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Legendary Creature — Archon Detective
Flying When Ezrim enters, investigate twice. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") {1}, Sacrifice an artifact: Ezrim gains your choice of vigilance, lifelink, or hexproof until end of turn.
“Flying detective who investigates, then sacrifices Clues for evasion or protection.”
Ezrim is a flying detective who investigates crimes—and by crimes, we mean generating card advantage through Clue tokens. You're playing a midrange deck that uses Ezrim's enter trigger to ramp into resources, then leveraging artifact sacrifice outlets to give your commander evasion, protection, or lifegain as needed. The core gameplan is to establish board presence with Ezrim, convert Clues into cards, and lean into artifacts and flying creatures to pressure opponents while staying flexible with your suite of combat tricks.
The deck thrives on synergy between sacrifice outlets, artifact tokens, and creatures that benefit from your detective work. You'll include cards that generate Clues or other cheap artifacts, tutors that find your best tools, and creatures that synergize with artifacts or flying. Win conditions are typically commander damage—Ezrim is a 5/5 flyer that's hard to block and gains protection or lifegain mid-combat—backed up by a stream of evasive creatures and control magic. The investigation mechanic feels like card advantage, but the real power is combining cheap sacrifices with Ezrim's instant-speed flexibility.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Replace pricey tutors like Mystical Tutor with Fabricate or Eladamri's Call; use Azorius Signet over Mana Crypt for ramp.
Inclusion = % of Ezrim, Agency Chief decks running this card. +lift = percentage-point boost over the format average.
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