Target land becomes a 3/3 Elemental creature with flying until end of turn. It's still a land.
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|Commander / EDH||Legal|
Latest Decks as Commander
2 years ago
Nice build there. My suggestions: Take out the Hydroforms and replace them with Simic Charms. Yes, Hydroform does make flying, but Simic Charm is much more adaptable, especially for an aggro/control build - bounce their big creatures to not only stop them winning but also to pave the way for your aggro, make your creatures bigger and stop the burn. I would also reccommend taking out Frilled Oculus, because if you want aggro there are creatures you can pump more than once a turn.Berserk is a good card if you can deal lethal damage with it. If you want aggro, I would recommend taking out some of the evolve creatures - they are for the long game as you play them but they don't get big until much later on, unless you are playing larger creatures every turn or have a big token combo on. Also on the aggro, if you want to go full on, take out all the evolve and control aspects and put in things like mutagenic growth and prdator's strike. Just look at the infect decks (like mine below) for some nice pump spells. Since you don't care about legality (although it works much better for infect), Invigorate is good for that little extra damage. On top of the pump spells, run Wild Defiance to really get the damage racking up. If you are looking for more control, run some walls (e.g. Fog Bank and Glacial Wall) to trigger evolve. For card advantage or pseudo-hexproof run Monastery Siege and Pore Over the Pages. For counterspells, run Counterspell, Rewind, Arcane Denial and Remand. If you have a higher budget, run Voidslime and Mana Drain instead of Rewind and Arcane Denial also, Venser, Shaper Savant. If you want elementals, any out of Nissa, Sage Animist Flip, Nissa, Steward of Elements, Nissa, Worldwaker or Nissa, Genesis Mage is a really good option. Also on lands, if you have enough mana, run Liege of the Tangle and some unblockable spells (also see my infect decks below). Also, run more lands - 12 lands is NOT ENOUGH! I recommend a playset of Simic Signets and at least one Gilded Lotus, and possible Simic Keyrune and Thornwood Falls instead of or as well as Simic Guildgate. Run a minimum of 20 lands unless your deck is at least 1/3 mana rocks. This is a nice idea, so I hope I have improved it for you.
3 years ago
I almost don't have the heart to tell you, but... Summer Bloom is banned in modern.
Besides that: Is there any situation where Fertile Ground is better for you to draw, than Rampant Growth? Sure, both of the Nissas can untap lands, but when you already are at 5 mana, is that really what you need? Also, Sylvan Scrying is fine, if you have combo lands you really want to find, but in the average game, you'd probably rather put the land into play instead of on your hand. Could be Rampant Growth, Search for Tomorrow, or Mwonvuli Acid-Moss, or anything else, really. Actually, Search for Tomorrow could easily take the place of Elvish Mystic, since more lands are a lot better to you than a random manadork. You'll have 1 less mana in turn 2, but other than that, it's a safer way to gain extra mana than a small creature that dies as collateral damage to a Pyroclasm.
A general note: Don't spend a card on making a land into a creature for a single turn - like Hydroform. Opponent just kills your land, and that is a clean 2-for-1.
Since you animate your lands and attack with them, perhaps you should prepare for the eventuality that they might die? Ramunap Excavator could be useful in getting them back.
3 years ago
3 years ago
4 years ago
Have you considered using Merchant Scroll? If you run Hydroform you can tutor up 2 out of three combo pieces, or a crop rotation to find the Griffin Canyon. Really like the deck though, plus one from me!
4 years 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.
4 years ago
I would do something like this to start...
- 3x Favor of the Overbeing
- 2x Swell of Growth & 1x Giant Growth
- 1x Natural Connection & 1x Map the Wastes & 1x Snakeform & 1x Inaction Injunction
- 4x Hydroform
- 3x Shorecrasher Mimic & 1x Elemental Uprising
- 4x Shambleshark
- 1x Assault Zeppelid
- 1x Accorder's Shield & 1x Neurok Stealthsuit
- 4x Simic Guildgate