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.
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|Commander / EDH||Legal|
Ezuri, Renegade Leader occurrence in decks from the last year
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Ezuri, Renegade Leader Discussion
2 days ago
I want to suggest adding the 4th Realmwalker . Realmwalker is such a powerful card advantage engine. It's great when you're ahead, and even greater when you're behind (such as after a boardwipe). If you do run a playset, I would suggest running a playset of Nurturing Peatland as well. You have mana dorks, so you don't always have to use the land. The real benefit is using the land to strip non-elves away from the top of your deck so you can continue to chain elves off the top. The card is broken. Since you're running 4 Elvish Warmaster already, you can take out 1 Ezuri, Renegade Leader . Yes, I know he's awesome, but he is legendary, which can be problematic. And Warmaster already gives you plenty of backup mana outlets for the games you don't have an Ezuri out. Plus, he provides you with enough bodies to produce that mana either with Heritage Druid or Elvish Archdruid , so he's about equal to Ezuri with some situations when he's better. Of course Ezuri is better for boardwipes and games when you need trample, but that depends on the meta. Elves usually go wide enough that a buff from either card will win you the game anyway. I haven't yet tested my elf deck in modern yet, so I can't say for certain, but I think I prefer this direction.
2 days ago
Hey there! Here are some nice card options that might be useful to you.
Ramp Burgeoning , Exploration , Emerald Medallion , Bear Umbra , Golgari Signet , Sol Ring , Cryptolith Rite , Extraplanar Lens , Mana Reflection / Nyxbloom Ancient (both produce infinite mana with Basalt Monolith ), Nissa, Who Shakes the World , Utopia Sprawl , Wild Growth
With Lathril (Because of token creation) Stoneforge Masterwork (make Lathril huge), Collective Unconscious (draw a ton), Second Harvest (double all your tokens), Shamanic Revelation , Skullclamp (attach to a token to kill it and draw two cards for basically one mana), Epic Struggle , Triumph of the Hordes , Coat of Arms , Leyline of Abundance
Infinite Sword of the Paruns , Umbral Mantle , and Staff of Domination go infinite with anything that can produce enough mana to tap and untap itself such as Priest of Titania , Elvish Archdruid , Karametra's Acolyte , etc some of which you already have
3 days ago
Omniscience_is_life, some examples of how the 5 modern-playable tribes operate, to give you an idea of what you’re up against:
Humans have creatures that grow very bog very quickly in both Champion of the Parish and Thalia's Lieutenant . Almost every other human is then actively ruining the opponent ability to play (i.e. Meddling Mage , Kitesail Freebooter , Reflector Mage ), or providing backup damage (i.e. Mantis Rider )
Spirits function down a similar line to humans, except with everything in the air, and lots more lords. They buff with the likes of Drogskol Captain and Selfless Spirit , and disrupt with the likes of Skyclave Apparition , Spell Queller and Mausoleum Wanderer . They even have built in protection in the form of Rattlechains and Selfless Spirit .
Goblins are a hyper aggressive deck aiming to win by comboing off, or besting you down. Their combo pieces are Conspicuous Snoop and Boggart Harbinger (putting Kiki-Jiki, Mirror Breaker on top then Sling-Gang Lieutenant to win). They can easily assemble their pieces with the likes of Goblin Matron and Goblin Ringleader . They also have a lot of aggressive go-wide threats to try winning without the combo.
Merfolk are less interactive than the 3 above decks, and because of that, generally weaker. Almost everything they run is a lord and/or grants islandwalk ( Lord of Atlantis , Master of the Pearl Trident etc), and they aim to simply race the opponent by swinging in with lots of 5/5 unblockable merfolk thanks to the likes of Spreading Seas . They basically aim to race the game, so their interaction is just to mess with their opponent, like Merfolk Trickster , Harbinger of the Tides etc.
The above decks can all win their games by turn 4 or 5, most of them giving the opponent constant grief while doing so.
As a further example, Slivers are not a modern-viable tribe, because just throwing creatures down on the board and hoping for the best doesn’t cut it in the modern environment.
I think you need to consider what you’re actually getting out of Dryads, and whether you want this to be a competitive deck, or a casual/meme deck.
6 days ago
I’ve recently swapped all of my Elvish Clancaller for Elvish Warmaster . This is because elves benefit more from going wide rather than tall. Shaman of the Pack and Ezuri, Renegade Leader are stronger with more bodies. Not to mention, Elvish Warmaster also has an ability to dump mana into that is great for attack and defense. In some cases, usually turn 2, he is slower than Dwynen's Elite . Those are the same cases that Elvish Clancaller is slow as well since it doesn’t work too well with Heritage Druid on turn 2. In more cases, he generates even more tokens while also providing a way to close games. He’s always the better option off of a Collected Company . Every turn cycle he lives is 1, sometimes 2 (if you CoCo on an opponents turn), more elves.
3 weeks ago
Sweet list! Have you given any thought to Ezuri, Renegade Leader ? He can really push your elves through combat, and can keep the important ones alive against opposing removal. You have a ton of ramp in the list, it might be okay to cut one slot of this so that you aren't drawing your ramp consistently later in the game. My suggestion would be to cut the Sakura-Tribe Elder if you were to go this route, as it doesn't have the elf synergy and doesn't stick around to be able to swing at your opponents after ramping. If you can get your hands on an Overgrown Tomb it would be a nice land to have and it works well with cards like Nature's Lore and Wood Elves since they don't have to fetch a basic forest.
1 month ago
As with most new decks, I'd recommend starting any edits by thinning down to 60 cards. Your land count is really low for a 100 card deck, but it should be fine for a 60 card deck with enough mana dorks, so I'd cut 40 from the nonlands. The best cards to remove are anything with poor cost efficiency or minimal impact in the ramp archetype. Elvish Mystic is an example of a card to keep because it serves as a cheap accelerant towards your biggest threats. By contrast, Orochi Leafcaller does (almost) literally nothing in a mono-green deck except be a 1 mana 1/1. On the bomb side of things, I'd choose Terra Stomper over Arcbound Wanderer every time, especially since Wanderer only has synergy with the aforementioned snake. Then you have something like Demon's Horn which is pretty terrible in most black decks. And since this is a green deck, it may never trigger at all.
Once down to 60, I'd start looking for upgrades to the existing cards. Some elf ramp options I'm partial to are Joraga Treespeaker, Elvish Piper, Ezuri, Renegade Leader, Craterhoof Behemoth/End-Raze Forerunners, and Archetype of Endurance.
1 month ago
Keqing420 the entire deck is geared to make absurd amounts of Mana. Heritage Druid, Elvish Archdruid, Nykthos, Shrine to Nyx, combined with a lot of elves will generate all the mana the deck needs. I don't usually make 50+ mana until turn 5, but it's not unusual to get a whole mess of elves by turn 3 that i can turn into insanity mana on turn 4. The champion isn't in my list because it's an actual physical list and I don't usually spend money on it anymore. I'm not every going to add black so Shaman of the Pack is out of the picture.
MagicMarc i can get behind your suggestions. Elvish Promenade combos with Heritage Druid to tap for mana, Elvish Archdruid to let it tap for twice as much Mana, and with marwyn when i had her in the deck. I can see it's not a popular option though lol. Ezuri is a necessary evil, i don't always spend a boat load of Mana on him, but usually even one activation is enough. So Elvish Clancaller is a very deceptive creature, it's a 2 mana lord, both of its mana is devotion to green, and once i get the mana, it can tutor for the other copies of itself. Fauna Shaman is still a great card in this deck, i usually use her to tutor for Heritage Druid, Beast Whisperer, Nettle Sentinel, or Ezuri, Renegade Leader I'll discard a mana dork or a clancaller or something like that and get what I need. I tried imperious perfect, great card but it's too high costed and not enough reward
2 months ago
I agree with some of the cuts you already did that were suggested by abby315 and Keqing420. I also think you don't need Elvish Champion instead of Ezuri, Renegade Leader. I believe Ezuri is more reliably going to finish games over the champion. Beast Whisperer is part of the deck's card advantage and card playing engine so should stay in the deck without a big overhaul of the deck. Besides being a replacement for Glimpse of Nature in the deck since glimpse isnt Modern legal.
Some more cuts I feel could happen are; Deleting Elvish Promenade. Both Collected Company or Chord of Calling would be better in this deck than the promenade. I understand that the copies of Primal Surge fulfills what either of those might provide for this deck. But they are both way better than the promenade because they can get you your combo pieces. I would consider replacing it maybe with Turntimber Symbiosis Flip if you don't want to play either CoCo or Chord. Partly due to the fact it still puts brakes on your Surges and can serve as a land in a pinch. (Way not needed, I know). It gets more utility elves out like Coco and Chord so would make your gameplay more consistent. Or maybe Lead the Stampede instead?
I also agree that I would also cut the Fauna Shaman until you can get Craterhoof Behemoth. Without the behemoth, you just dont need anything else that badly to tutor up you won't be able to find with surge or your draw engine.
Also, I don't see any value from the copies of Elvish Clancaller. Your deck is more combo and going wide than needing anthem effects. It's activated ability costs way too much for just getting another clancaller. I would cut all 4 and see if your decks suffers at all. Or leave the fauna shamans and promenades and just cut those. Or replace them with copies of Elvish Champion even.
You also dont need anything in your maybe board except maybe Imperious Perfect. Though I would treat that as a slightly better card than the clancallers and wouldnt put them in the deck either. Helix Pinnacle is just picking a different win condition than the Ezuri/possible behemoth route. Metallic Mimic actually provides nothing the deck needs at all.