This card does literal nothing on turn 4, and at best sets up for 3 mana 2 damage on turn 5.
This... isn't true.
First, it won't always do nothing on T4. A single 0cc spell or card disadvantage spell/ability anywhere in your curve will get you there. Or any mulligan, for that matter.
Second, even if this can't attack on T4, it sets up your reach engine (which depending on the board state may be a lot more valuable than a generic hasted creature). And it will usually be able to attack the turn after resolving. That's far more than "at best sets up for 3 mana 2 damage on turn 5" considering it can represent at least 7 damage with one activation and an attack.
Not sure where you're getting any of these ideas...
And that's completely ignoring any value this has as a topdeck, indestructible source of reach, or as a backup discard outlet.
I'm going to try Hazoret over Hero of Oxid Ridge. Nothing against Hero but I think Hazoret can act as a unique finisher for aggro decks. I've played many a game only to get my opponents to 1 and eventually lose because combat stalled and I couldn't get that final damage through. Hazoret answers this problem by providing the inevitability of death similar to that of sulfuric vortex but on an indestructible body. This two pronged blitz of attacking and shocking I feel can be quite powerful.
Sure sometimes the haste on Hazoret will not be useful right on turn 4 but he should definitely be attacking by turn 5, and if not answered quickly should win the game on his own. Seems pretty good for a splashable 4 drop.
I love activated abilities like Hazoret's, I like that he's splashable, but I don't think many of the decks that can play him really want him. If he could target creatures I'd definitely give him a shot.
As-is, I'd only really have a home for him in RDW. Maybe if I still ran Pox/Stax he'd be worth it...
[quote from="Metamind »" url="http://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-card-and-archetype/cube-new-card-discussion/773735-akh-cube-hazoret-the-fervent?comment=46"]
Red aggro wants to cast its 4 drops on turn 4. This card does literal nothing on turn 4, and at best sets up for 3 mana 2 damage on turn 5. Not impressive at all.
I usually play aggro decks with 16 lands, so getting to four lands on turn four is not that likely nor that desirable either. The fact that I am playing 1-3 four drops makes this even less likely. I am happy landing my other business spells. An exception can be made if I hold back creatures in fears of overextending, but then playing Hazoret itself is a good play.
This card strikes me as really well designed. If you run a super low curve deck, you want to run light on lands. In that build, getting to hellbent+1 will be much easier on curve while getting 4 lands in play will not be. With a higher curve, you'll need more lands making the 4 land target easier, but making it less likely you can get to hellbent+1 on T4. It's an interesting puzzle and I think the card was designed with that goal in mind. My feeling is it's going to get different reviews from different groups. That said, I feel it's likely to be mostly positive because the reach on this is pretty undeniable.
One thing that seems easy to misplay on this card though... With it in your deck, I can see people being overly aggressive with mulligans since starting with 1 fewer cards makes turning this on theoretically easier. But with only 1 copy - and the fact that playing with fewer cards is both a disadvantage and makes it harder to find that 4th land - I feel like that's probably never going to be the right mulligan approach. But I guess we'll see.
[quote from="Metamind »" url="http://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-card-and-archetype/cube-new-card-discussion/773735-akh-cube-hazoret-the-fervent?comment=46"]
Red aggro wants to cast its 4 drops on turn 4. This card does literal nothing on turn 4, and at best sets up for 3 mana 2 damage on turn 5. Not impressive at all.
I usually play aggro decks with 16 lands, so getting to four lands on turn four is not that likely nor that desirable either. The fact that I am playing 1-3 four drops makes this even less likely. I am happy landing my other business spells. An exception can be made if I hold back creatures in fears of overextending, but then playing Hazoret itself is a good play.
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You will hit your 4th land drop in a 16 land deck 64.02% of the time on the play and 73.93% of the time on the draw with a 7 card hand. Whether or not those percentages count as "not that likely" is up to you.
I don't think god mode will be all that hard to activate in the right decks. Not to mention this is just about the best topdeck you could hope for in later turns if you are playing aggro. I'm probably going. To test this out over Hero of Oxid Ridge. And yes the discard is expensive but in the late game pitching your lands and one drops for face burn is really good. I think this God is going to reward skillful play and be a great cube addition. Count me in.
I've been thinking of trying to fit Avalanche Riders back in, wondering how to find room. Now WotC prints this. Ugh! This looks pretty good. I just wish we'd stop getting great 4 drops, especially in red and white. Other colors and other casting costs need some love (I'm looking at you, black 5 drops).
You will hit your 4th land drop in a 16 land deck 64.02% of the time on the play and 73.93% of the time on the draw with a 7 card hand. Whether or not those percentages count as "not that likely" is up to you.
If we take mulligans into account it should drop further (reasonable assumptions are that any 5+ land hand is a mulligan in red aggro and every 1- land hand too. But, I'm also more likely to mulligan a 4 land hand than a 2-3 land hand, which is hard to quantify).
4 drops don't always resolve on T4 in aggro. They resolve when you draw/play your 4th land, which is often closer to T5 or T6 in 15-16 land aggro decks. This gives you an extra turn to deploy multiple cheap 1-2cc spells (or an extra 3-drop or two), which in turn will make Hazoret more likely to be active. I think it'll be able to attack just as early as the other red hastey 4cc aggro beaters more often than people think. Especially in 2-color aggro decks that may've been forced to wait an extra turn for a 2RR cost instead of a 3R cost (which can happen sometimes, especially after mulligans).
I hate this. Usually when you cast your 4 drop curve topper in mono red you still probably have a couple burn spells in your hand. Meaning this guy comes down and does stone nothing. I'd rate him behind just about every red mythic 4 drop ever printed.
For those running him, how has this guy perfomed? I'm currently testing him, but no one has drafted him. How does he compare to Pia and Kiran Nalaar?
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Hazoret is a mixed bag. She's much harder to deal with than Hero of Oxid Ridge, but Hazoret can be awkward in aggro decks with Armageddon or Wheel of Fortune. I think P&K Nalaar is the much better card. Hazoret has a very redundant role since there's Hero of Oxid Ridge / Hell Rider / Koth / Fleetwheel Cruiser in the 4-drop haste department where nothing comes remotely close to P&K Nalaar's token generation / fling effect in the 4-drop section. I would play P&K Nalaar in the smallest of cubes.
Hazoret, the Fervent has been good for us at 450 unpowered. Mostly an inclusion in aggro decks, where she's an incredible topdeck and provides insane reach. But she also has seen play in RX Wildfire.
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How's this card looking for everyone a couple years down the line? Dare I say, I cut Hellrider for this lady and have never looked back. The indestructible, guaranteed shocks and graveyard synergies just did it for my playgroup, especially during late game board stalls.
How's this card looking for everyone a couple years down the line? Dare I say, I cut Hellrider for this lady and have never looked back. The indestructible, guaranteed shocks and graveyard synergies just did it for my playgroup, especially during late game board stalls.
I think Hellrider is a lot better in most cubes. Especially with the wealth of 2 and 3 cc token generators in red, that card often swings for 7+. And 4+ of that is unblockable, automatic damage which is efficient reach for red.
I would look to cut something else instead. Hazoret is an ok red 4 drop, but I wouldn't play her at 360.
Hazoret has really grown on me and now I think it's very good. Glad I tested it.
My recent 4 drop red cut at 540 was Hero of Oxid Ridge. Hazoret does so much work in so many matchups and if you're not sold on it like I was then give it an extended test run.
Hellrider IS way better than Hazoret, but it's also clearly the best red 4 IMO, so that's a bit of an unfair standard.
I've been quite happy with Hazoret. She's not as good when you're curving out and beating face, but she's still fine there and there are definitely games she wins you because she's so resistant to removal and gives you so much reach that the other 4's wouldn't. I think she's probably the 2nd worse 4 I'm running now, but they'd have to print something pretty dang strong to knock her off.
This... isn't true.
First, it won't always do nothing on T4. A single 0cc spell or card disadvantage spell/ability anywhere in your curve will get you there. Or any mulligan, for that matter.
Second, even if this can't attack on T4, it sets up your reach engine (which depending on the board state may be a lot more valuable than a generic hasted creature). And it will usually be able to attack the turn after resolving. That's far more than "at best sets up for 3 mana 2 damage on turn 5" considering it can represent at least 7 damage with one activation and an attack.
Not sure where you're getting any of these ideas...
And that's completely ignoring any value this has as a topdeck, indestructible source of reach, or as a backup discard outlet.
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Sure sometimes the haste on Hazoret will not be useful right on turn 4 but he should definitely be attacking by turn 5, and if not answered quickly should win the game on his own. Seems pretty good for a splashable 4 drop.
As-is, I'd only really have a home for him in RDW. Maybe if I still ran Pox/Stax he'd be worth it...
I usually play aggro decks with 16 lands, so getting to four lands on turn four is not that likely nor that desirable either. The fact that I am playing 1-3 four drops makes this even less likely. I am happy landing my other business spells. An exception can be made if I hold back creatures in fears of overextending, but then playing Hazoret itself is a good play.
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One thing that seems easy to misplay on this card though... With it in your deck, I can see people being overly aggressive with mulligans since starting with 1 fewer cards makes turning this on theoretically easier. But with only 1 copy - and the fact that playing with fewer cards is both a disadvantage and makes it harder to find that 4th land - I feel like that's probably never going to be the right mulligan approach. But I guess we'll see.
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You will hit your 4th land drop in a 16 land deck 64.02% of the time on the play and 73.93% of the time on the draw with a 7 card hand. Whether or not those percentages count as "not that likely" is up to you.
Guess I'll try to find room for this.
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If we take mulligans into account it should drop further (reasonable assumptions are that any 5+ land hand is a mulligan in red aggro and every 1- land hand too. But, I'm also more likely to mulligan a 4 land hand than a 2-3 land hand, which is hard to quantify).
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(Spoiler: A nice option as an agro finisher with some built in reach for when you can't punch through. Graveyard synergies never hurt either)
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I think Hellrider is a lot better in most cubes. Especially with the wealth of 2 and 3 cc token generators in red, that card often swings for 7+. And 4+ of that is unblockable, automatic damage which is efficient reach for red.
I would look to cut something else instead. Hazoret is an ok red 4 drop, but I wouldn't play her at 360.
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Hazoret has really grown on me and now I think it's very good. Glad I tested it.
My recent 4 drop red cut at 540 was Hero of Oxid Ridge. Hazoret does so much work in so many matchups and if you're not sold on it like I was then give it an extended test run.
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I've been quite happy with Hazoret. She's not as good when you're curving out and beating face, but she's still fine there and there are definitely games she wins you because she's so resistant to removal and gives you so much reach that the other 4's wouldn't. I think she's probably the 2nd worse 4 I'm running now, but they'd have to print something pretty dang strong to knock her off.
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