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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.

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 rarely needs 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.

Extra Turn - Final Turn!

If Hazezon is going to win, it's going to win the entire table all at once - so why not go all-in? Win or die! It either warps the game ahead to when the sand warriors arrive, or it gives my army pseudo-haste plus an extra draw with all my lands untapped. Should be everything I need! And it'll keep things exciting for the entire table, because either way SOMETHING is going to happen (meanwhile the blue playing is still umm'ing and ahh'ing his way through his sixth Time Stretch lulling everyone into a coma).

Suggestions

Updates Add

  • Added Glimpse the Core, cutting Mana Crypt. Another new CMC2 ramp was always going to be added, but Mana Crypt being banned made this an easy choice.

  • Added Shields of Velis Vel, cutting Scute Swarm. Not sure how this one slipped past me, but being able to make my opponent's creatures Sand Warriors when Hazezon leaves play making it a CMC1 instant-speed one-sided exile board wipe is just fantastic as well as being unique to Hazezon alone. Perfection. I like Scute Swarm, it's very fun when it goes off and maybe someday I'll add it back in, but ultimately by the time it becomes relevant Hazezon should be online and I'd rather this card slot do anything else other than make a bunch of dudes.

  • Added White Sun's Twilight, cutting Broken Bond. Another Martial Coup? Yes please. Board wipes take a while to recover from, but these leave me with a full board and zero opposition. This deck in general needed more removal since opponents keep getting faster and faster 1v1. Broken Bond gets cut for anything because it so rarely lived the dream (blowing up a Sol Ring to play a land); either there was no viable target or I'd already played all my lands in hand.

  • Added Enduring Courage, cutting Anger. This is just a straight upgrade. No need to find a way to get Anger in the bin (more and more of my sac outlets are exile), easier to find with tutors, is a body, and is cheaper than In the Web of War.

  • Added Cathars' Crusade, cutting Tears of Rage. I prefer mass pump that can be drawn into and played after the tokens are already on the board, but this previously cut card is going back in now that I'm leaning more on Field of the Dead. Tears of Rage was fine, but it just had zero interaction with tutors or cheat into play effects (eg. Genesis Wave) and was feeling outdated and outclassed.

  • Added Dollmaker's Shop / Porcelain Gallery, cutting Coat of Arms. Safely one-sided with a tiny bit of extra value on the left option that probably won't happen but is pure gravy when it does. Coat of Arms had bitten me on the backswing too many times.

  • Added Omenpath Journey, cutting Nylea's Intervention. This is lose-lose bait for my opponent. I will not add my best lands under here (eg. Field of the Dead) but instead five dual lands that I won't miss and are easily replaced if my opponent removes this enchantment. Either I get 5x steady ramp for amazing value, or my opponent spends their enchantment removal that they'll soon wish they kept. Mid to late game this also thins out my deck of lands so I will grab five lands and greed hard every time.

  • Added Faithless Looting, cutting Outpost Siege. Hazezon's greatest weakness is losing momentum and stalling before 7 lands, and when that happens I always still have cards in hand. While straight card draw would be nice, being able to trade out my worst cards for better ones in those key first few turns will make all the difference. Also, I get to play the best art in the game. Meanwhile, Outpost Siege is just too slow.

  • Added Titania's Command, cutting Oracle of Mul Daya. Another Hour of Promise that adds 2 lands of my choice plus 8 power across 4 tokens. Perhaps even more, since more non-basic ramp means a greater chance that Field of the Dead is already out and I can choose Vesuva instead for even more free zombies. Oracle of Mul Daya might seem a sacred cow but this card only did anything at all 1/3 of the time. It was always either immediately dying or only getting one land out since I'd played a land already to cast it or fizzling entirely. It was far too vulnerable and gambled away too much investment when its true purpose is to make non-land draws more consistent when I was incorrectly leaning on it for ramp. On average, for my goals and purposes, an Explosive Vegetation would have done more.

  • Added Bitter Reunion, cutting Mind's Eye. Same reasoning as Faithless Looting but with the added bonus of being a (telegraphed) haste enabler. Mind's Eye is just well past its prime. I learned I don't need additional cards in my hand on turn 6 as much as I need better cards turn 2 and 3.

  • Added Majestic Genesis, cutting Warp World. Gambling for 7 cards (the expected combined CMC of which averages more than the cost of this card, spread across multiple cards and effects - so effectively card draw) ends up being more cost efficient at this price than Genesis Wave. I'm proud of Warp World, but it was used just as often as a Hail Mary and was super annoying for my friends. It was good while it lasted.

  • Added Map the Frontier, cutting Exploration. There's plenty of ramp 2 spells out there, but this one finds a sac outlet: Endless Sands. That alone is worth it. Exploration was a win-more card, it was great when I had plenty of card draw, but more often than not it would quickly ramp me to 3 lands and do nothing while I waited to draw more lands off the top. I need way more than that to get me to 7 lands, so cards that count for 2 lands will be worth more than cards that count for 0.

  • Added Vesuva, cutting Sheltered Thicket. In order to stay alive long enough for Hazezon to matter I'll be leaning on Field of the Dead more during the mid-game. Being able to double that output might win games all on its own. Meanwhile, I depend on my land-count way too much to ever use the cycle option.

  • Added Jetmir's Garden, cutting Cinder Glade. It's a triome.

  • Added Commercial District, cutting Canopy Vista. I ramp for non-basic duals that come into play tapped all the time. Being able to do that and then surveil to make my critical first few draws more consistent is pure value. With Canopy Vista and the like, I don't run enough basic lands for this to be anything other than a vanilla tapped land.

  • Added Lush Portico, cutting Scattered Groves.

  • Added Elegant Parlor, cutting Alpine Meadow.

Comments

Date added 11 years
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

52 - 0 Rares

14 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.73
Tokens Bear 2/2 G, Construct 0/0 C, Copy Clone, Phyrexian Mite 1/1 C, Plant 0/1 G, Sand Warrior 1/1 RGW, Soldier 1/1 W, Toy 1/1 C, Zombie 2/2 B
Folders edh, haz, Cool Decks to Try, Group game decks, Ideas, Casual, maybe, 2022 EDH
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