Professor Hojo
GLegendary Creature — Human Scientist

Professor Hojo

Mana value2EDHREC#5,789

The Commander

The first activated ability you activate during your turn that targets a creature you control costs {2} less to activate.

Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.

Guide

Gameplan

Professor Hojo turns your activated abilities into card advantage engines: every turn the first ability targeting one of your creatures costs {2} less, and you draw a card the first time any of your creatures gets targeted by an activated ability. You ramp out a board of value creatures, then lean on repeatable abilities (equip, pump, counters, regrowth-on-a-stick) to draw cards and snowball into a dominant green midrange or +1/+1 counter board.

Strengths

  • Free card every turn once you have an activatable target, fighting mono-green's chronic card-draw problem
  • Cost reduction makes expensive equip/pump abilities far more castable, accelerating your engine
  • Only two mana, so he comes down early and rebuilds quickly after removal
  • Slots into many green shells (counters, equipment, fight) without demanding a niche package

Weaknesses

  • Both abilities are capped at once per turn, so you can't loop a single activation for infinite value
  • Needs creatures on board plus an ability source; a clean board wipe shuts the engine off
  • No built-in evasion or protection, so he and your team are vulnerable to spot removal
  • Mono-green offers limited interaction, leaving you weak to combo and control decks

Key Cards

  • Ezuri, Renegade LeaderHis regenerate and overrun abilities target your creatures, triggering draws while protecting the team.
  • Walking BallistaIts activated ability can target your own creatures to draw, and it removes counters for damage as a payoff.
  • Bow of NyleaA repeatable activated ability that targets a creature each turn for counters or deathtouch, cheap with Hojo's discount.
  • Lightning GreavesEquip targets a creature and is free with the discount, drawing a card while granting haste and hexproof to protect Hojo.
  • The OzolithBanks counters from your dying creatures, fueling a counters strategy that pairs with Hojo's ability triggers.
  • Heroic InterventionCheap protection to keep your board and engine alive through wraths and targeted removal.

Upgrade Path

Add stronger discounted activated-ability engines (Ozzie counters payoffs, repeatable fight outlets, cheap equipment) and lean into the per-turn draw with ramp like Sol Ring, Cultivate, and mana dorks to deploy multiple threats. Improve protection with Heroic Intervention, Snakeskin Veil, and Lightning Greaves, and round out with a tutorable finisher such as Craterhoof Behemoth or Triumph of the Hordes to convert your board into a kill.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • Overrun effects like Ezuri or Craterhoof Behemoth to alpha-strike with a wide board
  • Voltron beatdown with an equipped, evasive threat
  • Walking Ballista or similar damage outlets fueled by accumulated counters
  • Grinding out card advantage until you simply out-resource the table

Archetypes

  • +1/+1 CountersCounter-adding abilities target creatures, drawing cards while building a lethal board.
  • Voltron / EquipmentEquip is an activated ability that targets a creature, so suiting up a threat also draws and is discounted.
  • Midrange ValueHis repeatable card draw fixes mono-green's card disadvantage, enabling a grindy go-wide value plan.
  • Fight TribalFight and bite abilities target your creatures to remove threats and draw a card each turn.

Combos

No combos found for this commander on Commander Spellbook.

Related Commanders

Same color identity (G), by popularity.

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