Ziv Reichert

Investment Partner

Ziv focuses on companies looking to reinvent the way we work, learn, create, and unwind.

He is particularly interested in products that power human connection, unlock human and machine collaboration, and improve the overall experience on the internet.

Companies he has led investments in or supported on include Circle, Mistral, Pixaera, Human Native, Yonder, A.Team, Foondamate, and 100ms.

We can either fight the fact that we’re always connected or accept that it is now an inherent part of the human experience. I just don’t think any of us are going to materially cut back on screen time, so we may as well aim to make it better.

Ziv began his career at Blue Wire Capital, a London-based venture fund, where he worked on early investments in companies such as Monzo, Deliveroo, and Entrepreneur First. He then transitioned to the startup side, working at Tel Aviv-based delivery management platform Bringg before joining Fat Llama, a YC-backed consumer marketplace startup. At Fat Llama, he led the product growth team, experiencing firsthand the journey from Seed to Series A.

Going from nothing to Seed, to Series A, and beyond is hard. A constant battle. If you don’t have conviction in what you’re building, it's orders of magnitude harder. Conviction breeds resilience, and resilience is the key ingredient you need to endure the pain of being hit in the face daily, which you undoubtedly will as a founder or early-stage startup operator.

Outside of work, when he’s not spending time with his wife Daniella and daughter Naomi, Ziv is likely on X or YouTube, refreshing MacRumors, scrolling through Reddit, or at his local cafe.

My love for everything technology originates from my early childhood love for gaming. I grew up clocking more hours on my PS2 than on just about anything else, other than skateboarding. Truth is, I liked reading about the game industry even more than I liked playing. Game forums in the early 2000s were a pretty magical place to hang out. I religiously followed Microsoft, Sony, and Nintendo, then the studios, the publishers, the chips. Eventually, playing became an excuse.