Your flesh is weak and I can solve this imperfection of yours.

Let's start whith the Commander itself:

Ezuri, has a great potential, but he has a great weaknes, he is slow

Not by the fact that he cost and has no ETB (in a duel perspective, this is damn slow too), but because he only pumps one creature per time.

But this is also "good", most of the time your opponent won't see the hidden power of some creatures:

Cultivator of Blades It's one of the greatest cards of this deck, not only she/he makes Ezuri triggers three times, but it's a great candidate to receive all the pumps, so it can make a Overwhelming Stampede effect (sadly without trample).

Joraga Warcaller also share his power, but this one only care about Elfs.

Master Biomancer Ahh, if only you were legendary... He is the second in command in this deck, he alone make all your creature a little threat at the get go...

Sage of Hours Is a staple in any Ezuri deck, I'll be honest that I don't like this guy, it feels cheap to win with him, but he get the job done.

Walking Ballista Becomes a reloadable submachine gun. (also Walking Ballista>Triskelion, just because you can drop it much faster and even for at a desperate momment where the only thing you need is a Ezuri trigger)

Yisan, and Ezuri both agree with one thing, "more is always better", also Yisan loves to bring problem solvers.

Now that the know our powerhouses, let's talk about trample.

Without it, most of the time you will face a LOT of chump blocks between your creatures and the life of your opponent.

Overrun, Overwhelming Stampede, Triumph of the Hordes, Garruk Wildspeaker, Stampede and Ezuri, Renegade Leader the last one having only the disvantage of pumping exclusively elves.

Bramblewood Paragon It's not flashy, but make that 10/10 with 9 +1/+1 counters very happy.

Brawn Once at the graveyard, the only thing you will need to fear is Bojuka Bog and friends.

Fists of Ironwood Synergises well with Ezuri, giving it two triggers as a bonus.

Vitality Charm Gives a little pump and trample to one creature, or create a insect 1/1 token, again, not flashy, but it's versatile.

Now that the offensive part of the deck is ready let's talk about removals.

First of, there is no board wipes, not because this colors can't afford it (there is Evacuation and other mass bounce effects on blue for crying out loud), on the contrary, you want to keep distance from them.

With this in mind, green and blue is not that "good" on creature spot removal, but I run this ones:

Pongify and his functional reprint Rapid Hybridization has the drawback of swap the creature killed by a 3/3 token, witch can be a problem.

Reality Shift is reserved to indestructible things or to deal with something you don't want them to reanimate.

Them there is non-creature removals

Reclamation Sage, Naturalize with a body.

Krosan Grip, is the overlord of Naturalize effects, splitsecond makes it near impossible to deal with.

Beast Within, Swap anything your opponent controls with a 3/3 beast, normaly I try to hold this to pesky planewalkers.

Manglehorn is here more because of his ability to mess with artifacts, why let them use mana rocks or combo off?

Trygon Predator, It's not Aura Shards, but everyone will see it like one (did I mention that Ezuri can and will normaly pump this bad boy?).

And what I can do to stop our opponents removals?

Simic Charm your opponent unleash a torrent of targeted removals? what about no? (also a pump or a bounce if needed)

Mizzium Skin, same thing, but cheaper if the target is only one creature.

Heroic Intervention Hexproof and Indescructible for 2 mana? that's nuts.

Counterspell is cheap, and effective.

Remand this don't deal with the problem completely, but the gain in tempo that it provides is insane.

Memory Lapse worse than Remand but create some tempo and mess with the draw of our opponents.

Familiar's Ruse it's a Counterspell with a "drawback" (tip: even if the spell can't be countered, it can be targeted, so if an Abrupt Decay is tageting one of your creatures, you can cast it just to bounce the poor thing)

Spell Pierce is a sucker punch for the earlier turns, and is better than Force Spike in this case, since is expected that your creatures are more threatening than others.

What about the ramp?

Ok, the ramp in a green deck has no secret:

Put some mana dorks (Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Joraga Treespeaker, Coiling Oracle, Sakura-Tribe Elder, Priest of Titania and Elvish Archdruid)

Enchantments / artifacts (Wild Growth, Utopia Sprawl, Itlimoc, Cradle of the Sun and Chrome Mox)

BUT

There are some... Questionable cards, like:

Honored Hierarch is a kind of a rough diamond, that at first is just a "vanilla" creature, but when renowned he can be pumped to be at frontline without loose the chance to help with mana when needed.

Sylvan Ranger or Lay of the Land on a stick, it's "bad", but she is useful with the "elfs matter" part of the deck.

Farhaven Elf or Rampant Growth on a stick, again, another of "elfs matter" part of the deck.

I'll make the rest later, until them feel free to point out grammar errors (english is not my native language =V)

Oh, and also you can leave a comment with your opinion about the deck if you want ^^

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Casual

93% Competitive

Date added 8 years
Last updated 3 years
Exclude colors WBR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

37 - 0 Rares

20 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 2.37
Tokens Ape 3/3 G, Ashaya, the Awoken World, Beast 3/3 G, Cat 2/2 G, Copy Clone, Experience Token, Frog Lizard 3/3 G, Insect 1/1 G, Manifest 2/2 C, Saproling 1/1 G, Servo 1/1 C, Spider 1/2 G, Tentacle 1/1 U, Thopter 1/1 C
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