This here is one of our new commanders from Commander 2015. He’s a compleated Ezuri, meaning that the Phyrexians got to him and made him into one of them.
How easy is it to combo off with this guy? How about Sage of Hours? You can just play solitaire after that, but that’s not fun. What about Simic Manipulator then? That’s not very creative either. Sure, I’ll play these combos anyhow, because I do have my Spikey side as well, but its not fun in the same way as playing Shrieking Drake with Ezuri.
I’ve never played Shrieking Drake before, although I can see other applications for it. This is big part of the joy of Commander. You can dig out cards you don’t generally play just to play them because of these weird synergies.
Tuskguard Captain? Whirler Rogue? Zoetic Cavern? Chasm Skulker? All these have synergies. These synergies aren’t the kind that win you the game on the spot, but they are value. All of a sudden Gyre Sage can be a huge bomb, if it gets a load of counters from its boss. Glen Elendra Archmage is teetering on the brink of being on the boring side (and it actually might be), but seems like something I’d like to do, because it feels like I’m doing something creative (I have a Johnny side too).
… and that’s the beauty of Commander (or EDH). I’ve spent a couple of hours going through all sorts of creatures and token generators to see what I could do with this Commander.
Anyhow… You’re here for a list and I’ll get there eventually.
Like certain other creatures, the key here is to do a lot of things with creatures, because playing them is always good with Ezuri. Ezuri is quite a bit more constrictive than for example Sapling of Colfenor or Varolz, the Scar-Striped, but I think we can easily find enough creatures to make this work.
I should note that I deliberately chose not to make this the sickest, most competitive deck possible. You could probably make a very consistent Infect deck with this commander, but I don’t want to do that. To me that’s boring. I might play once with such a deck and then immediately take it apart, because playing it just wasn’t fun for me.
There is one winning combo in there, but that’s the most I’m willing to do.
Not sure how much ramp this deck actually needs, but again, its bodies and getting ahead of your opponents in mana can’t be bad.
We’re playing blue-green, so there are limitations on what we can control, but we can do something.
Not sure about Simic Charm, especially because it doesn’t have a body, but I do like to try out cards I don’t play much and that’s why its there.
Since even token creatures trigger Ezuri, using them is great.
Just various cards that have some synergy within the deck, but didn’t fit into any of the other groups. Also, includes all the ways to dig up the combo pieces.
Lumbering Falls is here, because its very hard to deal with, unlike most creatures in the deck
Other Value Creatures
Basically anything that wasn’t mentioned before.
Some have been mentioned already, but on top of those, just the usual set of duals and enough basics to work with the ramp we have:
So, 13 Forests, 9 Islands and these:
I guess that’s 100.