|Commander / EDH||Legal|
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|Scars of Mirrodin (SOM)||Common|
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Creature — Elf Archer
Reach (This creature can block creatures with flying.)
Whenever Ezuri's Archers blocks a creature with flying, Ezuri's Archers gets +3/+0 until end of turn.
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Ezuri's Archers Discussion
5 months ago
Looks like you've got some help already; there are some cheap "dual" lands that can help you splash white for that Midnight Guard: Sunpetal Grove, Canopy Vista, Temple of Plenty. I would also suggest Harmonize or Regal Force > Abundance, Arbor Elf > Lifespring Druid if you get the dual lands, and 4 Utopia Sprawl > 2 Abundant Growth and 2 Ezuri's Archers.
These are also all budget suggestions. I can point you in the direction of some competitive elves decks for various formats whenever you'd like. I'm a big ol' fan of elves (and you're lucky, they happen to be the best Tribe in the game)!
7 months ago
Hey, icehit6, finally have time to sit in front of a computer.
Nettle Sentinel is a bit of a weird option to me; is it because he's a 2/2 for ? Sorry, my MTG intelligence is a little low.
Also, I love Joraga Warcaller and still think he's worth having despite the absence of Immaculate Magistrate simple because he will be Multi-kicked sufficiently due to the mana-abilities dominating the field. Right?
Ezuri's Archers are there because I face flyers ALL the time; a friend has a W/U Spirits deck which is really ruining my day...all day...everyday! sob
11 months ago
11 months ago
Before thinking of what to take out, you first should clarify what you want to do Here just some other ideas: - Go for a lot of mana ramp, like Llanowar Elves, Arbor Elf and stuff like that to later get out Wren's Run Packmaster as a mana sink. - A hidden champion is Wirewood Symbiote! Use him with several elves that trigger when enterin the battlefield to be able to adjust your play style. Trigger cards could be Dwynen's Elite, Elvish Vanguard, Elvish Visionary (a total must have card), Essence Warden (careful, she gets unfair quite quickly), Farhaven Elf or Wirewood Hivemaster.- you can also go for one or two Voice of the Woods as an alternative win condition. He is not broken at all, but is really fun to bring to the table. He makes sense when you want to stick to having lots of creatures and he really looks more unfair than he really is.- Although not an elf, here is a guy that is an awesome mana sink, fits in the deck and is hardly underrated: Gigantomancer!
WHen asking what to take out, I would first start taking out all this stuff that is only good vs. things that fly, such as Skyshroud Archer and Lys Alana Bowmaster. Take in Thornweald Archer instead. As long as he is on the field, most opponents will think twice to sacrifice their dragon to him and he can still attack and is mostly unblocked - a perfect fit for your pump spells. Ezuri's Archers can go into the side board if you see your opponent wants to bring out a lot of little fliers, such as birds or thopters.Elvish Guidance only makes sense if you want to take on the real ramp road for a lot of mana. If you do so, play big creatures as well! Othewise, this is overkill. Elvish Fury... no.. just no. Too expensive to cast or recast. It looks good on paper, but is just not worth it. Better take Aspect of Hydra. That bursts better.
11 months ago
What is your budget limit?
Ezuri's Archers is very cheap vs. flyers.
1 year ago
like the concept but you could probably do with some improvements.
first of all, youre not a ramp deck. you can get some nice short bursts on occasion, but youre not going to be casting an 8 drop consistently. so i'd drop the liege. Omnath is great but also 7 mana and probably something you should drop.
the 5 drops should be your curve toppers.
you also should focus on consistency. you don't need all these 1 ofs. you need to pick your best cards and have playsets of them. that way you get them more often. (legendary cards are a bit different and you probably don't need a full 4 of for some of the high drops but i think you understand the premise)
so lets go down the list and see which 1 and 2 ofs are keepers and which are not.
Embodiment of Fury: great card for your deck. probably should have 3.
Embodiment of Insight: good but mildy expensive especially for the effect you get. 0 imo.
Ezuri's Archers: I see no reason to have this card in your deck. 0 in the deck.
Liege of the Tangle: I mentioned above why I don't think you should have this card. so 0 in the deck.
Mina and Denn, Wildborn: great card. i would suggest 3 of.
Satyr Hedonist: not horrible. lets you jump from 3 to 5 mana which can help drop some early threats, but you're probably better off with an actual mana dork that you can tap each turn for mana. so 0.
Skarrg Guildmage: decent card. helps turn lands into creatures to beat down opponents. its also a bear by itself which is passable. 4 of wouldn't terrible if youre looking to stay in this card pool.
Wild-Field Scarecrow: the fact that it only puts the lands into your hands, means that its not really getting you ahead. if you have to sacrifice your creature to get lands, they better hit the field. 0 in the deck.
Awaken the Ancient: little hard to cast the triple red sometimes but a 4 mana 7/7 is great value. 4 of is fine.
Retreat to Kazandu: this can help keep you alive if you have a good number of landfall triggers.
Retreat to Valakut: youre not aggressive enough to make full use of this card. to fully utilize this card you need to burst out a few land fall triggers in one turn to blast your opponent. your deck is more of a build up compared to a burst.
Vessel of Volatility: you don't need this card really. since you can't activate it profitably until T3, it takes you from 3 mana to 5. which considering your curve isn't actually that good. you'd rather just have a regular mana dork. i think you should have 0 in the deck.
Elemental Uprising: this is a burst damage card. through and through. its 2 mana 4 damage on an open field. or 2 mana X damage where X is the rest of your creatures power because they had to block your 4/4. but either way its a 2 mana damage spell. it could get better depending on you other spells.
Groundswell: great buff spell. perfect for the deck.
Temur Battlerage: you have a good number of 4 power creatures or atleast ways to make them so this isnt a bad card. i think you have the right number as a 3 of.
Koth of the Hammer: makes land creatures. gives a bit of extra mana and has a nice ultimate. great card for you. 2 of or even 3.
Nissa, Worldwaker: lets look at it compared to koth. both of them have a +1 that gives you a 4/4. koth has a minus that mana ramps, and nissa has a plus that ramps. but you don't really need the 4 untap ability of nissa once you drop her. she should be your curve topper or at least close to it, so i don't see the extreme benefit of untaping 4. ult takes too long to activate to be relevant. verdict: stick closer to koth. 0 worldwakers.
Caravan Vigil: this is only good if you activate morbid, which isn't consistant enough to warrant this card. half the time its good, half the time its unplayable. bad odds. 0 in the deck.
Explosive Vegetation: good card for hitting landfall and for ramping/mana fixing. i think that there are other cards that could replace this, but assuming that i don't compare this to outside cards yet, id say 3 of this in the deck.
Lands: you seem like you might be on a budget. if so Jund Panorama or Naya Panorama would help. splurge for Stomping Ground if you can. if you are not on a budget then here is my suggestion for land. 4 of Wooded Foothills, 4 Stomping Ground, 4 of Cinder Glade, 2 Windswept Heath, 2 Bloodstained Mire, 3 Raging Ravine, 2 mountains, 1 Forest.
(assuming you keep the same cards)
fury + 2
insight - 1
nissa (seer) + 1
hedonist +0 (-4 if you replace it with Birds of Paradise)
guildmage + 3
rift bolt -2
that leaves you with 61, so you'd have to cut 1 card wherever you feel that you could get away with it. but this is only if youre looking to keep these cards. below i'm going to suggest a couple other cards that could work for you depending on which combinations you use.
Harrow: two landfall triggers, puts you a land ahead. all for 3 mana.
Sakura-Tribe Elder: mana up, and doesnt require mana to sacrifice.
actually its midnight where im at, so i think ill call it a night at this for now and maybe continue listing cards tomorrow.