Sunburst Progenitus

by Jocatus on 22 July 2012

Main Deck (99 cards)

Sideboard (2 cards)

Creatures (2)

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Deck Description

Bunch of artifacts that control the board, with some proliferate shenanigans for the sunburst artifacts. Worldslayer + Blightsteel/Darksteel Colossus as an alternative win condition if Progenitus or Jor Kadeen isn't enough. Child of Alara as an alternative general for another worldslayer effect.

Any comments and suggestions appreciated.

Deck Tags

  • EDH

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

13172411

Card Legality

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

Deck discussion for Sunburst Progenitus

You have a bunch of decent EDH support, but here's a bunch of things that don't look like they'd be good:

Arcbound Wanderer
Lunar Avenger
Darksteel Pendant
Wanderer's Twig

None of these spells should be played in EDH. I can see you've got some Proliferate, but is that just for Sunburst? Sunburst as a mechanic, is pretty poor in terms of game mechanics go. It's exceptionally conditional, and the end result is usually underwhelming. I'm now questioning the Engineered Explosives and how you'd play it.

Case and point: Arcbound Wanderer and Lunar Avenger. The most is can be is a 5/5, but that'd mean that you couldn't play any other spells during that turn that have sunburst, unless it's turn 10, where you'll have 10+ lands on the field, hopefully getting changed by Prismatic Omen and Joiner Adept.
Why not play a Hydra-style card like Protean Hydra, or, since you're going into multiple colours, why not Phytohydra? You'll have some giant creature out that doesn't need 5 colours to be tapped for it.

You'd be happier with those than the Sunburst spells. Pentad Prism, however, is a keeper, no matter what.

Darksteel Pendant should probably be replaced with Crystal Ball, since it's pretty much better, and won't be useless when you have Darksteel Forge out.

Wanderer's Twig is absolutely curious, though. Why? There are hundreds of better artifacts than it. Just getting 1 land into your hand is very inefficient for 1 card. You may as well have a land in that slot.

Now, the last piece of criticism I'm going to say is this: Make this more about getting lots of mana that lots of artifacts and proliferating. If you want to play the Bringer's and/or Progenitus (I'd suggest Sliver Queen instead), you need mana. If you don't have it, you won't win.
Cultivate, Explosive Vegetation, Primeval Titan and other ramp cards are suggested.

Also add Manalith, Coalition Relic, Alloy Myr, Mycosynth Lattice, Paradise Mantle, Scuttlemutt, Gemstone Array, and/or Chromatic Star. The Guild Signets are highly suggested as well.

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Posted 27 July 2012 at 19:30

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This is going to be a long reply post, so bear with me.

Engineered Explosives: I think it's a pretty good card, because I can still cast it for 0 or 1 to get rid of any ornithopter shenanigans or disrupt llanowar elves/sol rings. Basically early-game interruption, a weaker scourglass if you will
Arcbound Wanderer: I figure even if it dies, its counters will move to another creature. Although on second thought, I'll probably take it out.
Lunar Avenger: Thought it may be a decent creature if only for ability shenanigans, but I might take this out too.
Darksteel Pendant: In case anybody is playing a lot of artifact removal early
Wanderer's Twig: Though it might be more flexible than Rampant Growth or cultivate, since both need green mana, which I haven't really been getting (through sample hands). I'm still very uncertain about the mana base: I like Collective Voyage but it only searches up basic lands, so I'm thinking of switching some basics out for Farseek and the Ravnica dual-type lands

I've definitely been thinking about the signets, but the way I have my deck, it's mostly WUG while splashing BR for the five colour stuff, so should i just add selesnya, azorius and simic signets or should I add all 10 just for the mana ramp factor?

In response to the hydras suggestion: I'd still like to keep this deck as much artifact as possible, and the colossuses are huge as they are. I'd like to limit my nonartifact creatures to Jor Kadeen, Progenitus/Child of Alara (I've been thinking of using Child as general instead of Pro just as another Worldslayer effect), the bringers, and mana/artifact support (joiner adept, vedalken engineer, etc.).

Will add a couple more proliferate cards, mostly Steady Progress, Tezzeret's Gambit, maybe Spread the Sickness? I originally had Throne of Geth in but I realized it wasn't as efficent as other proliferate cards. Stick Phyrexian Juggernaut and Plague Myr as infect sources and as an additional mana source in the myr. Speaking of Myr, will add Alloy Myr and the most of the other cards you mentioned. I thought stuff like manaplasm and alloy myr might be redundant given the presence of darksteel ingot already.

Last question: Clock of omens? Or is too derivative of unwinding clock?

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Posted 06 August 2012 at 03:08

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Also: Keep Trinket Mage and add in a Fabricate or switch out the mage with the fab?

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Posted 06 August 2012 at 03:10

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