Ezio Auditore da Firenze

Ezio Auditore da Firenze

{1}{B}Commander

Ezio Auditore da Firenze is a five-color Assassin combat deck that turns early chip damage into discounted threats and can “execute” a player once they’re low enough.

Public decks: 2Bracket: 1
Ezio Auditore da Firenze

Card text

{1}{B}
Legendary Creature — Human Assassin

Menace

Assassin spells you cast have freerunning {B}{B}. (You may cast a spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)

Whenever Ezio deals combat damage to a player, you may pay {W}{U}{B}{R}{G} if that player has 10 or less life. When you do, that player loses the game.

Overview

  • Deploy Ezio early and start connecting with menace to turn on freerunning for your Assassin spells.
  • Leverage the {B}{B} freerunning cost to double-spell and keep pressure up while developing your board.
  • Manage life totals: you often want one opponent to dip to 10 or less so Ezio can threaten a WUBRG “lose the game” hit.
  • Prioritize evasion and safe attacks; the deck tends to play like tempo-aggro with a built-in assassination finisher.
  • Because the kill trigger asks for WUBRG, you generally need solid fixing/ramp to convert a hit into an immediate elimination.

Common lines

  • Turn 2 Ezio, attack the following turn to enable freerunning, then use the discount to deploy additional Assassins while keeping mana open for interaction.
  • Chip an opponent down, then line up a turn where Ezio can connect while you hold up WUBRG to cash in the execute trigger.
  • Use combat-damage-based draw/value engines (as an example, Bident of Thassa or Coastal Piracy) to keep cards flowing while your evasive bodies connect.
  • Stabilize the board with flexible removal (as an example, Assassin's Trophy), then pivot back to attacks once shields are down.

Strengths

  • Very high ceiling on tempo once freerunning is online; discounted Assassins can let you snowball turns.
  • Clear closing pressure: Ezio threatens to delete a player rather than having to grind through the last chunk of life.
  • Access to all five colors supports broad answers and flexible deckbuilding.
  • Combat-centric card advantage can keep you ahead when your creatures consistently connect.
  • Good at punishing opponents who tap out or skimp on blockers.

Weaknesses

  • Relies on combat damage; fog effects, pillowforting, and clogged boards can shut off both freerunning and the finisher.
  • The execute trigger is mana- and setup-intensive (must connect, must have WUBRG, opponent must be at 10 or less).
  • Commander-centric: repeated removal or well-timed blocks can stall your plan and tax your resources.
  • Life gain and incidental lifelink can push targets out of the 10-or-less window at awkward times.
  • Can be stretched on mana/fixing in five colors if you don’t prioritize it early.

Rule zero notes

  • Ezio can eliminate a player outright when he hits them at 10 or less life and you pay WUBRG; call out that early player kills are possible.
  • This commander pushes a combat-first, evasive-attacker plan; games can revolve around keeping Ezio connecting.
  • Five-color decks can read as “toolbox”; clarify whether your list is mostly Assassin-themed or closer to five-color goodstuff.
  • If you’re running lots of combat-damage draw engines (for example, Coastal Piracy / Bident of Thassa), mention that the deck can snowball card advantage quickly once it’s connecting.
  • Signal your intended power level: the available snapshot suggests a bracket 1 environment, so set expectations on speed and interaction.

Matchups

Best into

  • Slower midrange pods where life totals naturally drop through combat
  • Spell-heavy decks that don’t present many early blockers
  • Value piles that tap out to develop and give you openings to connect
  • Creature-light control decks that rely on a small number of sweepers

Struggles against

  • Pillowfort and fog-heavy strategies that invalidate combat steps
  • Dedicated lifegain shells that keep everyone comfortably above 10
  • Removal-dense tables that can repeatedly answer Ezio before he connects
  • Fast combo pods where combat pressure doesn’t meaningfully race the stack

Recent public decks

FAQ

What is Ezio actually trying to do each game?
Connect in combat to enable freerunning for Assassins, build a board with the discount, and eventually set up a hit that can execute a low-life opponent.
Do I need to lean fully into Assassins?
To maximize Ezio’s freerunning text, you typically want a meaningful Assassin count, but the shell can still use non-Assassin support pieces for ramp, evasion, and interaction.
How do you usually win besides the execute trigger?
Even without the WUBRG finish, a steady stream of evasive attackers backed by card draw and removal can close through normal combat damage.
How important is mana fixing here?
Very: you’re five colors and your signature kill asks for WUBRG at the moment you connect, so early fixing/ramp (for example, Arcane Signet, Cultivate, Farseek, Chromatic Lantern) matters a lot.
What stops the execute trigger from working?
Anything that prevents Ezio from dealing combat damage (blocks, removal, fogs) or changes the life-total condition (life gain) can disrupt the setup.

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