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This is my favourite multiplayer EDH deck - designed to win group games entirely at once, often without warning, yet is still interactive enough that my friends/opponents actually enjoy going up against it!

It relies on three things: Ramp, Tokens, and Pumps.

Named after a frequent warning passed between opponents.

Principles:

Hazezon Brings The Beer But Can't Join The Party

Unlike most other generals, Hazezon craves the grave. As long as Hazezon dies sometime between when he enters play and when the delayed trigger resolves, the Sand Warrior tokens will not be threatened by his 'leaves-play' effect. This deck employs the best at-will sacrifice outlets to make sure that happens; chosen not only to kill Hazezon, but to get the most value whenever an opponent inevitably wipes the board out of fear. In addition, Hazezon can be cast, sacrificed, and recast repeatedly to multiply his delayed triggers before the next turn.

* NEW * Dance, You Dry Bones! Dance!

It takes a while to be able to cast Hazezon, and even then, only getting 6 or so Sand Warriors can be very underwhelming. That's why this deck has a new secret Partner Commander: Field of the Dead! Field interacts with all the same cards that Hazezon does for maximum synergy and an easy passing of the torch from mid to late game. While Field cannot put out the same potential volume of tokens as Hazezon, it does so faster and steadier and for FREE. This provides defensive blockers, sac outlet fodder, and a creeping offence to put opponents on their back-foot when once they had free reign to wail on poor Hazezon as he was getting set up. The only issue is finding Field of the Dead, so that's why there's now a greater focus on adding the best nonbasic-type land ramp to fetch this fair and balanced card into play.

Exponential Pumps

Finite pumps are not enough. This deck relies on pumps that will win the game in one decisive attack. Anthems are a trap - they're too slow, are more easily removed and telegraph my threat level. Why pump for +1 when I can pump for +10? +20? With exponential pumps, this deck can easily deal hundreds if not thousands points of damage, often after beginning the turn with zero board presence (other than land).

Every Land Counts

Because each additional land means another Sand Warrior token, which in turn means another degree of exponential pump, this deck never curves out. There is no such thing as too many lands or too much mana. The more land ramp is cast the more powerful Hazezon's triggers become and age-counters are no longer a problem. Artifact ramp is avoided since it is the second easiest permanent to remove after creatures.

No Lightning Rods

No one wants to waste spot removal on a token, so these cards tend to rot in the hands of opponents. This wastes their card draws, but this also means they'll always have an answer once a lone threat ever pops up (or even worse, if I don't have a sac outlet for Hazezon). So this deck specifically avoids any creature cards that require remaining on the field to generate value.

Who Needs Removal?

My opponents, that's who. Hazezon is so fast and so threatening it doesn't need so much removal - my opponents will do it for me. An explosion of tokens and the looming threat of an exponential pump will force most opponents to reluctantly cast their board wipes, taking out any threats opposing me as well. Once the board is wiped clean, Hazezon will bounce back faster than its competition.

Haste Enablers

I don’t particularly mind when board wipes happen, but why give my opponents the choice? Relying on my troops' summoning sickness, my opponents plan on and expect a full round to respond to my threats, thinking they can safely leave themselves open and indulge in building their offense. As long as I keep my haste enablers in hand (I never cast them early), this flawed logic is often their undoing.

Suggestions

Updates Add

  • Added Open the Way, cutting Hunting Wilds. With my collection of nonbasic lands lying in wait, the value floor would be roughly the same as Hunting Wilds but with the potential for huge gains.

  • Added Pir's Whim, cutting Embrace the Unknown. Another Field of the Dead ramp-tutor with a little artifact/enchantment removal for free. Even better in multiplayer. Embrace the Unknown probably didn't get its fair shake, but it feels like a dream scenario card since the Retrace didn't come up as often as I'd hoped.

  • Added Sylvan Scrying, cutting Lair of the Hydra. My nonbasic collection has become such a toolbox that this 2cmc tutor has grown into an auto-include. I'm replacing a land since 2 mana to "cycle" into a land satisfies a land slot. Lair of the Hydra ran afoul of my "No Lightning Rods" rule and either I was too meek to activate it, was punished when I did, or if I had ridiculous amounts of mana I was casting Hazezon instead of risking it all on this. Deep in my gut it was not a card I was happy to see, so it ended up being worse than a forest.

Comments

Revision 9 See all

(18 hours ago)

-1 Embrace the Unknown maybe
+1 Sakura-Tribe Elder maybe