deckstats.net
You need to be logged in to do this.
The buttons above will open in a new window. Please return to this window after you have logged in. When you have logged in, click the Refresh Session button and then try again.

Ezuri, Claw of Progress: They phyrexianized you, and it's beautiful. Counter, Counters and more Counters deck (EDH / Commander)

For most Magic software, including Magic Workstation and Cockatrice:

For MTG Arena:

For Magic Online (MTGO):

For others:

To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!

(-> Your Settings)

Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.

Please select the columns you would like to see:

This is obviously a counter deck. It relies on many different ways to beat your opponents like large creatures, wide token board, infect, infinite turn, evasive creatures and simic shenanigans. It has an Elf subtheme that will be described down below. I didn't went heavily on proliferate route on this deck as I find it unreliable if you don't have any counters on the table. Also, I didn't buy the more expensive counterspells. I took thoses who would fit the theme.

Ezuri, Claw of Progress: Our Commander, Will get with every creature with power 2 or less. So the deck is made with tons of creature with power 2 or less

Avenger of Zendikar: Mass Ezuri Trigger. Also, Landfall that gives counters on each plants is a big win con with Simic Ascendancy or herald of Secret Streams. In every Ezuri deck, this card is a must.

Blighted Agent: Trigger Ezuri. Is an alternative wincon when the boards is full of creature and no one can freely attack. An Agent pumped with Ezuri can kill an opponent in a few turn. A very big threat if unchecked for too long.

Champion of Lambholt: Trigger Ezuri. Will allow our creatures to bypass heavy token decks or avoid small chump blocker an opponents has. Champion can get very big with Ezuri, Avenger or Mycoloth. In itself, Champion will deal significant damage as it will bypass many creatures if it is pumped up by Ezuri.

Chasm Skulker: Trigger Ezuri. Awesome creature. Will get bigger as you draw cards. Allow you to not lose everything following a board wipe. The little 1/1 squid with islandwalk are simply awesome to deal some damage or chump block. Synergise well with Ezuri'S ability.

Herald of Secret Streams: Trigger Ezuri. Is a great way to avoid blockers as most of our creatures will have counters on them at some point.

Hornet Queen: Mass trigger Ezuri. Great creature that create chump blockers against flyers and non-flyers alike. If Ezuri is out, you can have a minimum of a 7/7 flying deathtouch at your combat step plus 4 little hornets... with deathtouch.

Invisible Stalker: Trigger Ezuri. Great evasive creature and very hard to kill.

Master Biomancer: Trigger Ezuri. Elf. Is somewhat a creature you don't want with Ezuri because of it's ability. It will cancel Ezuri's ability to get counter. Nevertheless, Biomancer allow us to get counter on every creature that enter the battlefield. Which synergise incredibly well with a lot of wincon like Simic Ascendancy, Herald of Secret Streams or Walking Ballista. Also, minor creatures will benefit from this like Glen Elendra Archmage, Marwyn, the nurturer or Spike Feeder to name a few. Incredible card later in the game when you have enough Experience counter on Ezuri to pump Biomancer to the point where it's move value to play him.

Mycoloth: Won't trigger Ezuri but it's ability will create a lot of trigger if it stay for a while. It's devour ability should be used on at least one creature to enable him next upkeep. One great play I had was to devour Chasm Skulker while Ezuri was out. Made 6 Exp when the Chasm resolved then I pumped Mycoloth with Ezuri's ability. Next turn, I had 15+ token and lots of exp on Ezuri. So, great value if you can keep him around and pump him.

Sage of Hours: Trigger Ezuri. Win con and easily achievable if the opponent don't have a counter spell or an instant removal. It's easy to get it to 5 counters. Then every turn if you have Ezuri out and 5 Exp counter, you can have infinite turns. Most of the time, people will scoop. People don't like infinite turns and find it cheap but we want to win right?

Simic Manipulator: Trigger Ezuri. Quite an evil card. Late game, can basically steal an opponent wincon or commander every turn if Ezuri can give him enough counter. Unlike many cards like him, they don't get their creature back even if Simic Manipulator dies. Ideal for combo decks that rely on small creatures to combo off. Can be played early to steal some mana dorks and the likes.

Bred for the Hunt: Great card drawer. Most of our creatures have evasion and has some way to get +1/+1 counters. Not the most flash card but will draw us tons of cards. Great synergy with Herald of Secret Streams and any Graft creatures.

Cold-Eyed Selkie: Trigger Ezuri. Great Evasive creature. Will generally draw us lots of cards as there is very often a blue player on the table.

Fathom Mage: Trigger Ezuri. Great card drawer. Synergise perfectly with Ezuri and any other bigger creatures and counter givers.

Mulldrifter: Trigger Ezuri on both cast choice. Either create a body, draw 2 and trigger Ezuri or Draw and Trigger. Good overall

Rishkar's Expertise: Good card draw. The CMC of the deck is mostly 5 and under so it's easy to put another card freely with it. The downside is that we need another big creature to have value on the card draw.

Shamanic Revelation: Either we have great card draw if we have a large board or we get tons of life if we have few pumped up creatures. If cast on an empty board this card is useless, otherwise a greatly valuable card to cast.

Tezzeret's Gambit: Good card draw, 2 card for 3-4 mana and a proc of proliferate. Best used mid game when we have at least one exp counter on Ezuri.

The Great Henge: Awesome card. Ramp, Lifegain, counter on ETB and card draw. This one does it all. The casting cost is scary but the reduced mana cost base on the most powerful on the board easily makes that card a Zero cost card. You might have to pay only 2 green if you have a creature of 7 power. With that you get 2 green for tapping it. Crazy card. Also the fact that the +1/+1 counter is added after the creature enter the battlefield and not as it enters doesn't kill our deck's strategy and Ezuri's ability. Won't work with tokens but who cares we are not token heavy.

Doubling Season: This card... nothing much to say. Just pure nitro into our deck. Will double the tokens which will double the amount of experience counter on Ezuri. Also, when we'll activate Ezuri's second ability, we get double that amount on another pemanent. We put counters on permanents in many ways not only Ezuri and we create tokens. This card is bonkers and that's why it costs 50+$

Primal Vigor: Does the same as Doubling Season but it affect things our opponents also plays. Still, we'll utilise this card more than most opponents. Also, it only double the +1/+1 counters, not all counters, so less synergy with Simic Ascendancy. Overall still a great card.

Hadana's Climb // Winged Temple of Orazca: Great way to put counters on creatures we have. Easy to transform it. Would be great if the first ability would stay when it transforms but nonetheless, it ramps or gives evasion on demand. Very good card for 3 Cmc.

Hardened Scales: Good one drop. Gives a little Oumph to our creatures when recieving counters. Can somewhat impede the Ezuri Trigger when casting things like Walking Ballista but overall good value for a one drop. Works awesomely with Avenger of Zendikar's landfall, Simic Ascendancy and master biomancer.

Spike Feeder: Trigger Ezuri. Our best way to get life back on demand. With the right set-up it can become a reliable source of life. Pump it with Ezuri to make it become a large blocker and at the end of the last opponent's end step, get life back. Saved me many times from lethal damage.

Verdant Confluence: Many options on this one. Synergy with +1/+1 Counters. Bring back our key cards from removal. Or can ramp us for Craterhoof or Tooth and Nail.

Arcane Signet: Ramp for an early Ezuri plus Fix.

Coiling Oracle: Trigger Ezuri. Elf. Will either draw you a card or give you mana acceleration. Great 2 drop.

Cultivate / Kodama's Reach: Pure ramp, should be on any deck that has green. Ensure that we drop Ezuri on turn 4

Elvish Mystic / Llanowar Eleves: Trigger Ezuri. Elves. Mana dork, Trigger and sub-theme. Help reach Ezuri turn 3-4

Gyre Sage: Trigger Ezuri. Elf. Great mana dork. Synergise with counters and has evolve. Can be useless on turn 3 as you might not get any counter on him thus no mana, but later it can become a large source of green mana if you invest in it.

Incubation druid: Trigger Ezuri. Elf. Another good mana dork. For a 2 drop gives one mana, which is great. But if it has a +1/+1 counter on it it gives 3 mana, which can easily happen. Otherwise, it has a mana sink ability in adapt. It has the downside that we must be able to produce the mana it will tap for. On a two color deck it is not an issue though.

Marwyn, the Nurturer: Trigger Ezuri. Elf. The elf subtheme is built around her and Ezuri. For a 3 drop she only gives one mana, which is bad but! If we miss our 4th land drop, it won't matter as she will be able to give the mana to drop Ezuri. Which will trigger her ability and give her a +1/+1 counter, thus one more mana for the next round. It won't change the fact that we missed a land drop but we won't be behind next turm because of this. Since she gives mana based on her power, if we pump her up, just like Gyre Sage. We can get a lot of mana from her. Also dropping more elves will pump her up so it's win-win.

Rampant Growth: Ramp for 2 mana. Help fixing in case we don't get blue mana. Great card, always.

Rishkar, Peema Renegade: Trigger Ezuri. Elf. Great card again to drop Ezuri on turn 4. Synergise very well with counters. Can create a lot of mana dork if played with Avenger of Zendikar or any useless token. Can give free +1/+1 counters late game to help things like Walking Ballista or Spike Feeder.

Springbloom Druid: Trigger Ezuri. Elf. Ramp and Fix. Not the most awesome creature but we can't make a deck full of Doubling Season can't we?

Acidic Slime: Trigger Ezuri. Weak creature but a good blocker with deathtouch and the versatile removal on ETB is what makes this creature great. Plus a 2/2 is what we need for Ezuri

Bane of Progress: Trigger Ezuri. Awesome mass removal. Enter as a 2/2 and will get bigger the more it destroys with counter on top of that. We don't run any mana rock so we aren't scared of them being destroyed. It might cost us some enchantment but not many of them are necessary for us to win. Overall awesome creature in any green deck.

Beast Within: Destroy anything. Gives a 3/3 to the opponent but who cares in EDH. Very versatile removal.

Curse of the Swine: Exile bothersome creatures. Especially useful against GY decks and creature that can come back on the battlefield by themselves. Or simply indestructible creatures. Shame it's target so it's won't work with shroud and hexproof.

Cyclonic Rift: Nothing to say. If you don't know the card, go find a video about how good it is in EDH. Mass removal, no drawback for the use. Best Card, most played card in blue, period.

Krosan Grip: Instant removal for artefacts or enchantments. But the split second is really great against combo deck. Can come in useful.

Reclamation Sage: Trigger Ezuri. Elf. Another good artefact/enchantemnt removal. Plus the fact that it is a low power creature, removal and an elf makes him an auto include.

Scavenging ooze: Trigger Ezuri. Great Graveyard Hate creature. Will pump himself up for one green and you gain life. Great creature.

Song of the Dryads: Another disabler of anything, which is rare in green/blue. Small drawback. Best thing about this card is that you can shut down a commander for good.

Trygon Predator: Trigger Ezuri. Yet another enchantment/artefact removal. More conditional and not instant but it has evasion and triger Ezuri so that's good enough for me to include.

Draining Whelk: Trigger Ezuri. Costly counterspell but has great value if cast while Ezuri is on the battlefield. Has built-in evasion and comes with counters so it synergise with the rest.

Glen Elendra Archmage: Trigger Ezuri. Insane creature. Can counter for 1 blue after being cast. And has pesist so, first we have a chance to cast it again and second, we trigger Ezuri again. Finalle, if we manage to put a +1/+1 counter on her, we can persist once again. Great value on this card.

Mystic Snake: Trigger Ezuri. Costly counterspell but will trigger Ezuri so there's more value to me that a regular counterspell.

Plasm Capture: Always had something for this card. Since we play green so why not play it. Late game, you get so much mana if you counter a big spell you might cast a Genesis Wave for 15+, this is great.

Voidslime: Useful counterspell, same as Plasm Capture, I just like the spell.

Leyline of Anticipation / Vedalken Orrery: Since we don't have any way to haste our creature and we play more controlish deck, it's better to be able to cast during other player's turn. We want to surprise people with a full board then cast something like Craterhoof Behemoth or Triumph of the Hordes. In my book these cards are invaluable in the EDH format.

Arachnogenesis: Trigger Ezuri. Awesome card. Will protect your lifepoint so much if used right. It creates a large amount of chump blocker ant the same turn they are indestructible. Not talking about the insane amount of Exp counter if Ezuri is there.

Asceticism: Protection against board wipes and spot removal. If we keep some mana open, we can keep our big value creature on the board or make some shenanigans with ETB trigger like Avenger of Zendikar, Mycoloth, Hornet Queen or Acidic Slime. Great protection card overall

Genesis Wave / Green Sun's Zenith / Tooth and Nail: These card all have the same goal. Fetch the Craterhoof Behemoth and/or Avenger of Zendikar, and play them. Big tutor that costs a lot of mana but can get us what we need to close the game.

Craterhoof Behemoth: Huge game ender. Best used when you have a large board but in itself with a few beaters, it can end the game with trample.

Simic Ascendancy: Wincon. Can easily achieve victory in the late game if unchecked. An Ezuri with 5 Exp counter, another creature and a doubling season is all you need to finish the game. If you can protect it with some counterspells until it comes back to your upkeep you'll win without doing much. This deck is made to get +1/+1 counters so it's a great wincon. Much like every card with the words ...you win the game, it will get targetted. Be ready for that.

Triumph of the Hordes: Another wincon that relies on infect. A cheap way to win but in a token deck, it have a lot of value.

Botanical Sanctum / Breeding Pool / Command Tower / Hinterland Harbor / Misty Rainforest / Temple of Mystery: These are dual lands, buy them if you are a richboi like me, otherwise they are not necessary.

Mosswort Bridge: Not hard to get creatures with power of 10. Gives you a mini fetch/ draw. Lots of condition but still useful.

Novijen, Heart of Progress / Oran-Rief, the Vastwood: Those card allow you to put some counters on your creatures. Pretty useful when generation lots of tokens.

Opal Palace: Just to get a beefier Ezuri and enable him to do other stuff than buffing others.

Reliquary tower: Just because we might draw a lot of cards with Fathom Mage or a buffet Cold-Eyed Selkie.

Rogue's passage: Very useful evasion Card for the lategame.

Tags

Sideboard

Maybeboard

This deck appears to be legal in EDH / Commander.

Turn: Your life: Opponent's life: Poison counters:
Hand (0)
Library (0)
Graveyard (0)
Exile (0)
Board (0)

Name

Type

Notes

Power

Toughness

card

Type

Notes

Power

Toughness

 

Counters

Move this card to:

Actions

2-sided (coin flip)
6-sided (d6)
20-sided (d20)
Sides:

Auto-draw

Auto-untap

Double-click to open card details.

Move selected to:

Combined probability

Min. amount:
Card:

Custom calculation

If I play a card times in my ? card deck, how likely am I to draw it times?
  Name Hand Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7 Turn 8 Turn 9 Turn 10

Additional Probabilities

Embed Into Forums or Website

For forums and blogs please select one of the BB-Code options. For websites and forums that support HTML (e.g. Wizards Community Forums) you can use the HTML options.

Link to this deck

Here are some suggestions for cards you could add to your deck, based on decks that other players have built with this Commander.

Please add some cards to the deck to see card suggestions.

Unfortunately, we could not detect a Commander in this deck. Please choose it here to view card suggestions. To make sure this deck is analyzed properly in the future, please flag your Commander in the deckbuilder or put it in a separate section called "Commander".
Score Card Name Type Mana Rarity Salt
Powered by edhrec.com
These are the all the revisions of this deck. Click on a revision to view the deck as it looked back then.
  Compare Revision Created By
» Revision 18 June 9, 2020 Zastin145
Revision 17 June 9, 2020 Zastin145
Revision 16 June 9, 2020 Zastin145
Revision 15 February 12, 2020 Zastin145
Revision 14 February 12, 2020 Zastin145
Revision 13 February 5, 2020 Zastin145
Revision 12 December 13, 2019 Zastin145
Revision 11 December 12, 2019 Zastin145
Revision 10 December 12, 2019 Zastin145
Revision 9 December 12, 2019 Zastin145
Revision 8 December 12, 2019 Zastin145
Revision 7 December 12, 2019 Zastin145
Revision 6 December 12, 2019 Zastin145
Revision 5 December 12, 2019 Zastin145
Revision 4 December 12, 2019 Zastin145
Revision 3 December 11, 2019 Zastin145
Revision 2 December 11, 2019 Zastin145
Revision 1 December 11, 2019 Zastin145
There are no comments about this deck yet.
English card names will be linked automatically.
In addition, you can use BBCode (like [b][/b], [url=...][/url] and so on) here.

An error with your login session occured:
unknown
You can do this in a different tab to avoid losing the data you entered here. Once you are done, click the Refresh Session button and then try again.
If the problem persists, please contact us.