I have recently acquired a copy of Hazezon Tamar, a general which I have wanted to play for a long time, so it was only natural that I would build a deck around him. I love how unique his ability is in the fact that it creates a delayed trigger, giving you the tokens on your next upkeep, and the fact that they're frickin' Sand Warriors! The fact that he he creates this delayed trigger means that you can sacrifice him before your next upkeep so that you will get to keep the tokens.
Currently, the deck is cobbled together with extra cards from my collection, but I will be looking to get a lot of cards to improve it during the next few weeks, which is why I'm posting on here for suggestions. Let's stick to a $10 per card maximum for now, though if the deck gets good I'll probably increase that limit or removed it entirely. I'll keep a list at the bottom of this post which contains all the things I have thought of on my own or that people have previously suggested.
Obviously the deck is going for a token theme. I haven't really done a lot with tokens, and since Hazezon is such a cool old legendary creature, I figured he would be a good choice to start with. I tend to prefer reusable token producers rather than one shot effects, though some one use cards are fine if they are very powerful and / or efficient. I'm also including a lot of land ramp since Hazezon has a high mana cost and works better the more lands you have in play. I'm planning to avoid artifact mana for the most part, but Sol Ring is simply an auto include. Other than that I'm looking at a pretty basic token strategy: make a ton of guys, pump them up, in swing in for a bucketload of damage. I haven't really seen any particularly unique ways to build Hazezon, but if someone has some cool ideas, I would love to hear them, even if they don't revolve around token strategies. Now, let's get to the list:
As you can see, the mana base is extremely budget right now. I will be gradually improving that with the addition of shocks, filters, etc. Suggestions for what other lands to use as well as all the other cards in the deck are welcomed. I look forward to seeing what people will come up with!
I haven't really seen any particularly unique ways to build Hazezon, but if someone has some cool ideas, I would love to hear them, even if they don't revolve around token strategies.
PS. I'm planning to build a Hazezon Tamar deck somewhere down the line, and one thing I'm going to try and make work is to stick strictly to Warrior tokens for dudes like Lovisa Coldeyes and Sosuke, Son of Seshiro. Sosuke especially... those'll be some annoying tokens.
The blink is mainly for Hazezon himself, so maybe I should just cut down on it and run more sac outlets instead, since those can benefit from sacing tokens. My other main deck is already pretty ETB focused, so I don't want to go too far down that road. Cathar's Crusade is definitely an awesome suggestion and something that will fit in quite well. As for Ghostway, it will go in if I work on the blink theme, but otherwise I will probably stay away from it since I will lose all my tokens.
PS. I'm planning to build a Hazezon Tamar deck somewhere down the line, and one thing I'm going to try and make work is to stick strictly to Warrior tokens for dudes like Lovisa Coldeyes and Sosuke, Son of Seshiro. Sosuke especially... those'll be some annoying tokens.
That's pretty cool. Right now my tokens are pretty varied so I'll have to see whether those end up being worth running or not. I do wish I had a couple more global haste enablers in here so I'll see about getting some of those.
Got a chance to play a multiplayer game today and actually ended up winning, which was surprising to me considering how new the deck is. I was able to get out an early Sacred Mesa and use the tokens to hold off early assaults from Scion of the Ur-Dragon and Kaalia of the Vast while ramping up. Eventually I was able to cast Hazezon with 11 lands out and then bounce him with Stonecloaker at the last opponent's EOT. I untapped and cast Warp World with 30 permanents in play, while no other player had more than 10. I flipped into a bunch of lands (12), along with Emeria Angel and a bunch of other fairly large creatures. I also flipped Stoneforge Mystic which allowed me to grab Skullclamp and draw a bunch of cards, setting me up for next turn where I cast Titanic Ultimatum and True Conviction in the same turn to kill the whole table in one combat.
I also traded for a few cards which I will be adding in to the deck. These updates will be reflected in the OP once I get a chance to figure out exactly what changes I'm going to make.
I really like In the Web of War. It makes all your creatures really dangerous. I like a few haste outlets. You're in red, its the best thing the color has to offer for tokens. Plain ol' Fervor does things. Plus, Fires of Yavimaya is a better Fervor. There is also Anger for your Birthing Pod chains. I would argue that you might want more creatures for Pod though.
Dauntless Escort is pretty sweet at protecting your armies. I don't know if it makes the cut, but its worth considering.
I really like In the Web of War. It makes all your creatures really dangerous. I like a few haste outlets. You're in red, its the best thing the color has to offer for tokens. Plain ol' Fervor does things. Plus, Fires of Yavimaya is a better Fervor. There is also Anger for your Birthing Pod chains. I would argue that you might want more creatures for Pod though.
Dauntless Escort is pretty sweet at protecting your armies. I don't know if it makes the cut, but its worth considering.
Thanks for the reply. I really like all of these suggestions. Also, for the haste enablers, would you consider Concordant Crossroads and Mass Hysteria to be worth it considering that they grant haste to opposing creatures as well?
Thanks for the reply. I really like all of these suggestions. Also, for the haste enablers, would you consider Concordant Crossroads and Mass Hysteria to be worth it considering that they grant haste to opposing creatures as well?
They're fine if you plan on winning with them. The cheap cost is great for sneaking them in alongside ways to boost your army. I don't think its horrible to give your opponents haste for a turn or two, but its bad if they come down too early.
You should probably run Mirari's Wake. It makes your tokens larger and it doubles your mana, pretty sweet for one card. Maybe its better then Mana Reflection? I'm not opposed to running as many mana doublers as you feel comfortable with, if you want to run both.
I also think you could be running Academy Rector. She has a 'dies' trigger for Pod. You have a lot of sweet enchantments, there is potential for more, and you already run sac outlets so your general doesn't become a liability.
She also opens up some fun and powerful lines of play with Tooth and Nail. TnN with Avenger and Rector, sac Rector with the Avenger trigger on the stack and get In the Web of War. There is always Avenger + Regal Force as well. Force goes well with the general and any green token makes.
They're fine if you plan on winning with them. The cheap cost is great for sneaking them in alongside ways to boost your army. I don't think its horrible to give your opponents haste for a turn or two, but its bad if they come down too early.
You should probably run Mirari's Wake. It makes your tokens larger and it doubles your mana, pretty sweet for one card. Maybe its better then Mana Reflection? I'm not opposed to running as many mana doublers as you feel comfortable with, if you want to run both.
I also think you could be running Academy Rector. She has a 'dies' trigger for Pod. You have a lot of sweet enchantments, there is potential for more, and you already run sac outlets so your general doesn't become a liability.
She also opens up some fun and powerful lines of play with Tooth and Nail. TnN with Avenger and Rector, sac Rector with the Avenger trigger on the stack and get In the Web of War. There is always Avenger + Regal Force as well. Force goes well with the general and any green token makes.
These cards definitely go on the list as long term wants. In the meantime, I've acquired a copy of Genesis Wave which is going into the list:
I echo the sentiments on In the Web of War. I recall testing it in a Rith list on Cockatrice a few months back, and I remember it being bonkers with Hero of Bladehold. She attacks for 13 the turn she comes out? Yes please.
On that note, I also notice a lack of Hero of Bladehold. She can still be had for moderately cheap.
I echo the sentiments on In the Web of War. I recall testing it in a Rith list on Cockatrice a few months back, and I remember it being bonkers with Hero of Bladehold. She attacks for 13 the turn she comes out? Yes please.
On that note, I also notice a lack of Hero of Bladehold. She can still be had for moderately cheap.
Good call. I probably have a Sigil Captain lying around somewhere from when I built my Ghave deck. For Hero of Bladehold, I guess I question whether it is useful enough. It's nice that it gives 2 tokens every time it attacks, but I feel like it would die pretty easily in combat since a 3/4 isn't really that big. I'm not too worried about the price, but I feel like it may not do enough by itself.
EDIT: Picked up some of the cards from my wishlist tonight to add in:
My question is what I should take out. I'm kind of thinking that the Sunforger package isn't worth it with only 6 targets currently in the list. I'm also thinking I will cut a couple lands as 40 seems like too many in testing. I think 38 is probably about right with all of the land ramp that I'm running. I'd love to hear some more opinions on this deck, especially from other token players, but anyone's ideas are welcomed and encouraged.
\I haven't really seen any particularly unique ways to build Hazezon, but if someone has some cool ideas, I would love to hear them, even if they don't revolve around token strategies.
I've never seen anything like my Hazezon before. The idea is to fill it full of cards that you can abuse with both burst token generators and Norin the Wary, who is extremely abusable in Naya colors. Cards such as:
Along with Norin and the burst token generators, there's also a small ETB and blink/copy subtheme, and a one-card combo finish that fits in with this subtheme, which can be found by Sunforger, which in turn is very accessable:
When you cast Hazezon, it should be for a TON of triggers for one of the Norin-friendly cards, allowing you to do broken things such as destroy all opposing artifacts and enchantments, draw a new hand, steal a bunch of permanents, destroy all the small creatures you don't like, or win through massive combat damage. The tokens are just an afterthought.
Currently, the deck is cobbled together with extra cards from my collection, but I will be looking to get a lot of cards to improve it during the next few weeks, which is why I'm posting on here for suggestions. Let's stick to a $10 per card maximum for now, though if the deck gets good I'll probably increase that limit or removed it entirely. I'll keep a list at the bottom of this post which contains all the things I have thought of on my own or that people have previously suggested.
Obviously the deck is going for a token theme. I haven't really done a lot with tokens, and since Hazezon is such a cool old legendary creature, I figured he would be a good choice to start with. I tend to prefer reusable token producers rather than one shot effects, though some one use cards are fine if they are very powerful and / or efficient. I'm also including a lot of land ramp since Hazezon has a high mana cost and works better the more lands you have in play. I'm planning to avoid artifact mana for the most part, but Sol Ring is simply an auto include. Other than that I'm looking at a pretty basic token strategy: make a ton of guys, pump them up, in swing in for a bucketload of damage. I haven't really seen any particularly unique ways to build Hazezon, but if someone has some cool ideas, I would love to hear them, even if they don't revolve around token strategies. Now, let's get to the list:
The Current Deck Stats
Average CMC: 4.09
1 Hazezon Tamar
Artifact (6)
1 Ashnod's Altar
1 Birthing Pod
1 Phyrexian Altar
1 Skullclamp
1 Sol Ring
1 Sunforger
Creature (20)
1 Acidic Slime
1 Craterhoof Behemoth
1 Duplicant
1 Emeria Angel
1 Farhaven Elf
1 Juniper Order Ranger
1 Keeper of Progenitus
1 Knight of New Alara
1 Qasali Pridemage
1 Rampaging Baloths
1 Restoration Angel
1 Reveillark
1 Rith, the Awakener
1 Sakura-Tribe Elder
1 Solemn Simulacrum
1 Stonecloaker
1 Stoneforge Mystic
1 Sun Titan
1 Tolsimir Wolfblood
1 Yavimaya Elder
1 Assemble the Legion
1 Aura Shards
1 Beastmaster Ascension
1 Collective Blessing
1 Fervor
1 Glare of Subdual
1 Heartbeat of Spring
1 Mana Reflection
1 Parallel Lives
1 Rest in Peace
1 Sacred Mesa
1 Stranglehold
1 Vicious Shadows
1 Warstorm Surge
Instant (6)
1 Boros Charm
1 Master Warcraft
1 Naya Charm
1 Return to Dust
1 Sundering Growth
1 Swords to Plowshares
Sorcery (13)
1 Boundless Realms
1 Conqueror's Pledge
1 Cultivate
1 Farseek
1 Genesis Wave
1 Increasing Devotion
1 Kodama's Reach
1 Nature's Lore
1 Rampant Growth
1 Skyshroud Claim
1 Storm Herd
1 Titanic Ultimatum
1 Warp World
1 Battlefield Forge
1 Boros Garrison
1 Boros Guildgate
1 Brushland
1 Command Tower
9 Forest
1 Graypelt Refuge
1 Gruul Guildgate
1 Gruul Turf
1 Jungle Shrine
1 Kazandu Refuge
7 Mountain
1 Pendelhaven
8 Plains
1 Selesnya Guildgate
1 Selesnya Sanctuary
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
1 Vitu-Ghazi, the City-Tree
As you can see, the mana base is extremely budget right now. I will be gradually improving that with the addition of shocks, filters, etc. Suggestions for what other lands to use as well as all the other cards in the deck are welcomed. I look forward to seeing what people will come up with!
1 Avenger of Zendikar
1 Doubling Season
1 Dauntless Escort
1 Mirari's Wake
1 Tooth and Nail
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Maybe a bit more ETB to make sure the blink spells have a good target? For example, maybe replace Sakura-Tribe Elder with Farhaven Elf.
ETB creatures can also generate tokens (http://magiccards.info/query?q=o%3Aenters+o%3Abattlefield+o%3Atokens+c!wrg+t%3A%22creature%22&v=card&s=cname) or buff them (Meadowboon).
Cathar's Crusade?
Ghostway?
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
The blink is mainly for Hazezon himself, so maybe I should just cut down on it and run more sac outlets instead, since those can benefit from sacing tokens. My other main deck is already pretty ETB focused, so I don't want to go too far down that road. Cathar's Crusade is definitely an awesome suggestion and something that will fit in quite well. As for Ghostway, it will go in if I work on the blink theme, but otherwise I will probably stay away from it since I will lose all my tokens.
Yeah I saw your thread, but it doesn't mean a lot to me because I have never read those books before.
That's pretty cool. Right now my tokens are pretty varied so I'll have to see whether those end up being worth running or not. I do wish I had a couple more global haste enablers in here so I'll see about getting some of those.
Got a chance to play a multiplayer game today and actually ended up winning, which was surprising to me considering how new the deck is. I was able to get out an early Sacred Mesa and use the tokens to hold off early assaults from Scion of the Ur-Dragon and Kaalia of the Vast while ramping up. Eventually I was able to cast Hazezon with 11 lands out and then bounce him with Stonecloaker at the last opponent's EOT. I untapped and cast Warp World with 30 permanents in play, while no other player had more than 10. I flipped into a bunch of lands (12), along with Emeria Angel and a bunch of other fairly large creatures. I also flipped Stoneforge Mystic which allowed me to grab Skullclamp and draw a bunch of cards, setting me up for next turn where I cast Titanic Ultimatum and True Conviction in the same turn to kill the whole table in one combat.
I also traded for a few cards which I will be adding in to the deck. These updates will be reflected in the OP once I get a chance to figure out exactly what changes I'm going to make.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
In:
Out:
EDIT:
In:
Out:
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Dauntless Escort is pretty sweet at protecting your armies. I don't know if it makes the cut, but its worth considering.
Mentor of the Meek might be good as card draw.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Thanks for the reply. I really like all of these suggestions. Also, for the haste enablers, would you consider Concordant Crossroads and Mass Hysteria to be worth it considering that they grant haste to opposing creatures as well?
Sprout Swarm -> Fervor
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
They're fine if you plan on winning with them. The cheap cost is great for sneaking them in alongside ways to boost your army. I don't think its horrible to give your opponents haste for a turn or two, but its bad if they come down too early.
You should probably run Mirari's Wake. It makes your tokens larger and it doubles your mana, pretty sweet for one card. Maybe its better then Mana Reflection? I'm not opposed to running as many mana doublers as you feel comfortable with, if you want to run both.
I also think you could be running Academy Rector. She has a 'dies' trigger for Pod. You have a lot of sweet enchantments, there is potential for more, and you already run sac outlets so your general doesn't become a liability.
She also opens up some fun and powerful lines of play with Tooth and Nail. TnN with Avenger and Rector, sac Rector with the Avenger trigger on the stack and get In the Web of War. There is always Avenger + Regal Force as well. Force goes well with the general and any green token makes.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
These cards definitely go on the list as long term wants. In the meantime, I've acquired a copy of Genesis Wave which is going into the list:
Hull Breach -> Genesis Wave
Also have an Eternal Witness coming which will make its way into the list. Any other suggestions?
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
I echo the sentiments on In the Web of War. I recall testing it in a Rith list on Cockatrice a few months back, and I remember it being bonkers with Hero of Bladehold. She attacks for 13 the turn she comes out? Yes please.
On that note, I also notice a lack of Hero of Bladehold. She can still be had for moderately cheap.
stuff
Good call. I probably have a Sigil Captain lying around somewhere from when I built my Ghave deck. For Hero of Bladehold, I guess I question whether it is useful enough. It's nice that it gives 2 tokens every time it attacks, but I feel like it would die pretty easily in combat since a 3/4 isn't really that big. I'm not too worried about the price, but I feel like it may not do enough by itself.
EDIT: Picked up some of the cards from my wishlist tonight to add in:
My question is what I should take out. I'm kind of thinking that the Sunforger package isn't worth it with only 6 targets currently in the list. I'm also thinking I will cut a couple lands as 40 seems like too many in testing. I think 38 is probably about right with all of the land ramp that I'm running. I'd love to hear some more opinions on this deck, especially from other token players, but anyone's ideas are welcomed and encouraged.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Neheb
Marath
Yidris
Sharuum
Yidris
I've never seen anything like my Hazezon before. The idea is to fill it full of cards that you can abuse with both burst token generators and Norin the Wary, who is extremely abusable in Naya colors. Cards such as:
Confusion in the Ranks
Warstorm Surge
Cathars' Crusade
Aura Shards
Cloudstone Curio
Mentor of the Meek
Beastmaster Ascension
Glare of Subdual
There's also a Captain Sisay subtheme,so important cards such as Norin, Miren, the Moaning Well, and Elesh Norn, Grand Cenobite are easily accessable.
Along with Norin and the burst token generators, there's also a small ETB and blink/copy subtheme, and a one-card combo finish that fits in with this subtheme, which can be found by Sunforger, which in turn is very accessable:
Congregation at Dawn
for
Elvish Visionary
Restoration Angel
Kiki-Jiki, Mirror Breaker
When you cast Hazezon, it should be for a TON of triggers for one of the Norin-friendly cards, allowing you to do broken things such as destroy all opposing artifacts and enchantments, draw a new hand, steal a bunch of permanents, destroy all the small creatures you don't like, or win through massive combat damage. The tokens are just an afterthought.
Mono Red's Strengths and Mono White's Strengths