Good day to you viewer, one who is fain to peruse my extended ramblings, and hereon is my favourite commander, Hazezon Tamar.

There are a fair few ways to builds this list, being tokens, warriors, and, of course, lands matter. I opted, as averse to a murderous strategy, for a controlling form of this archetype, focused more upon pillow-fort effects and drawing cards, whereupon my commander is more of a one-off value piece. Many games I do not even cast him; my apologies, to the governor of Bryce.

As I do in my most valued strategies, I shall elaborate unto ilka card as to why it is included. Let us get into it, shall we?

I see it best that I explain the primary engines first: Azusa, Dryad of the Ilysian Grove, Exploration, Oracle of Mul Daya, and Wayward Swordtooth each provide additional land drops, whereat these are always welcome. The Oracle has proven to be the best of these, for it draws cards.

Outside of land engines, we have Survival of the Fittest with its own package throughout the decklist. It primarily tutors and pitches Genesis and Glory, one recurring my fallen creatures and tother protecting them from removal spells. Each is solid. Life from the Loam is splendid with a cycling land, for it may stock the bin and draw some cards. Upon the same, Hermit Druid fills the graveyard without remorse. My Cultivates can soon get the five basics out of my deck to mill even more cards than afore.

The most important engine of the deck is Field of the Dead, as it is horrendously eath to assemble as an endless engine, chump-blocking for my planeswalkers   and powering up my next engine, Gaea's Cradle, considerably. Upon the matter of the cradle, is produces an obscene amount of mana with either the Field or my commander.

Lastly, the amount of land combos Scapeshift assembles is quite high, but it oft ends the game upon resolution. It sets up absolutely everything.

Now, upon the ramp in the deck, as this is the most bromidic section: Cultivate, Farseek, Kodama's Reach, Nature's Lore, Rampant Growth, Sakura-Tribe Elder, Skyshroud Claim, Sol Ring, and Three Visits. The Claim is my favourite of these, for it offers a fair amount of acceleration. Into the North is especially nice, as it may fetch a basic early and a Dark Depths late.

May as well list the tutors in the list, yet I bear much dubitation that these shall need explanation: Crop Rotation finds the important lands for one mana as an instant, Eladamri's Call is of splendor, Elvish Reclaimer does everything needed of him, Enlightened Tutor is always lovely, Expedition Map finds a land, Hour of Promise sets up a Field and Cradle, Imperial Recruiter has a surprising amount of possibilities, Knight of the Reliquary does everything on her own and is one of the best cards in the deck, Realms Uncharted permits mind games and preparation, Sowing Mycospawn fetches an untapped Cradle for immediate use, and Worldly Tutor is glorious evermore.

Wellaway, from the graves, we have some recursion: Bala Ged Recovery   and Eternal Witness each retrieve aught from the bin, Crucible of Worlds and Ramunap Excavator are some of the greatest parts of the strategy's entirety, Petrified Field is relative utility as a land, Sun Titan returns anything of importance, Titania, Protector of Argoth gets a land whiles anon swarming the board, and Wrenn and Six has proven to be most meritorious in her abilities. How's a two-mana Crucible?

I have a sparse amount of removal, yet I shall elaborate: Swords to Plowshares is the most efficient removal the format has to offer, so 'tis here without hesitation. Chaos Warp is much in the same, hitting aught required. Boseiju, Who Endures is a phenomenal card, being returned by Wrenn and Loam to ruin all days. Strip Mine loops with Crucible and Ramunap, and with Exploration makes the table rather dolorous.

A mere one wrath in Catastrophe. Hitting all lands is only useful sometimes, though 'tis nice of have the option.

Upon the drawing of cards: Courser of Kruphix is both defensive and valued, doing everything for a slow complot such as this. Geier Reach Sanitarium is situationally effective, yet it can pitch a Glory if it must. Horn of Greed may benefit each player, yet, with a Wayward Swordtooth, I draw far more cards. For the top of the library, Mirri's Guile and Sylvan Library each serve the purpose of filtering the unnecessary avaunt. Once Upon a Time is one I include in each of my green decks, for it is broken. Regal Force draws an immediate meiny of cards, and it can be sought withal my many tutors.

Evolutionary Leap goes well with Hazezon Tamar and Field of the Dead, drawing a meiny of creatures. It is a card I almost always want to have, for it does far too much.

Nissa, Vastwood Seer   is consistently my favourite card in the deck, tutoring a land drop then drawing cards by turn five. She is absolutely lovely, bearing much dint.

Skullclamp is one that should have been here first, as it draws too many cards when my commander resolves. Tireless Tracker is always solid, providing an interminable engine for each land that enters play.

Valakut Exploration is one that I undervalued, yet proved itself the moment it first resolved. It's always nice to have more than one Horn of Greed.

All decks must end the game, and Hazezon does his fair share: Purphoros, God of the Forge wreaks quietus unto the opponents, seeing them to the cemetery in a matter of turns. With Hazezon, they all perish. Omnath, Locus of Rage does the very same, spawning a sempiternal number of 5/5s, bolting many things upon death. Dark Depths goes with Thespian's Stage, murdering a soul in but two turns. Along with a Dryad of the Ilysian Grove, a Valakut can bolt down the board and drop life totals. Lastly, Multani, Yavimaya's Avatar is of absolute enormity, depleting health drastically upon swinging.

Defense is a cruciality, therewithal existing: Glory gets put into the bin with Survival and protects the board whenever I so wish. Kor Haven and Maze of Ith blank attackers, thus they need not be explained. Peacekeeper is one of my favourite cards in existence, and it can be found with the Recruiter. Scavenger Grounds is easy to tutor and hits all graveyards, for all decks must be able to do so. Sylvan Safekeeper protects my board by ceding a land, all for one mana. Lovely.

Wrenn and Seven stocks the bin and despoils the board. It has all of the stipulations toppled and with beauteous art to finish.

Constant Mists shuts down several strategies, sometimes being unable to win. 'Tis easy to loop in a deck with Ramunap.

Glacial Chasm has saved my life far too many times, defending against both fair and unfair strategies. Crop Rotation can find it as a surprise, whereon I much enjoy it.

Afield from any categories, I have a large amount of cards I much enjoy in this list. They should probably be removed, yet I shan't:

Winding Canyons leads to surprise creatures on the end step and Flagstones of Trokair is prime fodder for a sacrifice effect.

For the final card, Hammerheim. This shall never be removed. It almost did something once, whereupon I shall see it to exist for eternity.

That is to be all for my beautiful scourge, recreant to all and always lovely. Thank you for tholing this overlong read, and I wish upon you a great day.




94% Competitive

Revision 57 See all

(1 month ago)

-1 Canopy Vista main
-1 Cinder Glade main
+1 Commercial District main
+1 Lush Portico main
Top Ranked
Date added 7 years
Last updated 1 month

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

51 - 0 Rares

14 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 2.95
Tokens Ashaya, the Awoken World, Badger 3/3 G, City's Blessing, Clue, Elemental 5/3 G, Elemental 5/5 RG, Emblem Wrenn and Seven, Emblem Wrenn and Six, Marit Lage, Sand Warrior 1/1 RGW, Treefolk */* G w/ Reach, Zombie 2/2 B
Folders Stacked on a Shelf, Ideas and inspiration, EDH
Ignored suggestions
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