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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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Hazezon Tamar Discussion
3 months ago
For a very long time, I ran Damia, Sage of Stone as my primary commander and even resisted switching to Tasigur, the Golden Fang . With the release of Thrasios, Triton Hero and Tymna the Weaver there was enough incentive to change over, but it was still a hard choice.
As for the examples you've given though, I still feel like there's a bit of a disconnect between your existing commanders and the new example commanders. Sure, Zacama, Primal Calamity is naya an interacts with lands, but it's still a very different deck than Hazezon Tamar .
Just like how using Chainer, Dementia Master is about being able to abuse reanimation (which may or may not be abusing discard ETB effects). So while the deck may have a heavy discard theme (which on quick inspection looks like it does) however a lot of the card choices in the deck would still look different with someone like Tegrid, God of Fright leading it.
I also think that there are two distinct questions here:
1) When do players feel it's the right time to replace cards in the 99, and;
2) When do players feel it's the right time to replace their commander
I feel like question 2 is a lot more difficult of a question, as geenrall you're not just swapping a pet card in/out - you're effectively restructuring the deck at this point (even if you are keeping the theme the same).
3 months ago
As more cards are added to the game of Magic, each bearing the modern design philosophy that urge them to be relevant in near to all formats, there comes the time for a player to edit their decks.
I shall confess that I primarily dwell in the realm of Commander, but this is an argument that can be made for all methods of casting spellls. (Mostly Commander)
Within each set is a card that is fated to find a home in a specific archetype, yet this entails that another piece of the machine is removed. I have a mono-black discard deck built around Chainer , but they have since printed Tinybones , Tergrid Flip, and Tourach . Each of these are more potent in the command zone, but Chainer is closer to my twisted heart and nocent at shackling my foes.
This especially pertains to the list below the commander, such as Murderous Rider over Hero's Downfall , Fierce Guardianship over Counterspell , Usher of the Fallen over Savannah Lions , and the list goes on for eternity. I enjoy adding asinine old artifacts to lists (see: Temporal Aperture and Phyrexian Portal ), yet felt as if I had no choice but to cut Moonring Mirror for Sevylun .
My query of this thread is when do players feel obliged to cut cards from lists despite any strong emotions towards maintaining their inclusion? When can the poignant piece of cardboard at last meet anguish? When does power eclipse pet?
Note: This is not a question of whether it is correct or not to snuff the asinine spell. Optimization is a separate topic than what is meant to be discussed here.
6 months ago
Woopsie. Got ninja'd. Posting for the previous challenge. Original card: Hazezon Tamar
Hazezon the Sand-Cloaked
Legendary Creature - Human Warrior
Sand Warriors you control have Desertwalk.
As ~ enters the battlefield or is turned face up, create X 1/1 Sand Warrior creature tokens that are red, green, and white, where X is the number of lands you control at that time.
When ~ leaves the battlefield or is turned face down, exile all Sand Warriors.
Fun card to make. Playable / balanced though? shrug
May be a fun commander to build around. I'm running on three hours of sleep in the past two days, so you tell me, heh.
7 months ago
Depends what you mean by “value”. Monetarily speaking, I’d of course agree with the above comments. Value as far as playability would depend on the format/playgroup and build, but I imagine 9 times out of 10 Mana Drain would see play over Hazezon Tamar . The latter’s artwork is killer, regardless. God I miss the older art direction for the cards...
7 months ago
Which one do you consider to be a best purchase in terms of future value?
on Land Twins
8 months ago
Alright, let's do this.
Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.
Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.
In order aforesaid, removal:
I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.
Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.
I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.
Upon card draw.
If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.
Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.
Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.
Ramp, of course.
As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.
Returning from the grave, recursion it shall be.
This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.
Start your engines.
What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.
Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.
Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.
Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.
I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.
Fare thee well.
1 year ago
Anowon, the Ruin Sage decided to stop being a nerd, yet ironically picked up in the process. Anyway, a cmc 4 draw engine in the command zone certainly isn't bad, although I'm sure a lot of Robin Hood fans are disappointed that isn't involved
Obuun seems underwhelming, being seemingly linearly beatdown-focused, and it faces competition from Hazezon Tamar in terms of converting lands into P/T. But hey, animated lands could be decent if the deck ("Land's Wrath") contains enough new support for the archetype
1 year ago
Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.
If you opt for a strategy more anent utility lands, there is a multitude of options that become available.
Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.
For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.
'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.
Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.
One more interactive spell would be nice. Beast Within does the job.
There are some things I'd recommend you ablate:
Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.
Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.
Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?
Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.
Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!
Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!
The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)
In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.
Good luck and happy cartography!