Ezuri, Renegade Leader
Legendary Creature — Elf Warrior
: Regenerate another target Elf.
: Elf creatures you control get +3/+3 and gain trample until end of turn.
|Have (2)||Auriel ,|
|Want (2)||Greedi , CurlsCoffeeCards_|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Ezuri, Renegade Leader Discussion
6 days ago
I do agree that even with these archetypes there is always a mix of strategies, hence the fact that many aggro decks have one combo (like Godo-Helm), all decks play removal, and all play draw. I also do think there are mixed archetypes as well. My Inalla, Archmage Ritualist deck is a combo deck through and through, but it also plays a lot of counterspells and is more controlling that other combo decks like my Ezuri, Renegade Leader deck which is a straightforward engine combo elfball deck. I should say that I am also painfully familiar with the torments of Krark, the Thumbless from my friend's Veyran, Voice of Duality deck and he can indeed annoyingly shut everyone down by endlessly recurring counter-spells. My Mizzix of the Izmagnus deck can also counter just about everything once I have enough experience counters. Still, we aren't countering every single spell from everyone from turn one in the way you would be doing to your sole opponent in a sixty card game, so that's all I meant by that!
FormOverFunction I have seen games play out that way, especially when playing at an LGS with people who are unfamiliar with one another. It's a bit weird to single out one out of three strangers you've just met for an attack, so people sometimes leave each other alone until one person is dominant and the rest start to collaborate to stop them. In my own regular playgroup where we are familiar with one another, we tend to just start going at it early on. But we also have a good mix of archetypes in our meta, and those with aggro decks need to start swinging for their decks to work, so that helps!
1 week ago
LBOfFlesh that second combo feels particularly painful considering you’d have to had pumped 10 mana into leveling up Joraga Treespeaker prior, and Ezuri, Renegade Leader is pretty-well known for being able to win the game on-the-spot when cast in elf decks, for much less setup-pain.
For 1-drops, i think you should focus on mana dorks to help accelerate your various higher-mana plans. I’d recommend looking up modern “Heliod Company” decks, as they’re doing a lot of what you’re trying to achieve here, and have a pretty-proven track-record.
1 week ago
The second infinite combo is where Devoted Druid can tap for 2 with Joraga Treespeaker and Ezuri, Renegade Leader. Tapping all three gives 6 mana and you only need 5 to give all elves +3/+3 and trample. Untapping and tapping Devoted Druid gives it -3/-3 with one extra mana remaining. You use the extra mana to grant +3/+3, until end of turn when you swing for game with druid.
Any good one drops you see that can fit well in the deck?
1 month ago
Yeah, Staff of Domination is bonkers in Elves, and it's not all that pricey. Umbral Mantle can also offer infinite combo potential like Staff. Sword of the Paruns also works, You might try out Helix Pinnacle as an mana payoff, it's got Shroud and that much mana is nothing in Elves. Marwyn, the Nurturer is a good Elf to consider, she can get huge and generate pretty big mana. Elves are lots of fun, I play them in Legacy, where I'm still experimenting. Ezuri, Renegade Leader is a good mana outlet to have in Elves, while Joraga Warcaller is a somewhat worse one that can still win a game (no trample sucks).
1 month ago
Thanks for ure comment. nice to see other elfes players around here. i want to hold the amount of sorcery and instants as low as possible. so i had less problems with carddraw. a tutor, i need to put in is Green Sun's Zenith . i want to get them into play instantly and so i can use them more quickly. i play my commander also as a sorcery because i can activate its ability in the same turn. so i set up my mana base and kill the opponend like playing Overrun. but the most time i use Ezuri, Renegade Leader ability more then once, so it becomes more effektive then the sorcery cards.
1 month ago
Guerric Thanks for your input! It's actually the great strength of the elf tribal that made it occur to me when first seeing Morophon that I can smash all the best tribals together with changelings. Kinda funny cuz my final list only includes two elves, and one has a druid anthem rather than elf (Gilt-Leaf Archdruid).
Anyway, I considered most of the cards you mentioned here at one point or another. I think I decided that I had enough lands, rocks, and other ramp that I didn't need any mana dorks. Elvish Archdruid was the last one I considered though. If I find after actually playing the deck that I could use a large source of mana like he can provide, I'll find a slot for him. For the time being, Manaweft Sliver will be my source of creature-based mana.
On the other hand, I could see being in a spot where having someplace to dump mana late-game could be useful, and Ezuri, Renegade Leader could do that job. The problem with him is that he affects all elves with his ability, rather than giving the ability to all elves to use for themselves. The latter is what I'm looking for in this deck. It'll work the same most of time I think, except for in some rare cases where I wouldn't be able to use a couple specific lands (namely Base Camp and Secluded Courtyard, when not set to elves) to use his regen ability. A minor drawback, but one circumvented by any changelings by getting regen from Zombie Master instead. Ultimately though, I think this deck should be able to win without needing to pump the team like he does.
You're absolutely right that I've got the two best "all creatures are ____ type" effects in here. Maskwood Nexus is going to be the card that this deck lives or dies by. Conspiracy and Arcane Adaptation have the exact same effect, but of course the latter costs less overall. Nevertheless, Conspiracy was among the last cards I cut to get down to 100. I did decide I don't need the redundancy, its best use will be to make sure that every creature is whatever was named for The Commander for the cost reduction. The effect is of course moot with Nexus on the battlefield, which is very much a focal point of this deck, so having a second slot for the same effect isn't necessary.
That being said, Xenograft isn't nearly good enough since it's the same effect but only for creatures in play. Not affecting creature spells or creatures elsewhere means no cast triggers, tribal land usage, digging for creature types (as with Realmwalker, Tiamat, and Gishath), or Morophon cost reduction. At that same mana value tier, not nearly good enough.
Thanks for your suggestions and the upvote! Keep checking back if you'd like, I plan to write a primer when I find the time, and to maintain this list as I actually start playing it and find out what's working and what isn't.
1 month ago
This is great! I've always thought Morophon should be a shapeshifter commander with tribal payoff cards. Maybe it's just my own bias, but elf payoff cards are so great. Elvish Archdruid can get you so much mana, and Ezuri, Renegade Leader can finish everyone. Also, in case you want to find more ways to make all of your creatures shapeshifters Xenograft and Conspiracy are more options, though you are playing the two best ones and you may not want the redundancy.
1 month ago
It's a good card, but it is only great when played properly, and that in and of itself is an art. It isn't any better than Leyline of Anticipation except that it can go in any deck due to being colorless and can be a second copy of that card.
To begin with, it's critical in controlling decks that want to cast primarily on our opponents' turns. In this case we can hold our mana open for counterspells or removal, but if we don't need it we can just cast permanents on our opponent's end step before our turn.
It also can be used for functional "mana doubling," which is especially good in combo decks (though) it is good in any deck. Often I have two expensive combo pieces in my hand, but it is too early to get them both on on a single turn. With Orrery I can flash one out on my opponent's end step before my turn and then the second on my turn. It's then game, set, and match! Its also good this way with board wipes. Most our sorcery speed and bad for me to play in that my opponents get to rebuild first. If I instead play it on my opponents' end step before my turn, then I get to be the first to rebuild, and they'll have spent the prior turn developing their board further rather than rebuilding, setting them back more.
It can be bad in a deck where you want to play at sorcery speed and are too fast to want to play it early in the game where it is best, or if you don't plan for the above situations. My Ezuri, Renegade Leader deck is just too fast and synergistic to want to play a do nothing artifact that I can't attack with on turn three. My Yuriko, the Tiger's Shadow deck is focused on using ninjutsu during the attack phase, leaving me not enough mana to maker orrery or leyline worth it, and can start hitting on turn two, so orrery would be bad. My Inalla, Archmage Ritualist deck, on the other hard, loves these effects (I play Leyline and Teferi in that deck) to be able to have the flexibility to control the board if needed since I can cast my wizards on my opponents' end steps, and to mana double to sequence infinite combos.
As for value, it isn't likely to go anywhere, because JLK from the Command Zone will keep repping it till the moon, and CZ's reach is huge. He's toned it down lately because people blame him for the price, but when it eventually gets reprinted he'll just start doing it again.