Fires of Yavimaya

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase Anthology (PCA) Uncommon
Vintage Masters (VMA) Uncommon
Conspiracy (CNS) Uncommon
Commander 2013 (C13) Uncommon
Duel Decks: Heroes vs. Monsters (DDL) Uncommon
Planechase 2012 Edition (PC2) Uncommon
Archenemy (ARC) Uncommon
Planechase (HOP) Uncommon
Invasion (INV) Uncommon

Combos Browse all

Fires of Yavimaya

Enchantment

Creatures you control have haste.

Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.

Price & Acquistion Set Price Alerts

PCA

CNS

C13

Ebay

Fires of Yavimaya Discussion

Bawx1235 on Omnath, Party Animal

6 days ago

Great additions for your deck would be Oracle of Mul Daya and put Crucible of Worlds on your mainboard. It would be a good replacement for Leige of the Tangle I feel that Burgeoning could be dropped for something like Runic Armasaur since he's a beefy 2/5 that passively draws cards for you in the early games because people don't use just lands for just to produce mana such as Inventors' Fair. It doesn't draw attention but still won me countless games since of that nice passive draw ability. A great enchantment would be Fires of Yavimaya since it gives your elemental explosives haste. Overall I love this deck and its going great places, Keep it up man!

Elf0491 on Mayael's Big Boy Club

1 month ago

Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:

Remove: Chandra, Fire of Kaladesh  Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.

Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.

Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.

Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.

Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.

There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!

K1ngMars on Shrek Fottimadre Jones

1 month ago

Il tuo mazzo necessita di un buon pacchetto di removal per far morire quante più creature possibili, in modo da rendere Kresh grosso, ed allo stesso tempo ti servono cose che diano evasion a kresh per fare in modo che riesca a colpire. Farò suggerimenti su cambi funzionali e cambi di budget, sia in più economico che in più costoso.

Valuta di trovare un posto per carte che diano colpo sicuro a Kresh, come:

Valuta di inserire qualche sacrifice outlet come (nella sezione terre ce ne sono altre molto forti):

Nella sezione terre ti consiglio:

Se con queste sostituzioni nella mana base finisci per avere più di quattro terre che producono , valuta di inserire al posto di una creatura ramp la Chromatic Lantern, che è stata ristampata da poco ed è scesa.

[email protected]_only on Card creation challenge

1 month ago

Prophet of Progress

Legendary Creature - Angel Cleric

Lifelink, Flying

Whenever you gain life, Discard that many cards from your hand.

4/4


Progressor of Profit

Legendary Creature - Demon Advisor (because "accountant" technically isn't a creature type)

Deathtouch, Flying

If you would gain life, each opponent gains that much life instead.

Hellbent - At the end of each turn, if an opponent has 10 or more life than they started with, they lose the game.

4/4


I think they might be closer to usable than I'ld like, but it'll do for now.

Make an enchantment based on a creature's mechanics, like the slivers from the timesprial black( Fires of Yavimaya compared to Firewake Sliver ), but not a sliver.

goodair on Through the Fire and the Flames We Jund 'Em Out!

2 months ago

I recently swapped Fires of Yavimaya for Dragon Tempest and its been good, especially with Descent of the Dragons, you can just instantly pop someone with your kebolds. This card would be even more amazing with your sub dragon theme!

cdkime on Pattern Recognition #86 - Custom ...

2 months ago

My thoughts on each of these cards:

gladiuslucix's Mizzium Jumper Cables:

I like this card. It's fun, has lots of synergies, and has some good flavour. That said, while I think it might be neat to build with in kitchen table and in casual commander, as noted in the article, it's not quite powerful enough to see more competitive play. Four-drops that don't immediately make a difference are pretty problematic.

Since I still like it's function, my edit would be as follows:

; and a second ability like "When Mizzium Jumper Cables enters the battlefield, you may cast target instant or sorcery card with a converted mana cost of 1 from your graveyard without paying its mana cost."

Four mana for 2 damage, and an Opt, Thoughtseize, Lightning Bolt, or Path to Exile to boot is starting to get into the "playable" realm, though I still think you generally have better things to do on turn 4. I don't think this would be too game-breaking in limited either--there are generally a lack of playable 1-mana instant or sorcery spells, particularly at common.


Ithyn's Rocky Coastline

I disagree entirely with this review. While I think this is a tad better than most enters-tapped lands, as you can use it for mana in a pinch, I think it is entirely outclassed by pretty much any other land that enters untapped. Unless I was playing a deck with good synergies, I'd rather run a fast/check/pain land as my budget option.

I don't foresee this having that big of an impact on fetch lands' cost, as Boza suggested--fetch lands are just too good, and no competitive deck is going to want to be down a mana. The kinds of people who will want this land are building on a budget, and are not in the market for fetchesanyway. There flexibility and synergies make them better than Rocky Tar Pit, but still not in the same league as fetches.

I see no reason to limit this card to basics--I think the very design provides enough limitations to its power.

That's not to say I don't like this card. I think there's a place for lands that enter tapped (budget commander; limited; standard), and I really like the flexibility of this card. That it might have some interesting discard/cycling synergies is an added plus, making a mediocre land somewhat more playable--provided you've designed your deck to use it.

So, despite my argument against it being a powerful land, I fully think it has a place in the game, and support it as-is.


Mig-El's Leftraru, Indomitable Cacique

I have a number of issues with this card, but my biggest issues come from the colour pie.

Red makes sense in this card--Red is known for giving other creatures Haste, and 3/1 stats are exactly what I expect from an aggressive red creature.

White and Black is where things fall apart.

Let's look at White first.

Right now, there is only one mono-White card that grants your creatures hexproof--Shalai, Voice of Plenty--and even she has a Green/White colour identity. In fact, looking at all the cards that grant anything Hexproof, it's pretty clear it is the Green part of her colour identity that is providing Hexproof to the creatures, and the White to you.

While Drogskol Captain Sigarda, Heron's Grace are similar to this card in effect, Sigarda, Heron's Grace runs into the same issue as Shalai, Voice of Plenty, and Drogskol Captain's hexproof seems much more in line with Blue's Lord of the Unreal than White's lack of mono-colored equivalent.

Moving on to Black--there is no reason for this card to have Black in its casting cost, other than flavour, and I don't think that is sufficient on its own.

How would I change this, while sticking with the original design idea of assissting Kaalia?

My revised copy of this card:

Indomitable Cacique

Creature - Human Berserker

Other creatures you control have haste.

Sacrifice Indomitable Cacique: Target creature you control gains indestructible until end of turn.

2/1

Breaking down the revisions. The general concept follows that of Fires of Yavimaya and Firewake Sliver. Three mana is pretty reasonable for giving your creatures haste (Goblin Chieftain, Fervor, Blur Sliver, etc.), so I think this is priced fairly well CMC wise.

The Indestructible ability is pretty reasonably costed as well--Selfless Spirit provides the same ability for , and also has two power and evasion.

The lack of legendary keeps it from being a commander--I think having an "everyone has haste" card always in-hand is problematic. While you could make an argument for a tribal limitation, that's pretty insignificant--that just creates a tribal deck where, in effect, "everyone still has haste, we're just a bit more cohesive in our type."


Those were my thoughts. Overall, though I disagree with a lot of what was said in the article, this is a pretty fun topic. It's always interesting to see what people find reasonable or not in a card.

RingoDingo92 on Ancestors of the Naya

2 months ago

Adding either of the cards greatdevourer suggested isn't a bad idea, but dropping Fires of Yavimaya is, in my opinion. Having big hasty boys in this deck is absolutely a potent advantage. But I like his line of thinking with his suggestions otherwise.

greatdevourer on Ancestors of the Naya

2 months ago

Both of these swaps seem really good. I had an idea, but I'm not sure where to fit it in. What about swapping the Fires of Yavimaya for a Ghostway or Eerie Interlude. The Eerie Interlude would give you a couple of new options.

Ghostway or Eerie Interlude in response to a Wrath of God, could be a one-sided advantage. Or later in the game, in response to your own board wipe.

Ghostway or Eerie Interlude with either Warstorm Surge or Where Ancients Tread on the board could end a game really quickly since you could aim each trigger at a different target.

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