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Ezuri, Claw of Progress

Ezuri, Claw of Progress

Legendary Creature — Phyrexian Elf Warrior

Ezuri, Claw of Progress wants a deck that keeps making its creatures bigger turn after turn. It leads the ready-made Swell the Host deck (2015).

  • Mana cost2 genericgreenblue
  • Blue, Green ()
  • Power / toughness3 / 3
  • RarityMythic

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.

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Archetypes

Cards That Fit Ezuri, Claw of Progress

Picked for what they do in Ezuri's deck. When two cards do the same job, the one with the lower comes first. All of them fit Ezuri's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

Does what Ezuri, Claw of Progress does6

The 6 Cards

Decks Led by Ezuri, Claw of Progress

Ezuri leads a ready-made deck.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary

Rulings for Ezuri, Claw of Progress

explain how Ezuri works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 4 Nov 2015

All experience counters are identical, no matter how you got them. For example, the last ability will count experience counters that you got from the first ability, from another ability, from proliferating, and so on.

Wizards of the Coast 4 Nov 2015

Each game pack includes a card labeled "Experience" with the suggestion "Place your experience counters here." This card isn't required for play. It's simply a convenient spot to put your experience counters, which can be represented with dice, glass beads, or other small items.

Wizards of the Coast 4 Nov 2015

Experience counters are the second kind of counters a player can have, joining poison.

3 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Ezuri, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUGPlayers write colors as letters: U for blue, G for green. Blue is U because B was already taken by black.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page