Since you have Decimator, why not Craterhoof Behemoth? Unless it's out of your budget, which I can understand.
Otherwise, here are some suggestions for the deck:
Sage of Hours (goes infinite with Ezuri and 5 experience counters)
I also do agree with a majority of the sideboard cards as for improvements on the deck. As for cuts, I think you can do without Caller, Colossus and Skullwinder (you already have Witness). Unsummon could be upgraded to Cyclonic Rift.
Hope this helps!
October 27, 2016 11:40 p.m.
Steelspike says... #3
Just for clarification, Decimator's trigger is on cast. Does nothing if you flicker with Navigator.
Both Kiora's do nothing synergistic with Ezuri. Freyalise is very very good.
My Ezuri deck gets groans from everyone when I pull it out. Even the guy who plays Rhys the Redeemed and a Karn, Silver Golem deck.
October 28, 2016 12:50 a.m.
joshuaizac says... #4
October 28, 2016 12:55 a.m.
Steelspike says... #5
Missed the edit window.
I noticed no Conjurer's Closet. Works really well for those extra ETB triggers and with cards like Acidic Slime, Mycoloth (to devour all those tokens to make even more tokens and therefore lots more XP counters, et cetera), Hornet Queen, Whirler Rogue, Archaeomancer Well, you get the idea.
Also, add moar counterspells. Voidslime (obviously)
Cuts I recommend: Both Selkies, Arbor Colossus Forgotten Ancient Coiling Oracle Great Oak Guardian... Basically anything that doesn't directly synergize with Ezuri's XP counters theme.
October 28, 2016 1:08 a.m. Edited.
asasinater13 says... #6
when you're looking at updating a commander deck definitely look at your mana base. Right now you have very few ETB untapped dual lands, which can be pretty important early on in the game. Breeding Pool, Misty Rainforest, Hinterland Harbor, Botanical Sanctum, Yavimaya Coast are pretty good options. misty is obviously a high budget card. if you own any on-color fetches they're worth adding in if you have a breeding pool. the vivid lands are very easy to cut for untapped duals if you have any.
Fathom Mage is incredible, Managorger Hydra is also pretty great to go with Forgotten Ancient.
I wouldn't worry significantly abotu doubling counters. you have ezuri to get you plenty of counters constantly. Solidarity of Heroes and Vorel of the Hull Clade seem almost unnecessary.
Cyclonic Rift is phenominal and should be in your list. Like almost deserving-to-be-banned levels of good in commander. it will always either keep you alive while you shouldn't be or win you a game that you would otherwise have trouble with.
looking at your maybeboard more, Hardened Scales doesn't help much when you're looking to get really big chunks of counters all at once like ezuri does. it does well with evolve or consistently gaining counters strategies, but that isn't what ezuri does. Blighted Agent is great and easy to kill with, but I personally don't run him because I hate infect in commander and consider it unfun, but that's a personal choice and if you're lookign to win/you don't care about winning with infect it should find a place in your list. Beast Within should probably have a place in your list. responds to everything so it's great.
October 28, 2016 2:14 a.m.
asasinater13 says... #7
also I disagree with Steelspike saying to cut coiling oracle. the card is nuts in ezuri because it gives you a counter and keeps your hand full. counterspells are somethign else I'm always unsure whether to include/how many to include, because in general you'll want to be a proactive deck putting creatures into play every turn and you don't have many actionable things to do at instant speed, so leaving up counter magic then seeing a turn cycle where very little counter-worthy cards get played can be lame. if you have things to do at instant speed like Chord of Calling or Summoning Trap it would make more sense. but ezuri wants you playing things during your first main phase to maximize experience counters so counterspells tend to be unsynergistic there. they're definitely worth having in some number and Voidslime is a great one to have, but how many to run is a difficult question because you won't want to constantly leave mana open.
October 28, 2016 2:17 a.m.
Steelspike says... #8
asasinater13 Coiling oracle is good, but not great. I cut it very early on for Voidmage Husher I believe. Or maybe it was for Bramblewood Paragon. Either way, I felt it was too underpowered for my build.
Now that I think about it, I might have cut Oracle for Predator Ooze
Outside of the Oracle talk, I put Leyline of Anticipation and Vedalken Orrery for flash effects, along with Orochi Leafcaller and Karametra's Acolyte for lots of either color mana ramp.
October 28, 2016 11:57 a.m.
Hey, I like the deck. I looked at ezuri for awhile but didn't have a good mana base for the colors. I was curious if you have considered morph creatures or using the manifest mechanic? That way even large creatures count towards the experience counters which is pretty sweet with creatures like Hystrodon.
October 29, 2016 2:44 a.m.
a bit slow mana wise, but other than that pretty good. Maybe get a doubling season and second harvest? Also, get a lurking predators
October 29, 2016 3:05 p.m.
Wolfrage76 says... #12
Day of the Dragons is always a fun addition when you're dropping a lot of low cost creatures. Doubling Season too.
October 31, 2016 3:03 p.m.
Wolfrage76 says... #13
Oh and absolutely Sage of Hours - Infinite turns is fun with Ezuri. :D
October 31, 2016 3:05 p.m.
I feel it may need more Enchantment hate. I would argue in the the form of non-creature spells, such as Beast Within. I play tested this deck against one of mine. I was able to ramp out Overwhelming Splendor turn 5 and your deck was useless. Now, if you don't see yourself playing against Overwhelming Splendor, another creature with a destroy enchant/artifact ETB would be great, for you have a couple ways to bounce. If you were going to do this, I would remove, Patagia Viper, for the first time you bounce it, it dies. Though it does have a potential to net you 5 experience counters, you may be able to find cards with more value. (Such as maybe Eyeless Watcher, if not for hate. It provides ramp, and you have ways to make things unblockable, or give trample, not sure the Flying is a huge leg up.)
August 6, 2017 1:59 p.m.
Colten_Lee says... #17
My friend plays an Ezuri deck and 2 things come to mind. Mycoloth to devour a few tokens, and send out a ton more that all trigger your commander.
And Strionic Resonator to copy his first trigger early game.
These are personal experiences that work in our playgroup, your experience may vary.
August 25, 2018 4:15 p.m.
Funny because even though your deck has a ton of cards you would expect to see in a combodeck, you seem to lack an arguably very important part: a combo. Your deck might be able to win. After all it's full of very powerful standalone cards. But if you wanna build a combo deck, you wanna take a completely different approach.
Building a typical combo/control edh deck usually goes like this:
First you figure out what combo you want the deck to do. If you do this after choosing your commander you are restricted to in this case only playing Simic . When evaluating combos you can look at many different criteria.
- How hard is it to assemble? How many pieces does it take to win the game?
- How hard is it to find? If all your combo pieces are creatures you only have to run one type of tutor.
- How hard is your combo to break? Some combos can't be stopped once they go on the stack because they can be executed at instant speed.
- How fun is the combo? This does not improve the winrate, but your satisfaction
- Does the combo pieces have several uses or are they good cards on their own? Do you have "replacements" for your combo pieces?
For inspiration try to google "EDH simic infinite combos" or something similar. There are tons of fun options.
Once you have settled on one or more combolines, you want to build your deck to get to those combos as reliably as possible. If you need 12 mana to pull it off, add ramp or control elements to secure that you can fulfill your gameplan. Add in tutors, draw and other filtering to find your pieces. Add in cards that protect your combo (Prowling Serpopard is an example). You should hopefully end up with a deck that can reliably find the combopieces needed to win a game.
Note that some combo-decks are far more complex. Instead of using a few cards that simply win the game, they use a lot of cards to chain into a win. Examples are Storm decks or chaining extra turn spells. These decks are generally very complex and very hard to build and pilot.
August 25, 2018 6:06 p.m.
themindxyz says... #19
Well, lets start with the basics. What combo are you trying to pull off? I see that you have Deadeye Navigator and Peregrine Drake for infinite mana, but what then? Ant Queen can give you infinite number of tokens, but that doesn't win the same turn. So how do you want to win? Blue Sun's Zenith allows for a kill with the combo you have. squirrels nest has a pretty good combo with Earthcraft. Ezuri himself combos with Sage of Hours. Once there you can start building a shell that can properly support it.
August 25, 2018 8:42 p.m.
MoGoose831 says... #21
Ive always wanted to build an Ezuri deck and this looks fun.
Panharmonicon for all your ETB effects will do absolute work in this deck! You could drop Ghostly Flicker since it does basically the same thing but worse.
You're already running lab man you could always throw in Hermit Druid but you would have to get rid of all of your basic lands.
The_Grape says... #1
I run a nasty Simic modern deck, and I really suggest Vorel of the Hull Clade. Holy crap you can do stuff in this deck with him. Also, Greater Good would be fantastic. Sac your big things every once in a while for a hand refill. If a board wipe approaches, sac to get some value out of it.
October 20, 2016 10:54 p.m.