Tightest Ezuri, Claw of Progress

So before I want to begin with a card choice rundown, I'd like to say this is probably THE tightest decklist I have ever built. Even without tutors. Why is that good? Well, I recently discovered a concept of redundancy: the budget tutors for commander. Need to tutor a card? Just run multiples of the same card, but with different names/text. Really great concept.

Anyways, let's get to why this deck has just the tightest list since 1992.

Signature Cards and Key Combos

What's really great about Ezuri is that every creature that's in here with the keyword "infect" can just be a win condition on its own. Isn't that great? Let's delve a little deeper.

I'm sure you're all aware of the Sage of Hours combo, which yes, everybody should use with this general. It's way too good to pass up.

For me, Viral Drake is another immediate include. Not only is he a win condition on his own due to infect, but he proliferates on a stick. Now that's value.

Blighted Agent. Becomes sometimes a magic player really just wants to be alone for the rest of their life.

Invisible Stalker also makes an appearance (ironic pun intended) as a not so mean agent.

Here is a fun spot.

We have a grand total of 14 cards useful for disruption available to us. Simic has gotten better and better over the years in making permanent and nonpermanent distruction viable, so let's take a look at what we have.

  1. Arcane Denial and Counterspell are fantastic includes, as well as Plasm Capture as a bad Mana Drain.
  2. Curse of the Swine, AEtherize and Cyclonic Rift aren't boardwipes, but they are close to one.
  3. Pongify and Rapid Hybridization are great at neutralizing annoying creatures. As well as Lignify , taking out abilities is BRUTAL. Suck it, Narset!
  4. Imprisoned in the Moon is now my all time favorite removal spell, period. Great and flexible card.
  5. Beast Within, because beast within.
  6. Fuel for the Cause. Because who doesn't want a counter AND an experience counter AND +1/+1 counters?
We have a lot of useful cards, and many of them double as experience counter givers for Ezuri. 6, to be exact. We run a total of 10 accelerants, and 60% of those getting us experience is really really strong. Gyre Sage is the allstar accelerant here, giving us truckloads of mana late game, and synergizes fantastically with Orochi Hatchery .

Now here's a fun slot.

Cards:

Muldrifter and Fathom Mage get the job done. Duskwatch Recruiter  , a new card from SOI is absolutely bonkers dumb, not only giving us more gas, but making said gas CHEAPER. Augury Owl is a very underrated card (it has also won me games) because that scry 3 is just so good in a commander game. Who doesn't love a top on a stick?

Removal:Reclamation Sage, Trygon Predator and Acidic Slime. Screw you, artifacts and enchantments! Permanents are gay! I'm also going to put Mystic Snake in this category. He's so fun to go off with in game. Ulvenwald Tracker is another favorite of mine for Ezuri. His spot removal ability for literally any creature is so broken.

Additional good stuff/win cons:Wild Beastmaster. Absolutely busted in Ezuri: let's just dump counters and swarm our whole team. Progenitor Mimic recently replaced Nissa, Voice of Zendikar, and I'm liking the sound of a Blighted Agent at every upkeep. Skullwinder recently replaced Eternal Witness, because I like deathtouch and politics more than a double cmc. Simic Manipulator is also super cool and a weird way to steal creatures. And that artwork! Thrummingbird is also just absolutely broken and can be a wincon on its own. Now although it's not a weenie, Rogue's Passage can be a great win condition, to make a giant dude unblockable.

Inexorable Tide. Let's just get millions of counters after casting every spell we cast. Contagion Engine and Hardened Scales are great for more counters, and Nissa's Judgment is my favorite removal spell in this deck. I also threw in Fact or Fiction because I've never not wanted to see one.

A Conclusion: Strengths and Weaknesses

Ezuri is fast and powerful in transforming little creatures into big threats: and as stated above, making every infect creature a win con. This however can make us very fragile: a quick Murder or Nevermore naming Ezuri can be quite deadly to us. Since we are mostly aggro, this deck is a bit of glass cannon coated with sand. We like to spam stuff out, but we can be quite fragile if the board state goes against us. Green and Blue have a lot of hard times recovering from Wrath of God and other effects when we're not in a tribe.

That said however, this deck will and can win: it is not a be all super competitive deck, but for just a little over $100 we will have no trouble facing that stupid Narset, Enlightened Master deck that's been beating people all over the shop or that darn superfriends Atraxa, Praetors' Voice.

The Actual Conclusion

Thank you so much for reading if you got this far. I would LOVE feedback and questions! I spent a long time evolving and changing this deck, and if any of you have suggests I'd love to hear them. Discussions always warm my heart. Thank you again for reading this decklist, and if you want, go ahead and give it a try! It's a lot of fun to play and can easily win a multiplayer game, and can get its fair share of laughs and groans. Until then,

Godspeed,

SpookyToe.

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Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

21 - 0 Rares

31 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 2.73
Tokens Ape 3/3 G, Beast 3/3 G, Boar 2/2 G, Copy Clone, Experience Token, Frog Lizard 3/3 G, Snake 1/1 G
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