I made this deck while working at a Queen Marchesa EDH deck. It was bad, it was weird and its main win condition was the "combo" Assemble the Legion + Purphoros, God of the Forge .

Then a thought hit my mind: "I REALLY like making tokens!". It was then that I began searching a good commander for a token deck. My final choice was Hazezon Tamar .Sure, there are a lot of commanders that produce tokens in a better way, but I like the weirdness of the delayed token creation and the fact that killing or bouncing Hazezon removes all Sand Warriors has both pros and cons.

After this introduction let's see how this deck works:The goal of the deck is simple: generate a critical mass of tokens and use them to deal damage. I saw people making more combo-oriented decks using the tokens and the commander himself as sac outlets but this is not the case.

Now, let's break up the main components of the deck: Ramp, Token generation, finishers and utility.

Ramp:There's nothing special to see here.Aall I have are the same staple cards played by any green ramp deck. I obviously prefer land ramp to creature ramp because of the synergy with the commander.

Token generation:- Hazezon Tamar Obviously. I have multiple ways of exploiting the delayed token generations that I will write later - Avenger of Zendikar is actually better than Hazezon at making tokens, but don't tell him.- Elspeth, Sun's Champion, Assemble the Ranks, Doubling Season and Parallel Lives don't need explanations

Finishers:My deck has 2 ways of killing opponents: the same old combat damage and dealing damage with ETBs

to deal enough combat damage my tokens need to be pumped and I can do it in multiple ways, but to do that giving haste is vital. Cards that do this are Akroma's Memorial, Sarkhan Vol ,In the Web of War and Ogre Battledriver.

_Note: Sand Warriors NEED haste, seriously. If they don't get it I'm just giving my opponents 2 chances to draw a spot/mass removal before I can attack instead of 1 _

If my mass of tokens (with or without haste) manage to survive untill the next useful combat phase the cards that will lead them to victory are...Shared Animosity, Garruk Wildspeaker,Beastmaster Ascension,Cathars' Crusade, Knight of New Alara and Craterhoof Behemothdepending on the board state and the life totals it may require at least a combination of 2 of those cards to deal enough damage to everyone.

All that's left to say are the cards that I consider utility. They will not make you win the game on your own, but you can be sure as hell that drawing some of then will make the task seem way more easy.

Conjurer's Closet, Restoration Angel and Panharmonicon are all used to put on the stack multiple triggers of the delayed token creation at the same time. They obviously have other more situational uses.

Vandalblast,Blasphemous Act andAura Shards are my removals.

WORK IN PROGRESS.

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Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

40 - 0 Rares

10 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.98
Tokens Beast 3/3 G, Clue, Dragon 4/4 R, Elemental 5/5 RG, Emblem Elspeth, Sun's Champion, Plant 0/1 G, Sand Warrior 1/1 RGW, Soldier 1/1 RW, Soldier 1/1 W
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