So I have this Prossh, Skyraider of Kher deck which I have been playing for a while now. It's quite powerful and wins it's fair share. However I'm starting to feel like it's time for a tune-up (my other decks are getting tweaked all the time while this one has remained largely unchanged for a while).
The decks plan is quite simple, make an army of tokens with Prossh, and make them really big with cards like Craterhoof Behemoth, Shared Animosity, or Coat of Arms. The problem is that is I don't draw any of my big pump spells the deck doesn't do much, my group has a house rule against instant and sorcery tutors, so what I'm looking for is more powerful "win" cards to close out the game once I have my many tokens. I would be happy for any feedback or advise on how to improve the deck, thanks.
Like many others here I only ever pull punches when building my decks. I play with a very mixed group of friends and I try to have a deck for every occasion, many of them are quite powerful but if they start getting oppressive I will tone them down. As an example I recently cut all my time walk effects from Narset, which has actually made the deck fun rather than just ridiculously oppressive, same thing with cutting all tutors from Prossh. The deck can still go "off" and kill most or all of the table, but it happens much less frequently.
These are all great! Cool and interesting design and very powerful in limited. Might even try the UR one in constructed, if the "colourless" deck is a thing.
In this article Sam Stoddard writes: " I mentioned last year that we were moving more toward printing full cycles of lands in a block to make the mana work for Constructed and for Block Constructed. That isn't changing." and further down:"the statement I made last year is still true—our hope moving forward with Standard is to make sure that players have the mana base to make their decks work, and part of that means that players in Block will also have adequate mana.". To me it seems they are making the full cycle of fixing, if for no other reason then to balance block constructed.
Like this: My deck tops out at, say, 5 CMC. After land drop #5, I don't need more land. Stop dropping land, and loot it away in exchange for cards I do need. Make adjustments, of course, for cases where there's mana sinks or benefit from playing more than one card per turn. But generally just save land or other unnecessary cards in hand to pitch to looting effects.
There is an argument for doing that, the counter argument is that with ascendancy in play you want to cast multiple spells per turn. The more mana the more spells you can cast. But along the same lines i always keep any extra creatures in hand if i already have a board, simply because discarding them to get a non-creature is almost always far stronger.
I'm gonna second the people saying you need more black. Personally I'd cut back on the red (namely cutting stoke and reducing red sources to 9 or 10), and use the extra space for some more swamps. Also, i see why you don't like Confluence, but i's still add at least 2 for the extra consistency, i agree though, that 4 is too many.
Heroic is bad, period. There is a reason that no Heroic deck has seen any notable success. So no.
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=68882 - So this is a deck by some guy named Tom (maybe you've heard of him) who won an SCG Invitational with mono red. Although this is not a pure "Heroic" deck the presence of Akroan Crusader along with several auras and pump spells makes it very clear that there is nothing fundamentally bad about the Heroic mechanic. It's basically a mechanis which rewards you for doing things you'd want to do anyway /offtopic
With regards to the throne however, the card is so flavorful and awesome and i really want to like it (i do like it for it's flavor, but i also want to play with it). Sadly i think it's just too much of an investment, if i gave a permanent buff to you creatures when your lord was "sitting" on his throne i might be good enough. But the way it's worded now just eats up too many resources (A metric-tonne of mana and your best creature).
I am missing 4 spots and these are the cards in my shortlist: Dragonshift to make any engineers, servant or onithopers swing for big hits, Turn//Burn for removal of anything, added burn to the face or make Scuttling Doom Engine unblockable, Divination for straight card draw and Hidden Strings for some nifty tricks and ramp with convoke.
I think i would just toss in 4 Magma Jet, helps vs aggro and helps you find your "combo" pieces. This is a deck that is very dependant on having the right cards at the right time, Magma Jet helps a lot in that regard.
(If we had had a proper draw/search spell in blue i would have used that, but alas we do not. And divination sucks)
So I have this Prossh, Skyraider of Kher deck which I have been playing for a while now. It's quite powerful and wins it's fair share. However I'm starting to feel like it's time for a tune-up (my other decks are getting tweaked all the time while this one has remained largely unchanged for a while).
The decks plan is quite simple, make an army of tokens with Prossh, and make them really big with cards like Craterhoof Behemoth, Shared Animosity, or Coat of Arms. The problem is that is I don't draw any of my big pump spells the deck doesn't do much, my group has a house rule against instant and sorcery tutors, so what I'm looking for is more powerful "win" cards to close out the game once I have my many tokens. I would be happy for any feedback or advise on how to improve the deck, thanks.
1x Burnished Hart
1x Solemn Simulacrum
1x Acidic Slime
1x Blood Artist
1x Catacomb Sifter
1x Craterhoof Behemoth
1x Elves of Deep Shadow
1x Elvish Mystic
1x Eternal Witness
1x Farhaven Elf
1x Fauna Shaman
1x Fierce Empath
1x Fyndhorn Elves
1x Joraga Treespeaker
1x Llanowar Elves
1x Ogre Battledriver
1x Reclamation Sage
1x Sakura-Tribe Elder
1x Skullmulcher
1x Wood Elves
1x Zulaport Cutthroat
1x Purphoros, God of the Forge
1x Xenagos, God of Revels
Instants:
1x Chaos Warp
1x Golgari Charm
1x Gruul Charm
1x Jund Charm
1x Murderous Cut
1x Terminate
Sorceries:
1x Burn at the Stake
1x Cultivate
1x Exsanguinate
1x Kodama's Reach
1x Nature's Lore
1x Overwhelming Stampede
1x Toxic Deluge
1x Attrition
1x Beastmaster Ascension
1x Cryptolith Rite
1x Doubling Season
1x Food Chain
1x Grave Pact
1x Greater Good
1x Impact Tremors
1x Parallel Lives
1x Pattern of Rebirth
1x Shared Animosity
1x Vicious Shadows
Artifacts:
1x Chromatic Lantern
1x Coalition Relic
1x Coat of Arms
1x Golgari Signet
1x Gruul Signet
1x Mana Vault
1x Rakdos Signet
1x Skullclamp
1x Sol Ring
1x Worn Powerstone
Planeswalkers:
1x Garruk, Primal Hunter
1x Xenagos, the Reveler
Lands:
5x Forest
2x Mountain
3x Swamp
1x Arcane Lighthouse
1x Blighted Woodland
1x Blood Crypt
1x Bloodstained Mire
1x Blooming Marsh
1x Cavern of Souls
1x Cinder Glade
1x Command Tower
1x Evolving Wilds
1x Foreboding Ruins
1x Game Trail
1x Hissing Quagmire
1x Karplusan Forest
1x Kessig Wolf Run
1x Llanowar Wastes
1x Overgrown Tomb
1x Polluted Delta
1x Smoldering Marsh
1x Spinerock Knoll
1x Stomping Ground
1x Sulfurous Springs
1x Temple of Abandon
1x Temple of Malady
1x Temple of Malice
1x Temple of the False God
1x Terramorphic Expanse
1x Windswept Heath
1x Wooded Foothills
1x Kher Keep
G Azusa, Lost but Seeking
WUB Sharuum the Hegemon
...... "for limited"
Staff of Domination
Leonin Relic-Warder
Eternal Witness
Sudden Shock
Price of Progress
Not Printed
Inkmoth Nexus
Umezawa's Jitte
Phyrexian Revoker
True-Name Nemesis
Jace, the Mind Sculptor
In this article Sam Stoddard writes: " I mentioned last year that we were moving more toward printing full cycles of lands in a block to make the mana work for Constructed and for Block Constructed. That isn't changing." and further down:"the statement I made last year is still true—our hope moving forward with Standard is to make sure that players have the mana base to make their decks work, and part of that means that players in Block will also have adequate mana.". To me it seems they are making the full cycle of fixing, if for no other reason then to balance block constructed.
There is an argument for doing that, the counter argument is that with ascendancy in play you want to cast multiple spells per turn. The more mana the more spells you can cast. But along the same lines i always keep any extra creatures in hand if i already have a board, simply because discarding them to get a non-creature is almost always far stronger.
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=68882 - So this is a deck by some guy named Tom (maybe you've heard of him) who won an SCG Invitational with mono red. Although this is not a pure "Heroic" deck the presence of Akroan Crusader along with several auras and pump spells makes it very clear that there is nothing fundamentally bad about the Heroic mechanic. It's basically a mechanis which rewards you for doing things you'd want to do anyway /offtopic
With regards to the throne however, the card is so flavorful and awesome and i really want to like it (i do like it for it's flavor, but i also want to play with it). Sadly i think it's just too much of an investment, if i gave a permanent buff to you creatures when your lord was "sitting" on his throne i might be good enough. But the way it's worded now just eats up too many resources (A metric-tonne of mana and your best creature).
I think i would just toss in 4 Magma Jet, helps vs aggro and helps you find your "combo" pieces. This is a deck that is very dependant on having the right cards at the right time, Magma Jet helps a lot in that regard.
(If we had had a proper draw/search spell in blue i would have used that, but alas we do not. And divination sucks)