Why Progenitus?
Let’s be honest—if you’re sleeving up Progenitus as your commander, you’re not doing it because you plan on casting him every game. Ten mana in five colors is not exactly efficient. Plus, it makes you a GIANT target. Progenitus is here as a flashy insurance policy, a late-game nuclear option that can swing for lethal or soak up removal thanks to its protection from everything. But the real heart of this deck isn’t the Hydra—it’s the legion of planeswalkers and the synergies built around them. This is a Superfriends deck at its core, with Progenitus acting as both a flavor win and a win condition if things go sideways. Also, it’s like a $3 way to run all five colors.
The Deck List
Commander (1)
Lands (38)
- Command Tower – Adds any mana of your commander’s colors. In this case, any color.
- Breeding Pool – Green or Blue
- Temple Garden – Green or White
- Isolated Chapel – White or Black
- Rootbound Crag – Red or Green
- Drowned Catacomb – Blue or Black
- Izzet Boilerworks – Blue + Red
- Boros Garrison – Red + White
- Selesnya Sanctuary – Green + White
- Azorius Chancery – White + Blue
- Jungle Shrine – Red, Green, or White
- Glacial Fortress – White or Blue
- Seachrome Coast – White or Blue
- Rupture Spire – Any Color
- Evolving Wilds – Search for a basic land
- Path of Ancestry – Any of your commander’s colors + Scry 1
- Exotic Orchard – Any color played by your opponents
- Ash Barrens – 1 Colorless or cycle to search for a basic land
- Terramorphic Expanse – Sacrifice for a basic land
- Thriving Grove – When it enters, choose a color. Tap to make 1 Green OR 1 of the chosen color
- Thriving Isle – When it enters, choose a color. Tap to make 1 Blue OR 1 of the chosen color
- Thriving Moor – When it enters, choose a color. Tap to make 1 Black OR 1 of the chosen color
- Vivid Creek – Blue, plus it has 2 charge counters, which can be removed for any color mana
- Vivid Grove – Green, plus it has 2 charge counters, which can be removed for any color mana
- Vivid Meadow – White, plus it has 2 charge counters, which can be removed for any color mana
- Fabled Passage – Sac and seach for a basic land, basically
- City of Brass – Any color but pings you 1 per tap
- Mana Confluence – basically the same as City of Brass
- Reflecting Pool – Tap to create any color of any land you control
- Plains x3
- Swamp x2
- Mountain x2
- Forest x3
Ramp & Fixing (12)
- Sol Ring – Tap for two colorless mana
- Everflowing Chalice – creates colorless mana for each charge counter on it
- Arcane Signet – creates 1 mana, in any color of your commander
- Fellwar Stone – creates 1 mana in any color your opponents can produce
- Commander’s Sphere – creates 1 mana, in any color of your commander, also can be sac’d to draw a card
- Chromatic Lantern – can be tapped for one mana of any color PLUS now all your lands can be tapped for any color
- Cultivate – Sorcery, for 3 mana you put one basic land into play tapped, one into your hand.
- Kodama’s Reach – basicaly the same as cultivate
- Birds of Paradise – Flying 0/1, tap to produce any color mana
- Llanowar Elves – 1/1, tap for 1 G
- Oracle of Mul Daya – allows you to play an additional land each turn. You play with the top card of your library revealed, so you (and everyone else) can see your next draw. If that card’s a land, you can play it.
- Market Festival – Enchant a land. That land can now be tapped for two additional mana of any color(s).
Planeswalkers (20)
- Ajani Unyielding – Ultimate allows you to put five +1/+1 counters on each of your creatures plus 5 loyalty counters on each planeswalker you control
- Ajani Vengeant – Ultimate destroys all target player’s lands. This one isn’t as great as some of the other planeswalkers in the deck… at least for his other abilities.
- Ajani Goldmane – Ultimate gives you an Avatar creature token with P/T equal to your life total. Also allows you to gain life along the way.
- Ajani, Valiant Protector – Pumps up creatures. Ultimate allows you to add X +1/+1 counters to a creature where X is your life total at that point in time.
- Chandra, the Firebrand – pings players or creatures, eventually does 6 damage to up to 6 targets
- Dovin Baan – Ultimate only allows opponents to untap up to 2 permanents during their untap steps.
- Elspeth, Knight-Errant – Ultimate makes all your stuff indestructible, basically. Drops cheap blockers along the way.
- Garruk Wildspeaker – Very middling planeswalker.. untap some lands, drop some 3/3’s, eventually you get some pump on your creatures til end of turn.
- Gideon Jura – I use him as a 6/6 beater, basically.
- Jace, Architect of Thought – If you get to the ultimate, you can start playing a few cards from your opponents’ libraries
- Jace Beleren – Draws cards, eventually mills target player 20.
- Jace, Unraveler of Secrets – Draws cards, eventually auto-counters each opponents’ first spell of the turn. (Even if it’s your turn – so it auto-counters their Counterspells).
- Kiora, the Crashing Wave – Ultimate gives you a 9/9 Kraken. Sorta mediocre card.
- Nicol Bolas, Planeswalker – Ultimate deals 7 damage to target player or planeswalker, they discard 7 cards, destroy 7 permanents.
- Nissa, Vital Force – Decent card. Turns a land into a 5/5 beater. Ultimate lets you draw a card when a land enters the battlefield.
- Ral Zarek – Ultimate eventually lets you take extra turns
- Sarkhan Vol – Ultimate gives you five 4/4 flyers. Pumps creatures along the way.
- Sorin Markov – This is is kinda meh til you hit the ultimate, unless you’re desperate for lifegain. Eventually you control an opponent’s next turn.
- Sorin, Grim Nemesis – Lifegain, hits players for damage, eventually you get a bunch of creatures with lifegain.
- Vraska the Unseen – Ultimate creates 3 assassin tokens which are game enders.
Creatures (12)
- Lhurgoyf – Classic power/toughness scaling with your graveyards. This one is more for nostalgia and a big dumb beater than true synergy.
- Forgotten Ancient – Slowly builds counters every time someone casts a spell. Distributes them to walkers or creatures as needed.
- Thrun, the Last Troll – Hexproof, regenerates, hard to remove. A pain for your opponents.
- False Prophet – Board wipe on legs. Dangerous but sometimes necessary reset button.
- Vish Kal, Blood Arbiter – Eats creatures, gets huge, and can fling damage. A sneaky alternate win con.
- Wall of Omens – Cheap cantrip wall. Buys time, smooths draws.
- Wall of Denial – Practically invincible defense. This card ruins aggro players’ day.
- Madrush Cyclops – Gives your army haste. This can surprise people when you finally flood the board.
- Shardless Agent – Cascade into value. It’s almost always solid in a 100-card pile.
- Niv-Mizzet, the Firemind – Draw cards, ping damage. This one just generates passive advantage.
- Gilder Bairn – Doubling loyalty counters is disgusting. Cute little moose, terrifying in play.
- Deepglow Skate – The card that makes people groan. Enters, doubles every counter. Ultimates online immediately.
Spells & Enchantments (17)
- Brainstorm – Still one of the best draw spells in Magic. Dig for answers, set up top of deck.
- Doom Blade – Simple spot removal. Hits most things that matter.
- Demonic Tutor – Find whatever piece you need. In this deck, often it’s The Chain Veil.
- Day of Judgment – Board wipe to reset the table if you’re behind.
- Lightning Greaves – Protects key creatures like Deepglow Skate or just gives Progenitus haste.
- Burgeoning – Great early acceleration. If you draw this in your opener, you’re way ahead.
- Quest for Renewal – Untap your dorks every turn. Feeds proliferate engines endlessly.
- Oath of Nissa – Digs for creatures or walkers, smooths mana by letting you spend it as though it’s any color for walkers.
- Oath of Ajani – Counters for all your creatures/planeswalkers, discounts other walkers.
- Oath of Gideon – Gives all walkers extra loyalty. Also leaves behind blockers.
- Inexorable Tide – Proliferate engine. Every spell moves you closer to ultimates.
- Gelatinous Genesis – Make a board full of ooze tokens. A “fair” way to end a game.
- Ghostly Prison – Taxes attackers so your walkers survive.
- Beast Within – Versatile removal. Anything gone for just 3 mana.
- Generous Gift – White’s version of Beast Within. Removes anything, no questions asked.
- Anguished Unmaking – Exiles anything nonland. Three life is nothing here.
- Contagion Engine – Proliferate twice on demand. Board control plus loyalty engine.
- The Chain Veil – The infamous win condition. Multiple planeswalker activations in a turn. If not removed, you’ll bury the table in value.
Game Plan in Action
Your first turns are all about mana fixing. Drop signets, dorks, or enchantments like Market Festival. By turn 3–4, you want your first planeswalker down. You don’t care which one—it’s about sticking threats the table has to split answers on.
Once you stabilize, start abusing proliferate: Inexorable Tide, Deepglow Skate, Contagion Engine. You’ll watch loyalty counters climb fast. By the midgame, you’re chaining ultimates while the table is still trying to rebuild from your wipes.
The endgame is flexible:
- Token swarms from Elspeth’s soldier army or planeswalker ultimates (Ajani, Sorin, Bolas, etc.).
- Gelatinous Genesis drops in a boatload of tokens
- Progenitus himself as a one-shot closer once the shields are down.
- Your friends scoop because you’re taking extra turns, dropping their creatures like flies and have an army of random stuff. Like that one scene in Endgame. Soldiers, Ooze, Dragons, Kraken, Beasts.
Strengths
- Resilient threats: Planeswalkers don’t die to wipes. You always have value engines.
- Multiple win conditions: You don’t need Progenitus, but he’s there if needed.
- Table politics: Your walkers spread out the hate. Opponents often waste attacks on the “wrong” planeswalker. Plus there are so many, eventually one will “go off.”
Weaknesses
- Mana base: Five colors on a budget is sketchy. Sometimes you just won’t have the right mix.
- Aggro rush: Go-wide decks can overwhelm your defenses before you stabilize.
- Combo decks: You’re midrange-grindy. Dedicated combo will usually be faster.
- Target on Your Back: Everyone sees Progenitus. You immediately become public enemy #1.
Upgrades Worth Considering
- Doubling Season – The ultimate Superfriends upgrade. Walkers enter ready to ult.
- Teferi, Hero of Dominaria – Draw, untap, emblem to exile everything forever.
- Ugin, the Spirit Dragon – Wipes boards, wins games by himself.
- Better fetch/shock mana base – If budget allows, this makes five colors painless.
- Atraxa, Praetors’ Voice – If you ever want to swap commanders, Atraxa is the gold standard proliferate general.
Final Take
This isn’t a cEDH deck. It’s a battlecruiser, table-swinging, ultimate-chaining spectacle. You’ll be the biggest target at most pods, but that’s part of the fun—win or lose, you’re playing the most dramatic game at the table.
If you love planeswalkers, enjoy politics, and want Progenitus hanging out as your five-color figurehead, this deck scratches the itch. Plus, you can slowly power it up with upgrades without losing the core fun of smashing the table with a walker council.
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