
Ezuri, Claw of Progress
The Commander
Whenever a creature you control with power 2 or less enters, you get an experience counter.
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is the number of experience counters you have.
Guide
Gameplan
Ezuri rewards flooding the board with small creatures, banking experience counters, then dumping huge piles of +1/+1 counters each combat to grow a threat or fuel value engines. You ramp into Ezuri, chain cheap creatures and tokens to stack experience, then either go wide and overrun or pump a single creature into a game-ender. Late game your experience count makes every combat trigger overwhelming.
Strengths
- Experience counters are permanent and survive board wipes, so the engine recovers fast
- Cheap creatures and token makers double as ramp, evasion enablers, and counter fodder
- Massive +1/+1 counter payoffs synergize with proliferate and counter-matters cards
- Blue gives card draw, counterspells, and protection that small-creature decks usually lack
Weaknesses
- Slow to come online and very reliant on the commander resolving and surviving
- Removal on the buffed creature can blow out a whole turn of value
- Vulnerable to board wipes early before experience is banked
- Single-target combat trigger can be answered, and the deck can be low on raw card advantage
Key Cards
- Forgotten Ancient — Stockpiles counters and lets you move them around, amplifying Ezuri's combat pump and going wide.
- Inkmoth Nexus — A cheap evasive creature-land that turns Ezuri's huge counter dump into a one-shot infect kill.
- Walking Ballista — Enters with low power for experience and becomes a removal/wincon once loaded with counters.
- Hardened Scales — Multiplies every +1/+1 counter Ezuri places, turning combat triggers into game-warping swings.
- Cathars' Crusade — Each small creature entering also pumps your whole board while feeding experience counters.
- Champion of Lambholt — Becomes unblockable engine that grows with your token swarm and carries Ezuri's counters safely.
Upgrade Path
Add fast mana and counter-doublers (Hardened Scales, Branching Evolution, Doubling Season) plus reliable proliferate to spike experience and counter output. Tighten the early curve with cheap impactful one- and two-drops and tutors (Chord of Calling, Worldly Tutor) to find Craterhoof or an infect package. Improve protection and card flow with Heroic Intervention, Lightning Greaves, and Beast Whisperer so a single removal spell or wrath doesn't end your game.
Core Cards
- Broodbirth Viper100%
- Llanowar Reborn100%
- Sakura-Tribe Elder100%
- Cold-Eyed Selkie100%
- Solemn Simulacrum100%
- Sword of Vengeance100%
- Ohran Viper100%
- Lorescale Coatl100%
- Prime Speaker Zegana100%
- Trygon Predator100%
- Oran-Rief, the Vastwood100%
- Stingerfling Spider100%
From 1 Mythicwyrm deck.
Win Conditions
- ▸Pump an evasive or infect creature (Inkmoth Nexus, Triumph of the Hordes) for a lethal one-shot
- ▸Go wide with tokens and finish via Overrun / Craterhoof Behemoth
- ▸Beat down with a single giant counter-stacked creature carrying trample or unblockable
- ▸Loop Walking Ballista or counter-based combos for incremental or infinite damage
Archetypes
- +1/+1 Counters — Ezuri's combat trigger and experience scaling make counter-doublers and proliferate insane payoffs.
- Tokens / Go-Wide — Token makers spam power-2-or-less creatures for experience, then alpha strike with an overrun.
- Infect / Voltron — Dumping a pile of counters onto an evasive infect creature one-shots opponents through commander damage-style kills.
- Elfball — Cheap elves provide ramp, experience, and bodies, fitting Ezuri's tribe and curve perfectly.
Combos
No combos found for this commander on Commander Spellbook.
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