is how you just win games. Make a wide board and go big with trample to win. Kessig Wolf Run : Prossh doesn't naturally have trample and can be blocked by a 1/1 spirit forever if need be. Wolf run gives you an out to this and a way to actually kill opponents.

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Revision 5 See all

(5 years ago)

Date added 8 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

30 - 0 Mythic Rares

37 - 0 Rares

17 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 2.73
Tokens Beast 3/3 G, Clue, Emblem Liliana, the Last Hope, Faerie Rogue 1/1 B, Human 1/1 R, Human Cleric 1/1 BW, Kobolds of Kher Keep 0/1 R, Plant 0/1 G, Spirit 1/1 C, Zombie 2/2 B
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