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Hazezon Tamar EDH with two sub themes: extra tokens and an equipment package for protection or the occasional voltron package.

Hazezon Tamar is a land-matters general, meaning, he likes land in play. He doesn't like being cast off mana rocks. The more land you have in play, the more explosive he will be.

His nature being land-matters, we want to start off the early game with ramp. Whether we use a Farseek, Cultivate, or the ever explosive Boundless Realms the goal is to put lands onto the battlefield.

But why stop at Hazezon Tamar? Why wouldn't we use other cards that are centered around "land matters"? Thus the inclusion of the usually weaker cousin Avenger of Zendikar, Rampaging Baloths, Dragonmaster Outcast, and in a way Sword of Feast and Famine.

Now, if you read Hazezon Tamar, you'll notice a pretty huge downside, that when he leaves the battlefield, we lose all our, and our opponents, Sand Warriors. However, we utilize more than one direction to get around that. The most utilized direction is to dispose of Hazezon Tamar before, or in response, to the delayed trigger on my next upkeep. We utilize cards such as High Market, Miren, the Moaning Well, and Evolutionary Leap to get him off the battlefield, and get some value, before he has a chance to negatively impact our board. The other route I chose to include is protection through equipment. I mean, who doesn't want to play with all these swords? I included a Stoneforge Mystic, Steelshaper's Gift, and Stonehewer Giant to fetch some equipment to protect Hazezon Tamar, or any other threat. Among the included equipment, we will most likely fetch Lightning Greaves unless we use Stonehewer Giant, then we would fetch a sword that provides more value based on the protection we need. Other equipment fetch targets include swords, Skullclamp, Swiftfoot Boots (if Lightning Greaves is gone or we need some redundancy), or Batterskull as a very sticky threat. Another inclusion that fits into neither of these categories is a single Mother of Runes just because of her versatility.

Moving on , let's talk about the other inclusions that produce tokens. I'll start with my favorite Kjeldoran Outpost. Making a 1/1 Soldier off a land provides some great utility, granted, we have to sacrifice a plains to do so, but we will usually have enough land that the benefits outweigh the costs. Dragonmaster Outcast provides us with a dragon on our upkeep almost all the time, at one red mana. He is a bit slow and could possibly be something better. Deranged Hermit gives us a nice board state, granted he is better being blinked but he makes squirrels and that is enough to get an include. Kiki-Jiki, Mirror Breaker is in here, not as a combo piece, but just as value, making a copy of any token generator, a Regal Force, or even an Elesh Norn, Grand Cenbobite for a quick -4/-4. Rampaging Baloths makes us a bunch of 4/4's in a deck with this much ramp. He's a nice inclusion. Increasing Devotion is in here because of the flashback potential. Five power spread out for five mana is decent, but being able to cast it a second time for a bigger profit makes it good. Elspeth, Sun's Champion is nice in the sense that she functions as a token generator and a win condition. If she ultimates, your opponents will have a hard time catching up. Her minus three will sometimes impact our board, but it might be worth it to use. Assemble the Legion is a bit of a pet card of mine. I know it starts off slow, but after it sticks around for a bit it is great. Artifact Mutation and Aura Mutation are both used to make some tokens as well as provide a bit of interaction, which this deck is lacking.

I have multiple win conditions in this deck, as swinging in with a ton of tokens doesn't happen to much in this deck or sometimes just doesn't so it. Let's start with the cards that make our tokens bigger. The most obvious is Elesh Norn, Grand Cenobite as she is the most played pump. I have included the Naya liege cycle because the tokens generated from Hazezon Tamar are Naya colored so they benefit from both sides of the lord. Another card that falls in the same boat, though not as obviously, is Knight of New Alara. The knight provides an instant 3/3 bonus, making the Sand Warriors 4/4s. To move onto the non-lord win conditions, I run a Purphoros, God of the Forge, Warstorm Surge, Craterhoof Behemoth, Mirror Entity, and Overwhelming Stampede.

Moving onto some interaction and utility. Being white, we include Swords to Plowshares and Path to Exile as our way to answer any problematic creature. We run Aura Shards, Artifact Mutation, and Aura Mutation all as ways to interact with opposing artifacts/enchantments. For utility, we have some tutors in the forms of: Stonehewer Giant, Chord of Calling, Green Sun's Zenith, Eladamri's Call, and Steelshaper's Gift. With our tutors, we can grab some equipment as talked about above, but more towards creatures we can grab Regal Force to refill our hand, a Kiki-Jiki, Mirror Breaker to reuse a Regal Force already on board, an Eternal Witness to buyback something from our graveyard, Trostani, Selesnya's Voice for some life, or really any other creature, just depends on the board state. We also have a single haste producer in Fires of Yavimaya.

Anyway, thanks for looking at my EDH. I'm looking for some thoughts, tips, suggestions, anything really.

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Date added 9 years
Last updated 9 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 2 Mythic Rares

44 - 5 Rares

19 - 1 Uncommons

6 - 2 Commons

Cards 100
Avg. CMC 3.63
Tokens Beast 4/4 G, Copy Clone, Dragon 5/5 R, Emblem Elspeth, Sun's Champion, Human 1/1 W, Human 2/2 G, Kor Soldier 1/1 W, Phyrexian Germ 0/0 B, Plant 0/1 G, Sand Warrior 1/1 RGW, Saproling 1/1 G, Soldier 1/1 RW, Soldier 1/1 W, Squirrel 1/1 G, Stoneforged Blade, Wolf 2/2 G
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