Saturday, May 24, 2014

Kobolds of Kher Keep! (Prossh, Skyraider of Kher)

Prossh is an amazing new commander, give him haste and he can often destroy any player before they can respond. Amazing and boring, that's not what we are doing here. This deck is all about the Kobolds of Kher Keep. We will destroy them with the weakest tribe available. Even squirrels have more power (and cards related).
Prossh will grant us plenty of tokens, first trip he will deliver 6 then 8, then 10... So, we don't have to worry about any token generators for this deck. All we have to do is get a lot of mana, pump our team, and ... profit?

I want to start with lands: this will be a heavy mana deck to recast Prossh many times. I'm going to start with 45 lands. Some of our ramp will take lands from our deck reducing the amount we draw, so hopfully we still won't flood.


Basics will work very well, but there are some upgrades.
Cavern of Souls- chosing dragon so our commander will not get countered seems like a really good plan.
Grim Backwoods- Give our kobolds another use if we get stuck without pump. Also gives us a sac outlet for our commander.
Kher Keep - would be silly not to play. Way too on theme.
Terrain Generator- with enough draw can help generate late game mana.
There are some others (dual lands, command tower, etc) but they aren't a large enough improvement for me to suggest over basics. Run them if you want.
41 basics: 17 forests, 12 mountain, 12 swamp- We want a slight edge to green to cast our ramp spells.

didn't make the cut
Gaea's Cradle- can produce a lot of mana, but we need mana more after a wipe when there will be no kobolds to power it.

Ramp spells- 12 of the following
Search for Tomorrow- 1st turn good, afterwords less so.
Khalni Heart Expedition- play early
Rampant Growth - Classic
Explosive Vegetation, Ranger's Path,Skyshroud Claim- 2 lands for 1 card
Kodama's Reach, Cultivate - Finds 2, but only accels one out.
Far Wanderings- good early or late
Boundless Realms- awesome late game ramp
New Frontiers, Collective Voyage, Tempt with Discovery- be careful who you play these against, could be really exciting
Perilous Forays- you want to run this as a sac outlet for our commander
Mana Echoes- Will cover all the colorles cost of our commander, long as we have a board position.
Heartbeat of Spring, Mana Flare- doubles everyones mana. may not be the best call.
Artifact mana- play if you want lands are often more stable.

permanents that pump. pick 17
Shared Animosity - With 6 kobolds attacking they would be at least 6/1 for 36 points of damge...
Beastmaster Ascension- Every token deck's best friend.
Death Pit Offering- +2/+2 is good, play before kobolds come out or after a wipe.
Gaea's Anthem simple +1/+1
Homura, Human Ascendant - Turning kobolds into firebreathing dragons is too flavorful.
Sarkhan Vol +1+1 and haste
Eldrazi Monument- nothing like flying indestructible kobalds.
Coat of Arms- risky against any tribal, but great with this deck.
Purphoros, God of the Forge- +1 per 3 mana used for the turn
Gaea's Anthem- +1/+1 meh
Muraganda Petroglyphs +2/+2 kobolds have no abilities. but you have to be careful about granting them abilities. I wouldn't use it...
Fires of Yavimaya - Haste (many other enchantments like this)
Rage Reflection- doublestrike
Akroma's Memorial- Slow, but a strong effect.
Whip of Erebos- Lifelink
Aggravated Assault- Attack more than once a turn.
Asceticism - Hexproof and regenerate. This is really good against the echoing type spells.
Bow of Nylea- deathtouch is good, interesting other effects.
Bower Passage - strange evasion
Gruul War Chant - small pump with minor evasion
Nylea, God of the Hunt- trample and a targeted pump ability
Anger- haste. This serves as minor protection from Telemin Performance if that is rampant in your area

Eot Pump: Pick 5
Tribal Unity- pick kobolds...
Overrun- is overrun
Garruk Wildspeaker- Fits into any green deck... Overrun/Ramp
Haze of Rage- repeated use
Overwhelming Stampede- better overrun if your kobolds are 4/x or if your dragon is in play.
Triumph of the Hordes- Strong way to end the game
Echoing Courage- +2/+2 at instant speed
Hit // Run- Like shared animosity, but instant speed.
 


Token increasers: play all 4
Doubling Season- kind of a duh
Parallel Lives Primal Vigor - Doubling seasons 2 and 3
Parallel Evolution- double it, twice!

Sacrifice your commander- pick 8
Attrition- to kill an opposing creature
Goblin Bombardment- to deal one damage, cheap sacrifice
Greater Good- to draw cards, best available
Mind Slash- force a discard.
Perilous Forays- to get a land (this can take a ramp spot as well)
Altar Of Dementia - mill an opponent, grants an alt win condition
Mortarpod- bad goblin bombardment

Bring him back to your hand- pick 8
Malevolent Awakening- Costs a kobold, but nets us 5...
Phyrexian Reclamation- all for the low low price of 2 life
Disturbed Burial- buyback so reusable
Vengeful Rebirth, Morgue Burst - one time use, but deals 6 damage too
Praetor's Counsel- one time and late game use, but returns everything
Revive the Fallen - possible reuse
All Suns' Dawn- returns 3 cards, one time use though.

Start the game off by playing ramp and team pump abilities. Then play your dragon. Sacrifice him and play him again. Be careful not to over extend when possible. Hopefully by the time he starts casting too much to play you find a bring him back card and can let him go to the graveyard and thus return him to your hand to play him for 6.

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