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Ezuri, Renegade Leader

Ezuri, Renegade Leader

Legendary Creature — Elf Warrior

Ezuri wants a deck that plays cheap creatures and attacks from the first turns. It also suits a deck that makes an army of small creatures and attacks with all of them.

  • Mana cost1 genericgreengreen
  • Green ()
  • Power / toughness2 / 2
  • RarityRare

green: Regenerate another target Elf.

2 genericgreengreengreen: Elf creatures you control get +3/+3 and gain trample until end of turn.

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Archetypes
Themes

Cards That Fit Ezuri, Renegade Leader

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

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Ezuri, Renegade Leader

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 1 Jan 2011

Ezuri's first ability can't affect itself, but its second ability does.

Wizards of the Coast 1 Jan 2011

Only Elf creatures you control when the last ability resolves will get +3/+3 and gain trample until end of turn. Non-Elf creatures that become Elves or Elf creatures that enter under your control later in the turn won't get the bonuses.

2 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 glossaryGPlayers write colors as letters: G for green.AggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageOverrunMakes your whole team bigger at once, usually with trample or another way past blockers. It turns a big group of creatures into a winning attack. Craterhoof Behemoth, Akroma's WillOpen the Overrun pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageElvesElves are mostly green creatures, and many make extra mana, so Elf decks can play lots of creatures very quickly.Open the Elves page