"Millennia before the Conflux, Progenitus, the five-headed Soul of the World, had grown tired of creation and unleashed five storms to consume it: Wildfire, Earthquake, Windstorm, Flood, and Void.[5] A young Cylia climbed to the top of the mountain armed with a vial of poison and a small dagger carved from a thorn and begged Progenitus not to destroy the plane. Furious at her impudence, the worldsoul blinded the young elf. With blood from her mutilated eyes dripping into the vial, Cylia dipped the dagger into the vial and flung her weapon into the being's heart. The poison revealed Progenitus's true nature: a five-headed hydra avatar, and all life was saved on Alara, though it had already separated into the Shards.[6] This tale may be an apocryphal account of the events that took place during the Sundering." - https://mtg.fandom.com/wiki/Progenitus

The tale of the Soul of Alara, Progenitus

This deck will be a continuing work in progress.

It's Mission: To make Progenitus a feared entity. To control the board with various interaction until the time is right to strike. With five colours accessible, you can have the finest interaction, the best removal. The best card draw. There is a lot of options for building a deck focusing on Progenitus. Double Strike, Double Power are only some of the means.

I've looked at other decks that have Progenitus as their Commander. Some are "Oops, all Gods!" and never play him. Some are Hydras and they might play him. Some are "RainbowGoodStuff.dec" that use all the staples of each colour and don't do much else.

But me...I want a PROGENITUS DECK. Something that can make him scary. Something that can make the table sweat a little when they realize he will be unleashed.
Double Strike.
Double Damage.
Double Power.
Board burn.
Cheat the Mana Value. Board wipes that can leave Progenitus standing and wipe out the rest.
Counter Spells.
Exiling creatures.
Set an opponent's life to 10. Destroy all Enchantments or Artifacts.
Make copies of Progenitus. Because two or three is always better than one.

Control the board with various interaction until You are ready to drop him on the table and get him some major buffs to smash someone out of the game with the Alpha of Alpha Strikes.

I am considering a lot of angles for this deck, and trying to craft to take advantage of each colour in the interaction suite. I'd love to see other suggestions or comments on this.

Suggestions

Updates Add

Been poking around in my collection to see what else I can use to make his pop and I remembered I have Aurelia and some other enchantment that gives an extra combat step. In theory this could get pretty gross with double power or double strike.

Still assembling the cards I have so far, so odds are I won't be doing more than gold fishing the deck here for a bit to try to fone tune it.

As for land/ mana ramp, I want it to be land ramp focused as my group does not run land destruction. Going with that instead of typical mana rocks should hopefully lead to more permanents sticking to the table and let's me be far more free with the board wipes.

Should have the list adjusted soon to test these changes.

Comments

Date added 1 week
Last updated 19 minutes
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

44 - 0 Rares

10 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.68
Tokens Ape 3/3 G, Boar 2/2 G, Elephant 3/3 G, Frog Lizard 3/3 G, Pirate 2/2 B, Treasure
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