MTG > Metagame Commander > deck Ezuri, Claw of Progress
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Prime Speaker Zegana enters with X +1/+1 counters on it, where X is the greatest power among other creatures you control. When Prime Speaker Zegana enters, draw cards equal to its power.
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Whenever a creature with power 2 or less enters the battlefield under your control, you get an experience counter. At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is the number of experience counters you have.
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For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
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Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.
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Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
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If one or more tokens would be created, twice that many of those tokens are created instead. If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.
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Return each creature without a +1/+1 counter on it to its owner's hand.
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Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Creatures with power less than Elusive Otter's power can't block it. Distribute X +1/+1 counters among any number of target creatures you control. (Then exile this card. You may cast the creature later from exile.)
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Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip {3}
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When Garruk's Uprising enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. Whenever a creature you control with power 4 or greater enters, draw a card.
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Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
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{1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy. At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.
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Each other creature you control enters the battlefield with a number of additional +1/+1 counters on it equal to Master Biomancer's power and as a Mutant in addition to its other types.
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Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it. {T}: Put a +1/+1 counter on target creature.
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Untap all permanents you control during each other player's untap step.
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Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension. As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5.
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Creatures with power less than Champion of Lambholt's power can't block creatures you control. Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of Lambholt.
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If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
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Whenever you draw a card, put a +1/+1 counter on Chasm Skulker. When Chasm Skulker dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on Chasm Skulker. (They can't be blocked as long as defending player controls an Island.)
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{G}{U}, {T}: Double the number of each kind of counter on target artifact, creature, or land.
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Whenever a player casts a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures.
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Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever a +1/+1 counter is put on Fathom Mage, you may draw a card.
Main Deck cards Ezuri, Claw of Progress
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14.0 in 100% of decks
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13.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
Strategy
The "Ezuri, Claw of Progress" deck in Commander revolves around a +1/+1 counter theme to take advantage of Ezuri's ability to proliferate those counters. The strategy is to play low-cost creatures to trigger Ezuri's ability and generate value from gaining experience counters. Here's a breakdown of some key points of the deck: Good Points: 1. **Synergy**: The deck has synergies between cards like Fathom Mage, Sage of Hours, and Simic Ascendancy that can create powerful board states. 2. **Ramp**: Cards like Sol Ring, Llanowar Elves, Sakura-Tribe Elder, and Cultivate help ramp up mana production to play bigger threats. 3. **Card Draw**: Cards like Cold-Eyed Selkie, Coiling Oracle, and Inspiring Call provide card advantage to maintain the flow of threats. 4. **Resilience**: Reliquary Tower helps you keep a large hand size, and cards like Forgotten Ancient can grow out of control if left unchecked. 5. **Win Conditions**: Cards like Sage of Hours or Simic Ascendancy can provide alternate win conditions if the game stalls out. Bad Points: 1. **Vulnerability**: The deck can be weak to board wipes since it relies heavily on creatures to build up its strategy. 2. **Mana Base**: The mana base might be slow due to tapped lands like Simic Guildgate and Simic Growth Chamber. 3. **Single-Threat Reliance**: While the deck has strong synergy, it might struggle if its key threats like Ezuri get removed multiple times. 4. **Limited Interaction**: The deck might lack interaction with opponents' threats, so it may struggle against decks with disruptive strategies. Overall, the "Ezuri, Claw of Progress" deck is a fun and synergistic deck that can quickly build up to overwhelming board states with its +1/+1 counter theme. It offers a unique playstyle that rewards careful sequencing and smart creature choices to maximize Ezuri's potential.
Example deck with Ezuri, Claw of Progress
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