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Mathematical MKIV / Ezuri (EDH / Commander)

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This is the fourth iteration of my UG deck titled "Mathematical". With the release of Ezuri, Claw of Progress in Commander 2015, UG gets a really powerful general that hard-to-counter effect. Since experience counters can't be removed (aside from Karn, etc.), and because his effect triggers on the turn you play him, you get immediate value even if he is removed. Unlike Vorel of the Hull Clade, he cannot interact well with artifacts / lands--however, this makes the deck much tighter and more consistent.

Ramp package

Ramp is the way to victory. UG is a very volatile color combination. Green allows it to gather up mana very quickly. Blue gives you powerful answers to all variety of cards through counterspells and (later) other cards. The combination Blue/Green can also be very mana hungry, but is actually the source of the most powerful card draw in the game. So we'll need ramp to do what we want to do.

A card I am trying to make room for is Kruphix, God of Horizons. Boundless Realms may also appear later on.

Menagerie

After we gather up our mana, we also need to promote the growth of our experience counters. The creatures I've selected here synergize extremely well with Ezuri.

Notable exclusions: Managorger Hydra -- This card is great, but we don't have room for it right now.

Card draw

The biggest benefit of playing UG is having access to card draw. Your main method of card draw is turning your +1/+1 counters into cards.

Production cards

Here are more ways to get stuff we need.

Notable exclusions: Contagion Clasp, Contagion Engine. Does the list warrant these? Bloodspore Thrinax will probably find its way into this deck.

Protection

Ezuri is a magnet for removal, so we need a few ways to protect him. Generally, board-wipes will be ineffective because they will result in a lot of angry tokens on the backswing, so we focus on shroud / hexproof.

Notable exclusions: Asceticism

Goodstuff

Here is a section of counterspells, targeted removal, and clones. Their inclusion varies from case to case, so read below.

  • (MVP) Glen Elendra Archmage is disgusting. In Ezuri, she is even better than she was in Vorel. She synergizes very well with Master Biomancer / Sage of Fables / Forgotten Ancient, and any number of cards that generate +1/+1 counters.
  • Mystic Snake and Draining Whelk are counterspells that also generate EC.
  • Dissipate is a good counterspell.
  • (MVP) Forbid is the counterspell we rely on when we have combo'd out and drawn our entire library. This card will secure the win 80% of times.
  • Plasm Capture is an irresistible counterspell in UG.
  • Curse of the Swine is all-around removal, but it also allows us to upgrade our 1/1 tokens and generate EC on our own creatures if needed.
  • (MVP) Ixidron is a real sleeper card. It wipes the board to 2/2s, but does not affect the +1/+1 counter density. It doesn't send things to the graveyard, and generally traps troublesome creatures. It also cannot be Stifled, due to how morph works. Minor synergy with Hooded Hydra (not anything to call home about, but it's there).
  • The rest are just generally good as well.

Notable exclusions: Faerie Trickery was cut to make room. I do not have a copy of Voidslime yet. Trygon Predator may make a comeback, since he synergizes well with Ezuri. Venser, Shaper Savant can be a powerful creature that can be used as a 4-mana repeatable EC.

Abuse

These are the cards that don't really do anything by themselves and really need Ezuri to function. Their effects can be truly explosive, so do not underestimate them.

Notable exclusions: Blighted Agent / Invisible Stalker. These may be added later, but right now I don't feel like they need a slot. They are extremely aggressive cards and can be downright oppressive if they stick. They are really auto-includes, but I'll make my decision on a later date. Blighted Agent's role right now is also mirrored in Inkmoth Nexus.

Shrieking Drake should also be mentioned, since it gives 1 EC per blue mana with Ezuri out.

Lands

Our land choice is crucial, since it allows us to fill in gaps in our strategy.

  • (MVP) Reliquary Tower lets us draw lots of cards and not worry about losing them.
  • Homeward Path helps us not die to Mind Control. Seriously. It's embarrassing. You work so hard to make a 50000/50000 creature, only to die because of it.
  • High Market is a sacrifice outlet to abuse our token swarmers and dodge troublesome spells.
  • Rogue's Passage enables the win in a land slot. Soaring Seacliff is a one-shot version of this, but it makes colored mana.
  • Alchemist's Refuge is an auto-include in UG, since it lets us play the control game and grants us pseudo-haste.
  • Inkmoth Nexus and Lumbering Falls are good with Ezuri, since they dodge sorcery speed creature removal spells.
  • Everything else should be self-explanatory.

Etiquetas

Banquillo

¡Este mazo no parece ser legal para EDH / Commander!

Problemas: ¡Prophet of Kruphix esta prohibida! · Carta desconocida: SB Blighted Agent, SB Invisible Stalker.

Turno: Your life: Opponent's life: Poison counters:
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