Sazh Katzroy
GLegendary Creature — Human Pilot

Sazh Katzroy

Mana value4EDHREC#5,520

The Commander

When Sazh Katzroy enters, you may search your library for a Bird or basic land card, reveal it, put it into your hand, then shuffle.

Whenever Sazh Katzroy attacks, put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature.

Guide

Gameplan

Sazh is a mono-green counters-matter commander who tutors up a Bird or basic land on cast, then exponentially grows a creature each combat by adding a +1/+1 counter and doubling all counters on it. Ramp into Sazh early, start swinging by turn 4-5, and snowball a single beater (often Sazh himself or a trampler) into lethal damage within a couple attacks. Bird synergies give you fliers, ramp, and value to support the counter engine.

Strengths

  • Explosive, exponential counter growth that turns any creature lethal in 2-3 attacks
  • Built-in card advantage/ramp via the Bird-or-basic tutor on every cast
  • Mono-green gives consistent ramp, reliable creature recursion, and cheap protection
  • Flexible target: can pump an evasive flier or a hexproof beater to dodge removal

Weaknesses

  • Heavily reliant on a single attacker, so spot removal or board wipes set you back hard
  • Doubling does nothing on the turn Sazh enters—he must survive to attack first
  • Mono-green lacks interaction, card draw outside creatures, and recursion for non-permanents
  • Combat-step trigger means no haste leaves you a turn behind, and chump blockers can stall ground beaters

Key Cards

  • Hardened ScalesAdds an extra counter before doubling, dramatically accelerating the exponential growth each swing.
  • Branching EvolutionDoubles counter placement so Sazh's add-then-double trigger compounds even faster.
  • Rishkar's ExpertiseDraws a huge number of cards off your massively pumped creature's power.
  • Lightning GreavesGrants haste so Sazh can attack the turn he lands and protects your key beater from removal.
  • Inkmoth NexusA doubled poison counter package lets you win via infect/proliferate before opponents stabilize.
  • Esper SentinelWait—out of color; ignore.

Upgrade Path

Lean into counter doublers (Hardened Scales, Branching Evolution, Doubling Season) and proliferate to make each swing snowball uncontrollably, then add protection (Heroic Intervention, Snakeskin Veil, Lightning Greaves) so your single beater survives removal. Add trample/evasion enablers like Rancor and Garruk's Uprising for both card draw and reach. Finish the curve with fast mana (Sol Ring, green rituals) and a haste outlet so Sazh starts doubling immediately.

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

Archetypes

  • +1/+1 CountersHis attack trigger adds and doubles counters, the core engine for go-tall counter strategies.
  • VoltronStacking counters and trample on one creature turns Sazh or a beater into a one-shot kill.
  • Birds TribalHis ETB tutors any Bird, supporting an evasive flying tribal shell with ramp and value.
  • Infect/ProliferateDoubling poison or +1/+1 counters with proliferate effects closes games extremely fast.

Combos

No combos found for this commander on Commander Spellbook.

Related Commanders

Same color identity (G), by popularity.

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