Proteo-genitus

by EthanLewis on 12 July 2011

Main Deck (60 cards)

Creatures (1)


Sorceries (11)


Artifacts (4)


Enchantments (3)


Sideboard (15 cards)

Instants (7)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Well I was playing on mws, and I saw some guy using proteus staff. and I like it, a good bit. So I figured I could rogue up some fun, that's possibly budget.

Probably not going to be the best deck, but hey, casual's fun too.

Just counter... EVERYTHING MUAHAHAHA.

Might add black, for disruption and what not. But just a quick idea I had. (:

Deck Tags

  • Combo

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,491 times.

Mana Curve

Mana Symbol Occurrence

637222

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Proteo-genitus

Wow, this is crazy. You could stack your deck so much after you get Progenitus out =P

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Posted 12 July 2011 at 04:10

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Hahaha, or at least try.

I thought this idea was kind of cool, and legacy was apparently a brewer's paradise, so I figured I'd give it a shot. (:

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Posted 12 July 2011 at 04:12

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Haven't seen anything like this before, this is pretty neat. Also, generally speaking, infect is weaker than normal damage in legacy(soooo many suicidal tendencies).

Really like the deck man, this is kind of awesome.

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Posted 17 July 2011 at 01:29

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What do you mean by suicidal tendencies? : O

And thanks, man! Glad you like it. :'D
The only problem's it's seen are the faster decks. But I mean, I didn't really put a lot of work into this deck, lol. You could toss in some intuitions, and some show and tells. Coupled with a few more bops that reshuffle.

Iunno, just ideas. but this deck did have a problem with the faster decks... any suggestions on how to dismantle said decks? I was thinking maybe black sun, but thats my standard opinion speaking..

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Posted 18 July 2011 at 04:17

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If you mean like Dredge, Goblins, and Affinty... There's no real easy way to sideboard against all of them.

Null Rods can deal with affinity quite nicely, but then you still have to deal with Tezz. Your goal in that MU should be assemble the combo, while keeping them off of Tezz and Master of Etherium. If they run it, also stop Disciple of the Vault at all costs.

Gobbos... You should cream that match once you find what you have to stop from happening, and then pick your preferred method of genocide.

Dredge is best dealt with by having ready a Powder Keg, Engineered Explosives, or Ratchet Bomb at the ready. Preferably backed up by some form of graveyard hate, Ravenous Trap works quite nicely, and so does targeted hate like Extirpate or Surgical Extraction.

Storm you'd probably want to pack two Flusterstorms for. It should really be simple with the amount of control you have, unless they run silence effects. If they have a rainbow coloured land base, you're going to want as many counters as possible.

Zoo is just a steady stream of obnoxious creatures, riddled with burn. They should be easily dealt with if you can ramp out your Frozen AEther soon enough.

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Posted 18 July 2011 at 08:20

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Null rods... oh how I've fallen in love with you. Affinity doesn't worry me a bit. Smack down a null rod, coutner your tezz... gg.
The only thing I seriously dislike in this deck, is how once I draw my inkmoth, it renders my expedition maps USELESS.
I might just say screw expedition maps, and throw in mutavaults instead. they can provide early beats and a still chumpers late game.

Gobblins... they stil scare me. I have no ramp whatsoever, and frozen aether costs 4... even on the play, thats a turn 3 for them. And my counter only lasts so long. There's something missing in this deck.. I just don't know what.

Dredge, meet ratchet bomb. U mad?

And flusterstorm... that's a great idea! Thanks :D

And zoo... meh same boat as goblins. But easier to counter.

I think I'll just say screw the maps, -4 island +4 mutavault. this leaves me with 4 new slots. possibly more dig? or even unsummon to hold off for a bit. even dismember, maybe.

Not sure. Feel it has potential, just needs the right build.

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Posted 18 July 2011 at 20:56

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Goblins is easy enough once you get a better idea of how it works. Goblins works because it's based off of mana denial, and speed. Take away a bit of that speed, and it's in the bag.

Trinisphere is legal in Legacy, Sphere of Resistance, ect. There also exists a handy number of sweepers, and even Engineered Plague for dealing with such decks.

And for land I'd not go below eighteen in this deck. Seems like a bad idea.
And if you want bounce, there is always unsummon as you said, and against green Submerge. Dismember is also a nice choice, and doubly so if you splash black.

if you want another way to stop faster decks from killing you, there's plenty of disruption to be offered by splash builds. White would offer spot removal and silence, black has so many things it's insane, but red and green can't really offer you much other than creatures.


Tech to consider is pretty much any way you can think of cheating Dream Halls into play. It used to be a major combo deck, and was pretty fun. Used Show and Tell to get it out, and then played Conflux for the most ridiculous of combos.

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Posted 18 July 2011 at 21:34

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I've found that Marrow Shards is insane for dealing with Gobs. All RDW have "damage thresholds", and any RDW player worth his salt will have at least some idea of what that number is. The trick to killing RDW is to reduce their threshold down to below lethal damage. At that point, they really can't win...Technically they could, but realistically no. Most RDW designs have damage spikes, which is what makes them so explosive...Y'know, those turns where they do like...18 damage in one attack? Shut down one of those and it leaves them crying...add on the fact that Marrow Shards will likely hose a bunch of their X/1 dudes...it's a great SB card really.

Propaganda is also nice if you have the speed for it (maybe add in some Mox Diamonds MD?) If you get it down fast enough aggro decks, Gobs especially, get castrated =P

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Posted 19 July 2011 at 03:00

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I wouldn't go below 18 land. I'd keep it at 20. but change up the landbase. instead of 12 island i'd have 8 island and add 4 mutavault in their place.
so it'd be;
8 island
4 mutavault
4 inkmoth
4 misty.

still 20 lands (:

Also, I really like trinisphere. that's deff. a sideboard, thank you!!
and splashing... I think I'll splash white. For I think path to exile over swords. the reason being is I'd rather them have a land, then gain life and prolong the game. that's actually a great suggestion, thanks (:

and surewhynot, I actually thought about marrow shards :P and you know, propaganda seems almost better to me than frozen aether. i mean they both have their ups and downs, but really all I'm concerned about is damage. if I get progen out, you have 2 turns to live. so i try and focus on this as much as possible.

this deck seems to be coming along!!

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Posted 19 July 2011 at 06:08

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think sb needs some work still, though

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Posted 19 July 2011 at 06:18

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