|Commander / EDH||Legal|
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|Masters Edition III (ME3)||Rare|
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Legendary Creature — Human Warrior
When Hazezon Tamar enters the battlefield, put X 1/1 Sand Warrior creature tokens that are red, green, and white onto the battlefield at the beginning of your next upkeep, where X is the number of lands you control at that time.
When Hazezon leaves the battlefield, exile all Sand Warriors.
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Hazezon Tamar Discussion
4 days ago
Thanks for the suggestions.
I actually ran Verdant Force in the early days of the deck, but found it EXTREMELY slow. For 8 mana, I was very happy to swap it out for Utvara Hellkite. Unfortunately, Verdant Embrace is just as slow.
I've gone back and forth on Second Harvest, but have never actually tired it out. I'll give it a relook.
I really enjoy Goblin Bombardment (especially when paired with Goblin Sharpshooter) and it's been on Rith's maybeboard for ages now. But I think it's probably just a better fit in my Hazezon Tamar deck than in this one.
4 days ago
I'll give Heroic Intervention a hard look. I've got a couple (from Standard) so it'd be easy to swap one in. I like Boros Charm in that role (because of all the additional modes), but the redundancy from Intervention could be nice.
That's SO cool to hear you're breaking Rith out again too!
And yeah, Naya has some absolutely insane ETB effects ... I've got those (and also a bunch of sac' effects) in my Hazezon Tamar deck. With Rith though, I basically just have Mana Echoes and some X-spells ... leaving room for a few Dragons :-)
Also, watch out other Token decks if you run Pandemonium, because it's symmetrical. IMO, Warstorm Surge is well worth the extra mana.
5 days ago
Very well, here's my latest jank for your consideration (take your time)
Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.
Harvest Season/(Growing Rites of Itlimoc Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)
(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.
Continuing my quest of exhausting every possible card advantage option known to beast, god and man:
Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)
Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.
Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.
(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).
(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.
Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).
Other misc. cards which you've probably already considered and rejected, but just in case:
(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).
Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.
(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.
(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)
(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.
Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)
Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).
(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.
2 months ago
Love the deck to death, just bought my own Hazezon Tamar, though I am curious as to why you don't run Zada, Hedron Grinder? a lot of possible card draw/token buff w/ cards like Expedite or Accelerate. Also, maybe a bit cheese, but other Purphoros effects wouldn't be bad I think (Impact Tremors)
2 months ago
I'm going to make my comments here relatively brief, if you don't mind.
You have about zero removal or interaction, which worries me (excluding Price of Glory and City of Solitude, which are proactive). I would simply never leave home without Beast Within and Swords to Plowshares, at least.
Meekstone would be bonkers here. Might be worth picking up a copy.
Eldrazi Monument seems absolutely vital here. Gives you protection against board wipes, and even more evasion to boot. Speaking of protecting against board wipes, Selfless Spirit and possibly Dauntless Escort.
You seem VERY worried about counterspells here, in a (mostly) non-combo deck: you have Vexing Shusher and no less than FIVE "play only during your own turn" cards. Those largely seem like wasted spots - you're going wide, so I'd be much more worried about mass removal, no matter whose turn it is on.
Mother of Runes seems...okay? Protection is helpful, I guess, but she's more suited towards a deck that goes tall rather than wide. Speaking of going wide, True Conviction is neato, and Hazezon Tamar could fit in the 99 here.
And finally, for a deck that's 60-75%, you're sure investing a lot of money and using a lot of high-power cards. Might want to reevaluate how you look at what "75%" is.
2 months ago
This could actually relate to several creatures with similar boardwide effects, but with Hazezon Tamar, his ability says 'When Hazezon Tamar leaves the battlefield, exile all Sand Warriors."
My question is more whether "sand warriors" can only be considered a single creature type, or can each word be considered listed as it's own individual creature type?
Would also be super appreciative of being pointed to a specific rule from the list that makes that clear, I couldn't turn up anything in my search ( apparently not sure what to search for when it comes to looking through the rules )
2 months ago
4 months ago
Karzalar thanks for the +1 and your welcome for the discovery. I found him by accident and I have to say he is one of the more fun commanders to play. Most people have never seen him or know the true power potential this deck can bring. (Mine is an Italian version because it's thier flags colors and why not). Having said that you either have to protect him or kill him before his trigger resolves otherwise the sand warrior tokens are easily removed. That's why I have the Goblin Bombardment if they are gonna die they might as well fly. The idea you had to switch the Into the Wilds out for a land fetch was definitely a good one. Into the Wilds is a hit or miss, great when it hits bad when it misses so thank you. I hope you have as much fun with Hazezon Tamar as I have.