
Professor Hojo
The Commander
The first activated ability you activate during your turn that targets a creature you control costs 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 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 Leader — His regenerate and overrun abilities target your creatures, triggering draws while protecting the team.
- Walking Ballista — Its activated ability can target your own creatures to draw, and it removes counters for damage as a payoff.
- Bow of Nylea — A repeatable activated ability that targets a creature each turn for counters or deathtouch, cheap with Hojo's discount.
- Lightning Greaves — Equip targets a creature and is free with the discount, drawing a card while granting haste and hexproof to protect Hojo.
- The Ozolith — Banks counters from your dying creatures, fueling a counters strategy that pairs with Hojo's ability triggers.
- Heroic Intervention — Cheap 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 Counters — Counter-adding abilities target creatures, drawing cards while building a lethal board.
- Voltron / Equipment — Equip is an activated ability that targets a creature, so suiting up a threat also draws and is discounted.
- Midrange Value — His repeatable card draw fixes mono-green's card disadvantage, enabling a grindy go-wide value plan.
- Fight Tribal — Fight 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.
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Same color identity (G), by popularity.

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