Hazoret the Fervent


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet Mythic Rare
Masterpiece Series: Amonkhet Invocations Common

Combos Browse all

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.

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Hazoret the Fervent Discussion

JassemT on Jund Negative Counters

1 day ago

Mr. Bombastic. Thank you for your suggestions, and taking the time to jot them down. I've gone through them, despite having tried some of this when I first built the deck, until I see some of this on paper I can't be certain of some things. Though there are some of your suggestions that which I've already play tested through, which have worked they're ways out.

For your mana section. Attune with Aether, Aether Hub, and Harnessed Lightning have already been play tested out. Their usefulness is lost against Solemnity, which is a commonly sideboarded card against me. Most of the deck can be worked around Solemnity like Cut / Ribbons where Harnessed Lightning fails, and I do have enchantment removal. But, having it in the deck doesn't mean it's in the hand when needed. Also, 3 more lands is unnecessary, especially if you recommend 4 Attunes; cause this will cause the deck to flood out. (Take it from the person who plays the deck.) I'm noticing I have a rare mind set on mana, and I'm a rare person who is willing to take a chance at a slower pace Mana, for the other odds of untapped dual land entry. If I get a Blooming Marsh, one of the "Show Lands" and a Bicycle Land. I can turn 1 a Soul-Scar Mage and turn 2 a Hapatra, Vizier of Poisons. Let's stop there with that example. But I've had plenty of games of getting to 5 mana, all duals, and entering all untapped or the first one being tapped. I can live with that. Plus, the ability to ditch the Bicycle lands later, or pitch them with Hazoret the Fervent is nice.

For the Creatures section. Ammit Eternal is a strong creature. It synergizes well with only some of my deck. I can't speak for yours. With out Hapatra, Vizier of Poisons or an Obelisk Spider out, there isn't too much pay off to the Ammit. Which to skip ahead, if you haven't tried the Spider I would recommend it, especially if you get 2 of them out together. It's not just a synergy piece. The Spider helps deal with flyers, slows down RDW, and can survive a Sweltering Suns, much like an emptied Channeler Initiate. Hapatra, Vizier of Poisons is a key piece to the deck, can help get things started or can help catch up mid-game. Though once she's unable to get through to hit the player, her usefulness wears out. Unless there is an Ammit out, then I get a snake each time the opponent plays a card. Haptra can also recharge the Channeler Initiate, which is fun and helpful. Now I will humbly disagree with you on the Harsh Mentor. I would imagine some of this has to do with local meta. Against Man-Lands, B/G Energy, Electrostatic Pummeler, RDW's Ramunap Ruins and sh*t like that, he's a life saver and usually the "unsung hero". Plus, not EVERYTHING has to be synergistic. If that were the case, the version of this deck that's primarily Black and Green is more synergistic. Yet, the ones I've played against can't complete, even though they can compete. Same thing back to Hazoret the Fervent. Not every piece need be synergistic, some just helps win or close the game. Now I'll be fair that Samut, Voice of Dissent is really just a curve and flavor card, much like Glorybringer (Even though a Glory, with a Soul and Hapatra is fun.. but a lot of effort just for a snake.) If I make the Green/Black version of this, the Crocodile of the Crossing is a shoe in. But I'm not, so he isn't. He gives me snake, a single moment of drain, or a charge on the Channeler... I'll take Indestructible over that.

The rest section. Sweltering Suns doesn't have to only be fired off with a Soul-Scar Mage, Hapatra, Vizier of Poisons and an Obelisk Spider out. It's has a great use of clearing out insane boards like RDW's, Zombies, and that crazy B/W Token-Death-by-a-Thousand-Cuts. So, it's not really a dead card, perhaps just one that needs more experience behind it. Plus, it cycles for those few times when my board is crazier than theirs. For your thoughts on going wide, I think you've failed to notice that there is NOT a Nest of Scarabs in the deck. It was, then got worked out due to the value of Deathtouch against a Bristling Hydra. Sometimes I can go wide with some snakes, but they're more for defense purposes. For the Skysovereign, Consul Flagship, it is a new addition to the deck but it's done some work. You seem to be contradicting yourself at this point, where you mention going wide yet feel there isn't a way to crew 3. Ever seen a Skyship piloted by 2 snakes and a spider? It was hilarious. My next act will be Prowessing up Soul-Scar Mage to crew. Also, the damage it deals synergizes very well thanks to the Soul-Scar Mage, in the same way Glorybringer, Chandra, Torch of Defiance's -3 ability, and Samut, the Tested's -2 ability does. It doesn't have to kill everything, even if it just makes things smaller. An Exerted Glory with a Soul turns Rhonas and Kefnet into 1/1, kills Hazoret, and turns Oketra and Bontu into over-hyped 0/2. For Samut, the Tested, it comes back to mixing it up. Her -2 ability can produce 2 triggers of a Hapatra or Spider, whereas Chandra's -3 only produces 1 trigger. Her +1 ability on Hazoret is a kick in the teeth. Also plussing her on Soul-Scar Mage and swinging in with just him is a great way to catch people off guard, whether they block or not cause any or a combo of Shock, Abrade and Blur of Blades can sneak through more damage than was expected. Oops, the Blur of Blades is a sideboard update I've yet to do. I'll tweak this in the evening.

Again, thank you for the recommendations and suggestions. I hope I addressed some of them in a meaningful and explanatory fashion to at least help explain my rationale. Something I should put in the Description perhaps, is that this deck isn't meant to be all things negative, the G/B version is more so. This deck utilizes a lot of key Neg abilities to survive, have blockers, and kill Gods and Hydras. Most of your suggestions would more change the deck, rather than improve it. A friend of mine has built the G/B version that contains the stuffs you've mentioned. He's working to splash Red for.. well, red stuffs. I'll certainly put your thoughts to paper to see what it looks like, though my expectations will be based on comparison.

As a small point of fact, the FNM that was the day before your post, I took this exact mainboard to 2nd place in a ~16 ppl field, if that helps give you some confidence in this rig.

Thank you for taking the time to read this.


MrBoombastic on Jund Negative Counters

3 days ago

Several suggestions -

Mana base:

  • First off you need to include more lands, at least 24.

  • I'd play 4x Attune with Aether on top of your 21 lands. This fixes your mana and gives you access to both Aether Hub and Harnessed Lightning, which seems better than Cut / Ribbons. Attune does demand more basics, but that is fine, since we want to play on curve and therefore not have too many lands that ETB tapped. Having a lot of lands to cycle away lategame generally isn't worth the loss of tempo.


  • Ammit Eternal is a strong creature, which synergizes well with our deck. I'd definitely play the full playset. Same thing with Hapatra, Vizier of Poisons. I know she's legendary, but she will eat loads of removal. You should be quite happy about the games where you get to keep a spare in hand. Channeler Initiate should also be a playset due to great synergy.

  • People expected a lot of Harsh Mentor, but he proved to be less than worthwhile. We're not an aggro deck and he synergizes in no way. Out. Same with Hazoret the Fervent and Samut, Voice of Dissent. Great cards, just not so much here. All three should go. Crocodile of the Crossing is a great alternative to Hazoret, given that it can attack the turn it enters and it has -1/-1 counter synergy.

  • I personally do not care much for Obelisk Spider. It looks grindy and doesn't seem to do much by itself except for leeching a bit. I haven't tried it out though, so I might be all wrong on that one.

The rest:

I really like the idea of Soul-Scar Mage in a deck that revolves around negative counters. Hopefully this will help you improve it.

Jackinator56 on Mono-blue Engulf

5 days ago

TepigAggro I run them because it lets me run more lands while cycling them late game, and they count for islands for Engulf.
Devinmlake I like running Commit / Memory for control matchups, and other times it's useful too. It deals with things like Hazoret the Fervent or Liliana's Mastery, and you can be tricky and flash the Memory half with Gearhulk on end step. I don't like Baral because it turns on our opponents removal. By only running gearhulks, ulamog, and sphinx, their Hour of Devastation, Magma Spray, Fatal Push, etc. are dead cards. I'm not sure about countervailing winds because early game or after a memory it can whiff.

Aceleron on Aggro Minotaur - Game Day Edition

5 days ago

arice332534 so I thought a bit about what I could need to compete against the decks that are in meta at the moment and think I have added some nice problem solver. I think these cards:


Fatal Push,

Grasp of Darkness

dont need further explanation.

The thought behind Hour of Devastation is to get rid of the Amonkhet Gods in case someone plays an Rhonas the Indomitable or Hazoret the Fervent (that were actually the only gods I have seen in tournaments right now)

Key to the City will maybe even be added to the main deck as I get card draw (something that would be very much appreciated in this deck) and I can, just in case my opponent played some defense already, still swing around them with the strongest creature.

I put Scavenger Grounds in the Sideboard so that I could exile his graveyard if someone would be reanimating a lot of creatures through Embalm/Eternalize, it seems like this wont be in the meta, I didnt see anyone playing this strategy until now. So maybe I will get rid of this card in future.

Limits of Solidarity shall be an finisher especially against some Green Decks. If its going to mid/late game and my opponent has one very strong creature I will be able to steal that and swing around with it for one turn, maybe even killing it before he gets it back with Fling for some extra damage.

You have more questions to the sideboard or maybe other suggestions? Then please write a comment :)

filthyc4sual on Pattern Recognition #39 - Upkeep

5 days ago

One was in an HOU draft where my friend built a mill deck with two Fraying Sanity, some Ipnu Rivulet and Seer of the Last Tomorrow, and 3 Compelling Argument. I was playing a white red exert deck with Hazoret the Fervent and Fling.

I think I've said enough.

The other was in a modern tourney at my LGS about a year ago. I was on Zoo and my opponent was on Mill. He was at 4, and I had Boros Charm in my hand.

LordNazahn on All The Gods

6 days ago

Thought about including the new Gods from Amonkhet or Hour of Devestation? Saddly they are not enchantments but much easier to get going, saddly Kefnet the Mindful and Hazoret the Fervent can't be online at the same time

EmblemMan on Got any trades? Cuz I ...

1 week ago

Hey everyone I have a few extra cards for trade if anyone is looking to pick these up (also potentially for sale)

1 Vorinclex, Voice of Hunger

1 Yavimaya Hollow (italian)

1 Eladamri's Call

1 Aura Shards (japanese)

1 Sigarda, Host of Herons

1 Karakas (italian legends)

1 Hazoret the Fervent

1 Lightning Greaves

let me know if you need any of these.

KatsuShibata on Modern Madness

1 week ago

I like the deck, the problem you have is the random discard effects, for my version I play 2 Hazoret the Fervent against cards like Surgical Extraction but in this deck the chance of losing them to a random discard effect is too high.

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