If you clicked on this decklist to find something with every card choice thematically revolving around House Martell from a Song of Ice and Fire, I regret to inform you that the most theme I have for that is my general, Hazezon Tamar, and his Sand Warrior guys, and the fact that my sleeves for this deck happen to be orange in color (Dragon Shields - excellent for shuffling CMDR decks, always come with 100 sleeves + a few extras).
Anyschways, onto some deck history. This deck is actually a combination of two other decks I ran that worked quite well individually, but one day, as I was browsing through ebay, I found this Italian copy of Hazezon that was going for less than $20. I thought, "heh, that's a great deal, let's put a bid on it and see how quickly I get out-bid." But alas, I never got out-bid. When I got my copy of Hazezon, I felt it'd be a crime not to have a proper deck for him. I took my Gahiji deck which focused on quality creatures and attack triggers (you can find that decklist here: http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/536175-gahiji-haymakers), and I took my Kiki-Jiki deck which was all about ETB effects, found some cards that synergizes with these, and sort of smashed them all together.
Strategy
I like to think of this deck as being Boros with ramp. Spend the first few turns ramping and playing support cards, then play out the big things in the mid game. This deck is explosive enough to be able to end the game fairly quickly, and can keep the momentum moving if one or two explosive turns aren't enough.
The biggest weakness of this deck is likely its all-in style when attacking. Yes, it can kill three other players in a single combat phase, but it has a hard time when another horde sweeps in at you right after. I'm thinking about finding more ways to grant vigilance to put in here, and Fog effects too. The other primary weakness of this deck, which isn't quite as hard to overcome as its lack of blocking ability, is control in the form of counters and board wipes. This deck does function quickly enough that it can quickly recover from a Wrath of God and counters are only temporary road blocks. Unless done oppressively, control strategies should only serve to slow this deck down.
Now What?
As stated above, I'd like to improve this deck through more vigilance-granting and Fog effects. Heliod, God of the Sun, Riot Control, and Haze Frog will be likely future additions. Also, the small number of basic lands I run in this deck hasn't proved to be a huge problem yet, but I've run into times where I totally run out of basics while ramping. I'll probably work on this in the future by cutting duals that ETB tapped without any other function (Guildgates, Ancient Amphitheater, etc), adding only other duals that are A. extremely efficient (Savannah), or B. provide extra functionality (Temple of Triumph).
If you clicked on this decklist to find something with every card choice thematically revolving around House Martell from a Song of Ice and Fire, I regret to inform you that the most theme I have for that is my general, Hazezon Tamar, and his Sand Warrior guys, and the fact that my sleeves for this deck happen to be orange in color (Dragon Shields - excellent for shuffling CMDR decks, always come with 100 sleeves + a few extras).
Anyschways, onto some deck history. This deck is actually a combination of two other decks I ran that worked quite well individually, but one day, as I was browsing through ebay, I found this Italian copy of Hazezon that was going for less than $20. I thought, "heh, that's a great deal, let's put a bid on it and see how quickly I get out-bid." But alas, I never got out-bid. When I got my copy of Hazezon, I felt it'd be a crime not to have a proper deck for him. I took my Gahiji deck which focused on quality creatures and attack triggers (you can find that decklist here: http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/536175-gahiji-haymakers), and I took my Kiki-Jiki deck which was all about ETB effects, found some cards that synergizes with these, and sort of smashed them all together.
Without further ado, here is the deck
7 Hazezon Tamar
Lands
3 Mountain
4 Forest
3 Plains
1 Command Tower
1 Jungle Shrine
1 Temple Garden
1 Stomping Ground
1 Sacred Foundry
1 Temple of Abandon
1 Temple of Plenty
1 Sunpetal Grove
1 Kazandu Refuge
1 Graypelt Refuge
1 Ancient Amphitheater
1 Boros Guildgate
1 Gruul Guildgate
1 Selesnya Guildgate
1 Temple of the False God
1 Terramorphic Expanse
1 Evolving Wilds
1 Naya Panorama
1 Mountain Valley
1 Grasslands
1 Tranquil Thicket
1 Forgotten Cave
1 Secluded Steppe
1 Mosswort Bridge
1 Spinerock Knoll
1 Kessig Wolf Run
1 Homeward Path
2 Restore
2 Sakura-Tribe Elder
3 Wood Elves
3 Harrow
3 Farhaven Elf
3 Cultivate
4 Tempt with Discovery
4 Oracle of Mul Daya
4 Solemn Simulacrum
Answers
1 Swords to Plowshares
1 Condemn
2 Hull Breach
2 Boros Charm
3 Oblivion Ring
3 Beast Within
3 Mercy Killing
3 Oblation
4 Faith's Reward
5 Acidic Slime
2 Clan Defiance
Utility
1 Skullclamp
2 Goblin Bombardment
3 Eternal Witness
3 Dauntless Escort
4 Marshal's Anthem
5 Karmic Guide
5 Kiki-Jiki, Mirror Breaker
5 Genesis
5 Mirari's Wake
6 Soul of the Harvest
6 Lurking Predators
1 Legion Loyalist
3 Aggravated Assault
3 Frontline Medic
3 Beastmaster Ascension
4 Sarkhan Vol
4 Ogre Battledriver
4 Anger
5 Balefire Liege
5 Urabrask the Hidden
5 Savage Beating
6 Homura, Human Ascendant
6 Kamahl, Fist of Krosa
6 Victory's Herald
6 True Conviction
Token Puke
2 Luminarch Ascension
4 Hero of Bladehold
5 Siege-Gang Commander
5 Kazuul, Tyrant of the Cliffs
5 Assemble the Legion
6 Dragon Broodmother
7 Myr Battlesphere
7 Avenger of Zendikar
7 Chancellor of the Forge
Beats
4 Tajic, Blade of the Legion
4 Odric, Master Tactician
4 Hellrider
4 Purphoros, God of the Forge
5 Gahiji, Honored One
6 Aurelia, the Warleader
7 Gisela, Blade of Goldnight
3 Genesis Wave
Strategy
I like to think of this deck as being Boros with ramp. Spend the first few turns ramping and playing support cards, then play out the big things in the mid game. This deck is explosive enough to be able to end the game fairly quickly, and can keep the momentum moving if one or two explosive turns aren't enough.
The biggest weakness of this deck is likely its all-in style when attacking. Yes, it can kill three other players in a single combat phase, but it has a hard time when another horde sweeps in at you right after. I'm thinking about finding more ways to grant vigilance to put in here, and Fog effects too. The other primary weakness of this deck, which isn't quite as hard to overcome as its lack of blocking ability, is control in the form of counters and board wipes. This deck does function quickly enough that it can quickly recover from a Wrath of God and counters are only temporary road blocks. Unless done oppressively, control strategies should only serve to slow this deck down.
Now What?
As stated above, I'd like to improve this deck through more vigilance-granting and Fog effects. Heliod, God of the Sun, Riot Control, and Haze Frog will be likely future additions. Also, the small number of basic lands I run in this deck hasn't proved to be a huge problem yet, but I've run into times where I totally run out of basics while ramping. I'll probably work on this in the future by cutting duals that ETB tapped without any other function (Guildgates, Ancient Amphitheater, etc), adding only other duals that are A. extremely efficient (Savannah), or B. provide extra functionality (Temple of Triumph).