Ezuri's Archers

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ezuri's Archers

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.

TheVectornaut on Death Touch Green Boi

3 years ago

I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.

I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.

Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.

seshiro_of_the_orochi on Archers

3 years ago

Let it be bad as much as you want, but it's an interesting build. Have you considered Matsu-Tribe Sniper and Ezuri's Archers ? Also, with all that forced combat, how about Spear of Heliod ?

Magic_Faqs on Elfzuri, claw of counters

3 years ago

I would remove Narset, Parter of Veils. Her static ability may come in handy, but her loyalty ability doesn't work with your deck since only 33% of the deck is noncreature, nonland. Instead, try running Guardian Project so you can get some more card draw.

I would remove Deconstruct and replace it with Beast Within. A free artifact removal spell sounds nice, but you lack serious removal spells. Beast Within offers flexibility and is fairly inexpensive. Unravel the Aether is another solid option that can remove indestructible artifacts/enchantments.

Next, take out Pelt Collector. It will take awhile for him to get big enough to become a serious threat, and even when he does it will be easy to kill him. Even a Fatal Push would kill him. Try replacing him with Evolving Wilds. This will raise your land count and also help with deck thinning.

You should consider removing Folio of Fancies. This really just helps all players and doesn't necessarily further your own agenda. Yes, it will give you card draw but it also helps give your opponents more opportunities to mess with your board. And with so much removal in the format, creature=based strategies can be fragile at times. Everyone is running board wipes. I'd substitute it with River's Rebuke. It's not a Cyclonic Rift, but can help still remove problem boards. Ensnare is a sweet option that you can play on someone's end step so you can swing in with beefed up elves.

Replace Planewide Celebration with Reap. The proliferation is nice, but you want at least some ways to get back key pieces from the graveyard. Reap can potentially be a whiff, but black is a popular color in Magic so it's possibly to get back a lot of cards with this cheap spells.

Finally, I would recommend removing Ezuri's Archers, Quest for Renewal, Personal Tutor and Hypnotic Sprite. The archers is an okay turn 1 play, but won't stack up to some flying threats. Quest for Renewal is an okay card, but in this deck it's kinda useless. You don't have instant speed ways to take advantage of the mana you are cashing in on other than Folio of Fancies. You run very few sorcery spells that really won't impact the game, so Personal Tutor is pretty underwhelming. Hypnotic Sprite is nice since it offers some flexibility as a counterspell, but the counter side is only good in the early game. If you're in the late game and someone plays a Damnation, you will want a Counterspell more than a Hypnotic Sprite. I would recommend replacing these with x3 Forests and Counterspell.

Hope this helps.

Tyrant-Thanatos on Unpopular Opinion: The keyword reach …

4 years ago

As ClockworkSwordfish succinctly pointed out imo, keywords are not created equally. Your example of Tree Monkey vs Scryb Sprites isn't indicative of Reach needing a buff, it's indicative of Tree Monkey needing a buff. Double strike is better than First strike, Hexproof is (generally) better than Shroud, Indestructible is better than Regenerate, etc etc. Keywords aren't, don't need to be, and honestly shouldn't be, all equal. They are various tools to be used in card design and balance. Cards like Ezuri's Archers or Wall of Vines are far more comparable to Scryb Sprites than Tree Monkey is.

Bad cards exist, for sure, but that doesn't mean that the abilities on them are inherently bad.

Selftorn on The best elf deck you've ever seen

4 years ago

To counter flying just sideboard elf archers like Ezuri's Archers or Thornweald Archer . Or add and use Timberwatch Elf for insane power/toughness ramp on your Taunting Elf

Apollo_Paladin on Pauper elves /w Vivien's Grizzly

5 years ago

Nice deck. I really enjoy the constraint of a genuine Pauper build. +1

As far as suggestions go, Vitalize and Wirewood Pride (I see you already have Timberwatch in there) are two commons that play extremely well with elves and common elf abilities (even in non-Pauper builds imo) and Ezuri's Archers is another great low-mana way to deal with flying, especially early on.

I'm not sure if Deathtouch or targeted destroy is a viable concern for this deck with its need (like most Elf decks) for multiple creatures in play to properly amp-up/combo, but if so both Withstand Death and Mortal's Resolve are decent Pauper options.

NyeShnefDerp on

5 years ago

Sounds a tad bit like the infamous bogles deck, personally id remove a few of the ramp creatures and add a few lands as to help prevent getting mana screwed as only having 15 lands can really goof ya up, Id also suggest cutting the Ezuri's Archers unless you're dead set on that being in the final version as it isn't the strongest card, unless of course this was made purely for fun, then carry on my man!

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