Hazoret the Fervent

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Mythic Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common

Combos Browse all

Related Questions

Hazoret the Fervent

Legendary Creature — God

Indestructible, haste

Hazoret the Fervent can't attack or block unless you have one or fewer cards in hand.

, Discard a card: Hazoret deals 2 damage to each opponent.

Price & Acquistion Set Price Alerts

AKH

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Latest as Commander

Hazoret the Fervent Discussion

Pieguy396 on Great R/B Cards from Kaladesh ...

1 month ago

Fatal Push and Risk Factor are the two big ones for Modern. Hazoret the Fervent was big in Standard, and could be good in Modern as a 1-of or 2-of for in case games go long.

nUKe13 on nUKe13 Mardu Pyromancer

1 month ago

itachi45 I appreciate your upvote and your comment. Allow me to answer your questions/statements the best I can.

First, it’s awesome you are interested in what makes decks unique. Spicy techs are just that: a surprise and can often take a game from not being anticipated, especially in a midrange/control deck. However, some spicy techs may be less optimal. In modern, some cards are just better than others. If you’re playing an uncommon deck (maybe seen once in 10-20 matches), you already have the “spicy” unique build at LGS or FNM. What I’m trying to say is, if your opponent is expecting something (for example here: Blood Moon staying in or swapping out game 2/3) then you can “fake them out” and play mind games. Modern is so vast and ever evolving, that mind games play such a huge part in being successful. Mind games can often be more successful rather than a suboptimal “spicy” tech that doesn’t affect the board state as well as a generally accepted tech.

For my build, the unique techs I run are Lightning Helix, Hazoret the Fervent, Ensnaring Bridge, and Surgical Extraction over Leyline of the Void. Each plays to the advantage of 1) keep hand size low, 2) burn and play a faster game, and 3) add more instants to the graveyard to fuel Bedlam Reveler and Young Pyromancer.

Now, as to Mardu Pyromancer not topping major events. This is true. From what I’ve seen, and experienced, midrange is advantageous (somewhat) against everything, depending on how you sideboard. However, the meta has become so aggressive, it is hard to stabilize the game before getting wiped. Even games won against aggro decks (Burn, Tribal Humans and Spirits, grave-based decks like Dredge or Hollow One) are only won by a couple life. Hand disruption doesn’t work when a deck either 1) wants to have stuff in the grave or 2) plays so many small threats that it doesn’t matter if 1 of their 3/4 small threats get through. I don’t think U/W control is too bad since we can pressure their hand and field and become more aggressive than they can handle. Adding more aggressive tactics (since we don’t play to just “lol-nope” their stuff) allows us to outrace U/W control.

Basically, the meta is extra aggressive and Mardu Pyro takes too long to set up. Mardu has made some top contending spots, but not a top top spot, like you said. Some source to reference to see how Mardu Pyromancer is doing in top events:

https://www.mtgtop8.com/format?f=MO

Honestly, Mardu Pyromancer isn’t bad. The sideboard and game plan need to be altered to combat the aggressive meta game. I’m excited to see what comes out for Rakdos and Orzhov in the next Ravnica set. Maybe we get some good techs? Hope this helped!

nUKe13 on nUKe13 Mardu Pyromancer

1 month ago

captainamerica, thank you for the comment (in addition to the reasoning behind it)! I do, however, have to agree with Evelyn_Bonnie.

I personally don’t like Risk Factor because it feels like a “win-more” card. If your opponent is only at 4 life, you’re already in a good spot. If Risk Factor is in opening hand, it doesn’t set up field or gy for synergy. Also, adding more 3 cmc cards in the build lowers amount of spells to cast a turn. Mardu works well casting discard (1 cmc) and removal (2 cmc) generally. Basically, opponent will do whatever is more convenient for them. We want more control. Faithless Looting and Bedlam Reveler fuel card draw pretty well.

This brings up the next points: Hazoret the Fervent and Ensnaring Bridge. Both are great in Mardu Pyromancer since both encourage the game plan already in progress. Dog Mom is great against big creature decks (like Jund or Grixis Death's Shadow). Path to Exile is problematic, but that’s the basic “dies to removal” argument/excuse. Dog Mom is hasty/burn for the long game, which this deck is built to do.

Ensnaring Bridge shuts down Bant Spirits or other anthem/tribal decks (along with Anger of the Gods. Also, Collective Brutality is awesome with this game plan.

Both support and synergize with each other. If you want to play Risk Factor, go for it! I don’t think it helps since opponent holds the choices. Risk Factor may belong more in a burn deck, but even burn doesn’t generally play Browbeat so there must be a reason. Maybe “jumpstart” is the game changer, but I think Mardu can forego Risk Factor.

Thanks again for your comment captainamerica!

Edit: editing and Infect and Tron would like to have a word with you about “Indestructible” not being Modern relevant.

nUKe13 on nUKe13 Mardu Pyromancer

2 months ago

Evelyn_Bonnie the deck runs very strict on card ratios. Not much flexibility (maybe only 3-5 flex spots in most builds). Some use planeswalkers. That’s totally fine! I prefer more removal (additional Dreadbore), more flexibility (Collective Brutality), and a mainboard beast of a creature, Hazoret the Fervent.

Planeswalkers are great and can be built around. I personally want to build around spells, instants, and low hand size (kept low from Hazoret the Fervent). Play the Walkers if you’ve got em! I personally don’t like them too much here.

WhichKing on neheb and roll

2 months ago

Hazoret the Fervent helps you convert dead cards in hand into damage. She's also indestructible, so she'll ensure that your Pyrohemia will stay on the board no matter how much damage you pump into it.

Xica on Strongest Color?

4 months ago

sergiodelrio

You have some major misunderstandings if you think that Liliana of the Veils -2 can even hit Gideon of the Trials (hint: its related to the question "when can you use pw abilities?")

So heres my evaluation of the colors:

  • - has the best card value, from Dark Confidant, Liliana of the Veil, Thoughtseize, Gurmag Angler, Death's Shadow to stuff like Ad Nauseam - but if you takd a step back and pretend that you forgot the decks that are built to abuse these cards, all of them habe some significant drawbacks. They are often the best core cards but need support to be viable. Black is also the second best color for hate cards.

  • - best hate cards. Rest in Peace, Stony Silence, Rule of Law... etc. Its also the king of "symmetrical" (and crippling) effects and exile - exiling creatures is VERY underutilized at the moment, just consider what Declaration in Stone does to hollow one...

  • - ramp, best fatties, insa card that support creature based strategies & ways to deal with anything but creatures. I think Primal Command & Tarmogoyf sum it up pretty well

  • - is the color of counters, stupid stuff with spells (Snapcaster Mage, Gifts Ungiven... etc.) and nearly great cards, like Vapor Snag, Reality Shift, As Foretold, Disrupting Shoal, Delver of Secrets  Flip and the list goes on. Its also USED TO BE the undisputed king of card filtering and card advantage but that got banned (Ponder, Brainstorm, Treasure Cruise) we have Search for Azcanta  Flip, Serum Visions - the draw package is much more intact than filtering (sadly it was weaker to begin with). Problem is that red is arguably better at filtering with its loot effects - scry is good for miracles if its preceeded by a draw, while looting supports any strategy that is willing to get its hands dirty with using the grave (lets hope surveil makes blue better). (And black has plenty of good draw engines.) So its basically counters + stupid support cards for instants & sorceries.

  • - is a pretty good color that is pretty nice all around, but gets little to no credit as burn is an easy cop out answer wjen asked "what does red do?". Yeah it has reach, but it also has Blood Moon, Koth of the Hammer, Faithless Looting, Through the Breach all great quality cards that need no introduction. And it has some of the best 4 & 5 drops (Hazoret the Fervent, Stormbreath Dragon) - which are great in the push + bolt meta (and not that bad when you got the help of path to be able to play them early), and the vest 1drops - yes Goblin Guide is not bad - but its no Grim Lavamancer. Oh and it has all the mana acceleration you may want - Vessel of Volatility & Infernal Plunge are absurdly underappreciated cards - the former is basically a fixed Seething Song that can't be abused by storm, the latter is frickin Dark Ritual if you have cheap creatures in your deck - which is an achievable goal (not for storm though, apparently Wotc hates storm).P.s.:if you have run the old squee, all the loot effects becom card advantage engines.

During my recent excursions into mono red hollow one land, i relized that there are stupidly powerful lands like Nephalia Academy or Scavenger Grounds that simply don't fit into 3 color decks. Am i the only person who sees these cards a very good reason to not get greedy with color splashing?

zAzen7977 on LILIANA'S REVENGE (Mardu Demigod Control)

4 months ago

Thanks Hunson_Abadeer!

Off the top of my head, I remember playing against G/B Infect, G/R Ramp/Devotion, Mono-G Aggro, Mono-B Control/Discard, B/W Zombies, and B/U/W Spirit Control.

The only deck I had trouble with was the zombie deck, because it was fast, I drew slow hands, and I didn't maindeck any graveyard hate. So I added Kalitas, Traitor of Ghet to help with that. But overall, the deck performs very well.

I found that once a Phyrexian Obliterator or Hazoret the Fervent hit the board, unless my opponent could remove it immediately, it was pretty much GG, since this deck snowballs very fast.

I'm planning on competing with it more once my work schedule opens up.

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