|Commander / EDH||Legal|
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|Planechase Anthology (PCA)||Uncommon|
|Vintage Masters (VMA)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Duel Decks: Heroes vs. Monsters (DDL)||Uncommon|
|Planechase 2012 Edition (PC2)||Uncommon|
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Fires of Yavimaya
Creatures you control have haste.
Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.
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Fires of Yavimaya Discussion
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!
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!
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.
- Anger -> Fires of Yavimaya perché costano di meno in mana, soldi e sono più affidabili (senza contare quel +2/+2 che può sempre tornare utile). Sulla stessa linea c'è Fervor, Mass Hysteria e Concordant Crossroads (quest'ultima balza, but still).
- Wood Elves -> Diligent Farmhand perché gli elfi in un mazzo tre colori possono essere un fattore limitante. Il secondo ti prende qualsiasi terra.
- Farhaven Elf -> Kodama's Reach perché è più forte, per lo stesso mana. La differenza è non avere poi una creatura in campo da eventualmente sacrificare.
- Ghave, Guru of Spores -> Mazirek, Kraul Death Priest devi metterlo assolutamente. Punto.
- Golgari Findbroker -> Plaguecrafter perché 1/5 del tuo mazzo è costituito di carte non permanent. Va benissimo la cosa, ma rende meno utile lui.
- Omnath, Locus of Rage -> Slum Reaper/Barter in Blood perché hai bisogno di effetti che facciano sacrificare e conseguentemente crescere Kresh.
- Shriekmaw -> Ravenous Chupacabra perché non ha le limitazioni del primo. Non ha evoke, ma in teoria non dovresti aver bisogno di evoke per poter sacrificare le tue creature.
- Terastodon -> Mitotic Slime perché Kresh cresce se muoiono creature, mentre il Terastodon distrugge permanenti non creatura. In più, ti serve avere delle cose da sacrificare che non siano Kresh.
- Wasitora, Nekoru Queen -> Creakwood Liege/ perché è più affidabile e da +2/+2 a Kresh. Anche Sylvan Offering/Endrek Sahr, Master Breeder sono interessanti. Hai bisogno di tanti token da poter sacrificare.
- Yavimaya Elder -> Smothering Abomination/Deathreap Ritual/Dragon Appeasement/Fecundity sono più forti per pescare. Anche perché l'anziano non rampa, bensì ti mette solo due terre base in mano.
- Rakdos Charm non fa nulla di utile, a parte eventualmente spaccare un artefatto, ma per quello è meglio Shattering Spree oppure Vandalblast. Se vuoi esiliare i cimiteri c'è Bojuka Bog.
Attrition -> Dictate of Erebos/Grave Pact costano uguale in soldi, ma li valgono tutti, a differenza di Attrition. Darksteel Axe -> Darksteel Plate sempre di qualità darksteel, ma meglio. Se ti piace indestructible, potrebe piacerti anche Shield of Kaldra e Hammer of Nazahn.
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:
- Golgari Rot Farm -> Tainted Peak perché le karoo fanno schifo e le tainted sono fortissime.
- Golgari Guildgate -> Mosswort Bridge senza discussioni, il gate è lento e tu hai tanto ramp, quindi ti servono terre base. Trova un posto anche per Spinerock Knoll.
- Ti consiglio assolutamente di mettere o almeno valutare:
- Myriad Landscape e Blighted Woodland come ramp.
- Cinder Glade/Smoldering Marsh/Canyon Slough/Sheltered Thicket (che possono essere prese da Jund Panorama, ad esempio).
- Foreboding Ruins e Game Trail (che entrano entrambe stappate se in mano hai una Misty Eye of the Mountain below)
- Flamekin Village ed Hanweir Battlements per dare haste a Kresh.
- Grim Backwoods/High Market/Keldon Necropolis sono sacrifice outlet sulle terre (praticamente indistruttibili).
- Kessig Wolf Run, Skarrg, the Rage Pits, Khalni Garden possono tornare utili.
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.
1 month ago
Prophet of Progress
Legendary Creature - Angel Cleric
Whenever you gain life, Discard that many cards from your hand.
Progressor of Profit
Legendary Creature - Demon Advisor (because "accountant" technically isn't a creature type)
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.
I think they might be closer to usable than I'ld like, but it'll do for now.
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!
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:
Creature - Human Berserker
Other creatures you control have haste.
Sacrifice Indomitable Cacique: Target creature you control gains indestructible until end of turn.
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.
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.
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.