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Creature — Insect
When hornet Queen enters the battlefield, put four 1/1 green Insect creature tokens with flying and deathtouch onto the battlefield.
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Hornet Queen Discussion
14 hours ago
Nice looking deck!
3 days ago
Collective Brutality i added in my list, adds more discard outlet and utility. i swapped out the thoughtseize
i didnt have huntmaster so i tossed in Hornet Queen
Grim Flayer seems pretty good in this deck variant.
5 days ago
limpNuZZle Hmm interesting idea, problem with Hornet Queen is that is super slow in my opinion. for 2/2 power flier + 4 1/1 fliers is quiet week since few card in modern can just shout it down. But i like the idea might try it next time Im gonna go play.
ej133 Of course Wall of Omens is great card and cheap card to blink but compare to Coiling Oracle which can put UNTAP land into play or draw the card? In the end i like your advice the Wall of Omens is super effective defensive card agains creature style of decks while Oracle is more value card.
asbeer You are probably right in this case. The artifact for now is mix bag. It is free blink every turn which is super useful and players ignore it a lot. Venser is just strong card but I wanted to mxi it up but as for now it looks like Conjurer's Closet will be cut first.
5 days ago
I guess Wall of Omens is totally a 4 of.
5 days ago
Can you fit a Hornet Queen in here anywhere? Finishes pretty well. Especially when blinked a time or two.
5 days ago
that's the idea but you need more flying protection. i suggest Hornet Queen and just produce her tokens.
1 week ago
Crafting your decklist with the evolve mechanic in mind is a great take on a Simic EDH deck. However, since Ezuri is very much a build-around-me commander, there are some specific questions you need to ask yourself for each and every card:
Question #1: Does it not also benefit from, but also synergize with, +1/+1 counters?
Technically, the evolve mechanic is counterintuitive to Ezuri's +1/+1 counter-stacking ability, but cards like Experiment One, Gyre Sage, and Simic Manipulator who have counter-related abilities benefit from the extra boost. Other cards that have silly combinations with +1/+1 counters are Sage of Hours (obviously), Fathom Mage, Mycoloth, Champion of Lambholt, Forgotten Ancient, Chasm Skulker, and Crystalline Crawler.
Question #2: If it has power 2 or less, does it have a relevant ability?
Just because it can trigger Ezuri's ability doesn't necessarily mean the card is fit for EDH. If it's an evolve creature, keep it for your deck's theme, especially if it has a powerful ability. Card considerations in this category would be Cold-Eyed Selkie, Hornet Queen, Blighted Agent, Mulldrifter, Vorel of the Hull Clade, Eternal Witness, Coiling Oracle, Trygon Predator, Mystic Snake, Sakura-Tribe Elder, Solemn Simulacrum, Reclamation Sage, and Thrasios, Triton Hero.
Underpowered cards to cut:Beetleform Mage, Bond Beetle, Frilled Oculus, Mist Intruder, Nimbus Swimmer, Palace Familiar, Reverent Hunter, Sandsteppe Scavenger, Scourge of Skola Vale, Sidisi's Faithful, Verdurous Gearhulk, Vinelasher Kudzu, Dromoka's Gift, Hydroform, Lead by Example, Unnatural Aggression, Slip Through Space, Bonds of Mortality, Retreat to Coralhelm, Cranial Archive, and Verdant Haven.
Beetleform and Oculus's abilities aren't relevant enough to keep, Reverent Hunter and Kudzu both suffer from the problem of vanilla big creatures that don't really synergize with Ezuri, Mist Intruder isn't good in traditionally multiplayer EDH, Swimmer and Scavenger are too expensive, Beetle is cute but doesn't do enough, Palace Familiar might be worth keeping if you absolutely need card draw, but it's pretty weak otherwise, and Sidisi's Faithful is too slow and bad in multiplayer. Skola Vale uses +1/+1 counters, but it's not terribly good. I ran Gearhulk in my decklist for a short period of time, but if you aren't running proliferation or ways to make the spreading out of the counters relevant, it's not worth it. Dromoka's Gift is too expensive for its lack of control, Lead by Example is too weak, Hydroform makes a land vulnerable to removal for a turn, Unnatural Aggression is too expensive, Slip and Bonds are alright but there are more powerful options (Aqueous Form and Arcane Lighthouse), Retreat doesn't help your gameplan, Cranial Archive should only be played if there is a mill or graveyard deck in your meta, and Verdant Haven is outclassed by better cards (Utopia Sprawl/Fertile Ground).
Powerful cards to add:Cold-Eyed Selkie, Mycoloth, Champion of Lambholt, Gyre Sage, Oran-Rief, the Vastwood, Hornet Queen, Blighted Agent, Mosswort Bridge, Forgotten Ancient, Mulldrifter, Eternal Witness, Trygon Predator, Prime Speaker Zegana, Mystic Snake, Swiftfoot Boots, Sakura-Tribe Elder, Simic Signet, Krosan Grip, Solemn Simulacrum, Chasm Skulker, Kodama's Reach, and Reclamation Sage.
2 weeks ago
If you got it with verse 5. You can usually get Verse 6 and 7 during your opponents turns due to its wild untaps. Bane of Progress, Duplicant, or Woodland Bellower at 6 depending on what pesky things you need to get rid of, then Hornet Queen at 7. Then its your turn Craterhoof Behemoth at 8, and with all the insect token you have, its game. If Yisan, the Wanderer Bard Isn't at 8 he soon will be.
Seedborn Muse Is a great card among great cards that will almost always tip the board in your direction. It works fine with just about any activated ability/ instants you have. Just like Deadeye Navigator does with etb.