Mu Yanling

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Mu Yanling

Legendary Planeswalker — Yanling

+2: Target creature can't be blocked this turn.

-3: Draw two cards.

-10: Tap all creatures your opponents control. You take an extra turn after this one.

wallisface on Simic ramp-new

1 year ago

Some thoughts:

  • Mu Yanling isn’t modern-legal.

  • lifegain is probably the weakest mechanic in magic, and it’s never usually worth running cards that only gain life - i’d ditch Predator's Rapport.

  • you need waay more lands imo. Typical modern ramp decks will be running anywhere from 28-33 lands. 20 is far too low, especially when cards like Elvish Pioneer and Eureka Moment are depending on a high land count.

  • ramp decks usually want all their cards to either be ramping you, or providing some massive payoff for all your mana. In that sense, I don’t think Scythe Leopard has any reasonable place here.

  • some of your big “payoff” cards also feel skeptical to me. Nessian Boar is just giving your opponent card advantage. Snapping Sailback doesn’t feel particularly intimidating for its mana cost. Body of Research is interesting, but is still just a big vanilla creature with no abilities.

HalbrechtHalbrecht on Blue Ectoplasm [Modern W/U Spirits]

3 years ago

+1 for spirits!

Alright. So my main concern with this deck is that you have nothing to do on turn 1 and very little to do on turn 2. Conversely, you have over half of your spells vying for turn 3. So my main recommendation would be to convert some of your CMC 3 and higher spells into 1 and 2 drops. I know you purposefully stuffed the 3 CMC slot for Drift of Phantasms' transmute ability.... but honestly, you don't need a LOT of cards at 3 CMC for the transmute to matter. You just need the most important cards (notably, Drogskol Captain). Quality vs quantity. :)

So some nominations!

I'll be blunt on this topic: 20 lands (or even 21 lands counting the double-faced one) is not enough for a deck with these mana requirements. I'd recommend 23. A synergistic land to consider is Moorland Haunt. Since you're primarily blue, the colorless mana shouldn't hamper you too much, and importantly, it gives you a mid- to late-game mana sink that makes creatures out of removed spirits. (Wait.... Is that like giving a second un-life to a being that was the second life of a prior being???)

Another possibility is Celestial Colonnade. It doesn't make a spirit, but a 4/4 flyer is still formidable, and it'll get pumped by Empyrean Eagle. The land also produces both colors of mana, which is nice.

Whichever you choose, I'd only add 2x.

  • Mausoleum Wanderer is on-board countermagic. As you play your anthem effects like Supreme Phantom, the Wanderer will naturally get bigger and make it harder for the opponent to pay the cost. But also, when combined with flash spirits, its power can grow out of nowhere, making the calculations not in your opponent's favor.

    Now, the downside to an on-board counter is that the opponent knows about it.... but is that actually a complete downside? Unless you're playing against experienced players, an opponent will often durdle and hold back out of fear of your counter. Which is, in effect, allowing you to "cast" the counter for free every single turn that they DON'T play the thing they're worried about you countering. Now, a good player will "bait out" the counter so that they don't have to worry about it anymore.... but that still sometimes means they're playing suboptimally. In addition, the Wanderer will also attract their removal spells, meaning your anthem effects and other important spirits are safer. And you're fine trading a 1 mana spirit for their removal spell!

  • Not as awesome, but Spectral Sailor has the important Flash mechanic, which is especially good when it only costs 1 mana. This can be anything from a surprise blocker to a buff for the Wanderer's countermagic to a surprise tap-down with Nebelgast Herald (which is extra good against decks with hasty creatures). Finally, it gives you a mana sink if the game goes long and you need to draw some cards.

  • Speaking of drawing cards.... the weakest of the bunch is Dreamcatcher, but since you'll be casting spirit spells all game long, there'll be plenty of chances to trade in this early game blocker for a new card whenever it seems best.

  • I would replace Geist of the Archives with Kaijin of the Vanishing Touch. Yes, it has 1 less toughness, but it's 1 mana cheaper than the former, with a potentially more potent ability (gives a small amount of bounce!), and that toughness will easily rise with all the anthem effects you have.

  • Not a new recommendation, but I would run the full playset of Supreme Phantom. The anthem effects will be the key to sealing your victory. I would replace your 2x Mindshrieker with the Phantom, since you don't have enough top-deck manipulation to make Mindshrieker reliable.

  • Spell Queller is an amazing sideboard card. It can replace one of your counterspells, and notably it "counters" uncounterable spells. Yes, the opponent has a chance to get the spell back, but combine Queller with Drogskol Captain, and good luck with that!

  • Geist of Saint Traft doesn't have the acclaim he used to, but I still like him, and combined with p/t boosts, he likely won't die in battle. And he always brings a 4/4 buddy with him! (Which also gets buffed by Empyrean Eagle). The hexproof also makes him hard to remove.

  • Probably another sideboard card, but Kira, Great Glass-Spinner is a very strong tax against removal-heavy decks.

  • Callow Jushi  Flip: Probably not as good as the other counterspell options, but kinda fun! Note that you don't have to flip him with just 2 ki counters on him, so you can save up the ki counters until the more crucial turns of the game. You can also have one flipped with a couple ki counters while you build up another one, because the legend rule doesn't apply until it's flipped.

  • Anthem effects: Like with Supreme Phantom, I see no reason not to run the full playsets of Drogskol Captain and Empyrean Eagle. The hexproof provided by Drogskol Captain is particularly important, and he would be my first two things to transmute for.

I already mentioned Geist of the Archives.

I also already mentioned Mindshrieker, and for a similar reason, I don't feel Callous Deceiver is good in this deck. Without anthem effects, the best it can be is a 2/3 flyer for 3 mana.... not that great. Its abilities don't help with anything else in the deck.

Another 3 drop I'd cut is Uninvited Geist  Flip. Its skulk ability doesn't synergize well with anthem effects, as pretty soon most creatures can block it. If it started as a 1/1, skulk might be better.... but then it's 3 mana for a 1/1 that takes 2 turns to transform into an unblockable 3/3. Eh. It also doesn't have flying for the Eagle to buff.

As to higher CMCs, I'm personally not sold on Dungeon Geists. Maybe you have good luck with it, but I'd rather have 4x Nebelgast Herald and cheap flash spirits than the 4 drop.

I'm loathe to suggest cutting Celestial Messenger because I know you like your Yanling package.... but honestly, the Yanling package will work without this over-costed spirit. It's 4 mana for a 4/3 flyer, IF Yanling is out.... and that's it. The only thing it's got going for it is that gorgeous art. Too bad it doesn't have mechanics to match.

Curse of Echoes's inclusion confuses me. If you like to play multiplayer games, this card can actually be BAD (you might not want your other two opponents getting copies!). But even 1v1, it gives too much control to the opponent. First, they have to have a deck with enough instants/sorceries to matter, so at best this would be a sideboard card. But even then, they can play around it too easily by not casting any devastating spells until they've found a way to deal with it.

Also not sold on Sturmgeist. At best it's an 8/8 flyer, but that's if you can keep a full grip of cards. But aside from Mu Yanling, Sea Gate Restoration  Flip, and Sturmgeist itself (4 cards total), you have no ways of refilling your hand. More likely it'll be a 3/3 or 4/4 flyer that sometimes draws you a card. Not that great for 5 mana. Doesn't feel like the right deck for it.

Keiga, the Tide Star: While stealing a creature is fun, Control Magic-effects usually cost less (4-5 mana), and with Keiga, you don't even get the effect until Keiga dies! If you want this effect in the deck, there's other more efficient ways to achieve it.

Finally, at the top of the CMC charts is Sea Gate Restoration  Flip. And hey, if it's a pet card, keep it. But hear me out on my concern. As stated above, this deck isn't designed to draw cards, so by the time you have 7 mana (turn 8-9), how many cards do you think you'll have left in hand? I'd bet 2-3, assuming you've been playing out cards on curve. So you'll draw 3-4. Is that worth the 7 mana? That's up to you, but since the going rate on a base draw effect is 4 mana to draw 3, you should be drawing more like 5-6. (This is also comparable to Mind Spring, which would draw you 5 for 7 mana.)


P.S. I am gonna go ahead and state this for the record: Your hunch that the 3-turn idea won't pan out so well is sadly going to be correct. It involves skipping a turn and getting a planeswalker to a (scary) ultimate — the former dangerous, the latter near impossible. It would be easier to spend 1 less mana and cast a 5 CMC extra turn spell or two. That said, the idea of taking THREE turns in a row IS truly fun, so by all means, play around with it until you tire of the strategy!

I know that was a lot of words to convey a few additions and cuts, so it was probably easy to get lost in it all. Here's one possible updated decklist; use the explanations above to season to taste!


Cut

-2 Mindshrieker
-2 Geist of the Archives
-2 Uninvited Geist
-1 Callous Deceiver
-3 Celestial Messenger
-3 Dungeon Geists
-1 Curse of Echoes
-1 Sturmgeist
-1 Keiga, the Tide Star
-1 Sea Gate Restoration


Add

+1 Prairie Stream
+2 Moorland Haunt
+4 Mausoleum Wanderer
+4 Spectral Sailor
+2 Supreme Phantom
+2 Drogskol Captain
+2 Empyrean Eagle


Sideboard

+2 Spell Queller
+2 Kira, Great Glass-Spinner

(Sideboard cuts up to you)

I'd personally replace some of the mainboard counters with Spell Queller and Kira, since they're also spirits. But there's obviously pros to running unconditional counters like Dissolve.

I know that was quite a lot, but the more I dug into the available spirits, the more things I came up with! LoL. I hope at least something in all that helped.

rdean14 on Card creation challenge

3 years ago

My favorite Planeswalkers are:


Huatli I mainly like for her Huatli, Radiant Champion card, and this is her set on Ikoria, personally, I'd rather her, Ashiok, Nightmare Weaver, and Mu Yanling on the plane, and have each of them be a tribal walker, rather than have Narset of the Ancient Way on the plane.

This would make Elementals more viable, I think, not just Temur Elementals, with 3 relevant walkers.

Ajani and Lukka as curve toppers in a Cats tribal deck would be cool. Maybe Mardu to include the Cauldron Familiar? Unsure.


Huatli, Advocate of the Dinosaurs

Legendary Planeswalker - Huatli

+2: Put a loyalty counter on Huatli, Radiant Champion for each dinosaur you control.

-X: Put X +1/+1 counters on each dinosaur you control. You may chose one of the following counters: first strike, lifelink, menace, reach, trample, or vigilance, and put one of them on each dinosaur you control.

-12: You get an emblem with "At the beginning of your upkeep, create X 3/3 green Dinosaur creature tokens with Trample, where X is the number of Dinosaurs you control."

3


I'd like to see another tribal walker, as described above

azja on Yuriko...Help!!!

4 years ago

Hi, welcome to edh!

First off, I want to say I think the deck looks great so far! I've been playing Yuriko for about 8-9 months now, and here are some things I'd suggest:

  1. Dismember -5/-5 is sometimes not enough to kill the main threat at the table, maybe replace it with Far / Away (less limiting, higher cmc) or Reality Shift (gets around indestructible)

  2. Doom Blade too many people play black, Hero's Downfall is much less narrow

  3. Into the Story not super effective if you're not playing mill, Bident of Thassa synergizes with your deck more

  4. Lightning Greaves is not bad, but Whispersilk Cloak also gives Yuriko unblockable

  5. Mu Yanling I personally don't like planeswalkers in Yuriko decks. Since you won't have very good blockers, it likely won't survive until your next turn. I'd play something like Thassa, God of the Sea instead

  6. Liliana Vess same reason as number 5, maybe play Scheming Symmetry instead

  7. Decree of Pain the cycling mode hurts your creatures much more than the rest of the table since you play lots of 1/1 's and 2/2 's. Commit / Memory has a cmc of 10, and can be a temporary removal spell or counterspell

  8. In Garruk's Wake Yuriko decks are not good at hitting 9 mana. Although not a direct replacement, Consign / Oblivion is a card I think every Yuriko deck can run

  9. Kindred Dominance unless you have an effect like Conspiracy out on the board, this hurts you a lot too. I'd play something like Evacuation instead. It's instant speed, and you can re-play your creatures a lot faster than your opponents can.

  10. Dauthi Embrace using 2 black mana each turn just to make one creature unblockable is hard in most Yuriko decks. Try Aqueous Form instead

  11. Soothsaying also a pretty heavy mana investment for its effect. Although this card is not very budget-friendly, Sensei's Divining Top is much, much better

12-16. Inkfathom Infiltrator, Invisible Stalker, Quickling, Shadowmage Infiltrator, and Spark Double aren't good enough to justify their mana cost in my opinion. Some replacements I would suggest are Changeling Outcast, Dimir Infiltrator, Gudul Lurker, Mist-Cloaked Herald, Tormented Soul, and Baleful Strix

I hope this was helpful! If you want to check out my Yuriko deck, the link is https://tappedout.net/mtg-decks/26-07-19-yuriko-edh/

Don't hesitate to ask if you have any questions!

Goretast on Help with pricing with pw …

4 years ago

Try searching the card and setting their printing manually. Tezzeret, Master of the Bridge as a buy a box promo and Mu Yanling/Jiang Yanggu as Global Series Jiang Yanggu & Mu Yanling.

TheMazter13 on Atraxa Super Friends

4 years ago

I'd say pick better friends. When judging a planeswalker in other decks, you mainly look at the first 2 abilities and judge how protected a planeswalker is after Plus-ing or how vulnerable they are after Minus-ing and how planeswalkers can protect themselves.

Let's look at how we usually evaluate planeswalkers. Garruk, Cursed Huntsman . 5 Loyalty > Pretty Good Body that can take a bit of damage. A 0 ability isn't the best, but it makes blockers that your opponents don't want to attack into because Garruk gets bigger. -3 kills any attackers while also drawing a card. -6 Win the game with Combat Damage. We're usually going to be looking at the first and second abilities, however, as it can't be easy in all situations to get to -6

Not in Atraxa though.

The amount of loyalty that a planeswalker can get in one turn is much higher than normal, so we instead look at the Ultimates and the Second abilities mainly. A planeswalker in this deck can minus all the way and still live and generate value. Therefore, we play planeswalkers that are stronger in a vacuum

Sure, Kiora or Ajani, the Greathearted are great with creatures on the board and things to interact with, but on their own, they don't go anywhere. On the other hand, a planeswalker like Venser or Teferi may be hard to get to ultimate in a normal game but is almost a guarantee in an Atraxa deck.

For most decks, you look at how averagely the planeswalker does. For example, Jace, the Mind Sculptor . Maybe, in a game, you bounce a few things, brainstorm a couple of times, and start to fateseal. However, Jace's ultimate is very hard to get just by using his +2, so very rarely would we base his power just off that. But in Atraxa, with added proliferate, we can easily get the ultimate for Jace and basically win on the spot.

PLANESWALKERS

Ajani, Caller of the Pride - What creatures? Atraxa maybe, but what creatures will you have early in the game? 1/10

Ajani, Mentor of Heroes - Pretty OK in that it can dig for more planeswalkers. Don't play it for the Counters, you have very few creatures. Gain 100 Life would be used as a panic button, not something you should try to get to, just keep using his second ability until you find better planeswalkers. 5/10

Ajani, the Greathearted - Puts loyalty counters on things. Gives creatures vigilance, which makes them able to block and protect the planeswalkers, but there are few creatures here that block well. 6/10

Ajani Unyielding - Getting to swords something every turn is very powerful, and he digs for more planeswalker. 8/10

Ashiok, Dream Render - Why? Bojuka Bog and Scavenging Ooze are both on color here? As is Aven Mindcensor , which, if you're looking at that static ability, is WAY better because the bird can attack and has flash. It may look worse because it still lets them look at the top 4, but this is 100 card singleton, your opponents never get what they wanted. Also, the flash is super relevant because, against Ashiok, people just hold their tutors until Ashiok is gone, but the bird can come unexpectedly, basically nullifying at least 1 tutor 1/10

Jace, Arcane Strategist - Draws 1 card, but for 6 mana. Can't put counters on creatures you don't have. 1/10

Jace, Unraveler of Secrets - First ability is already good, the second one can make for some pretty good locks, and the ultimate really stalls the game and lets your other planeswalkers build loyalty. 8/10

Jace, Wielder of Mysteries - Drawing 7 cards makes for a pretty good ultimate, even if he's a little hard to cast on turn 4. Very possible to draw 7. 7/10

Kiora, Behemoth Beckoner - doesn't do anything. All your lands tap for 1 mana, don't even have Thran Dynamo or Gilded Lotus , and no big tap abilities that I see. 0/10

Liliana of the Dark Realms - The worst Liliana. It doesn't do enough since everything is tied to your Swamps. Sure with Urborg, it's good, but 1 in 98 (You can't fetch Urborg because in your library it isn't a Swamp). Play Liliana, the Last Hope because EMBLEM. 1/10

Mu Yanling - The only real good thing is the minus because you only have 2 haymakers that would want to attack. The Ultimate would be good in a creature in a creature deck because it lets you attack without blockers, but this isn't a creature deck. Also, your proliferate is not fast enough to keep up with -3 every turn. Mu Yanling, Sky Dancer is cheaper and protects herself while providing extreme endgame value. 4/10

Sorin Markov - "Oops you're dead". Sorin will always -3 on the turn he comes in obviously. However, with enough proliferate, you can Mind Slaver eventually after that. As your opponent tries to claw back, you'll be able to waste all their work. 8/10

Teferi, Temporal Archmage - Pretty good Ultimate with some card selection thrown in. 8/10

Ugin, the Ineffable - Most of your colorless spells are Ramp so static is kinda a meh. However, having played Ugin Jr., the manifest ability is quite good and provides a more interesting form of card advantage. Also, in this deck, you'll be using the -3 a lot more. 8.5/10

Ugin, the Spirit Dragon - The perfect planeswalker for this deck. A powerful ultimate that usually take ~3-4 turns can be done in 2 and can put more planeswalkers into play. 10/10

Venser, the Sojourner - Don't know what you'll be flickering, but it can just be anything for value and still probably be good. Extremely powerful ultimate; wins games. 9/10

Vraska the Unseen - Controls the board and, in this deck, wins the game a lot faster. Versatile removal with the -3, which can be used a lot more often. 9/10

In general, I don't think you have enough proliferate. You have 3 spells with the word proliferate and one of them is Atraxa. You do have a lot of cards that would work great with more proliferate that aren't planeswalkers. Doubling Season, Blightsteel, and Shalai would all work super well with more repeatable proliferate. As with most tribal decks (This is sort of just Planeswalker Tribal), you do need to find the balance between Creatures of the tribe and Tribal Boosters. For example, why play Rhystic Study or Enlightened Tutor when you can just play another Planeswalker or Proliferate card. These cards are there specifically for value, but the Planeswalkers and Proliferate cards are your value engines.

Planeswalkers are very powerful, which is why Atraxa is one of the most popular Commanders, so play more of them. Will Kenrith for value, Tamiyo, Field Researcher for value, Teferi, Hero of Dominaria for more value. Take a look at these planeswalkers to see what to play. These planeswalkers by themselves are incredible and win can easily win games. However, with Atraxa, things get even better

Rzepkanut on Help with Yuriko deck for …

4 years ago

I have a few ideas for you. The Asian inspired Magic plane is Kamigawa, so I'd look at those cards first. And the characters Mu Yanling and Jiang Yanggu, Wildcrafter were designed for China. Also they did anime style alternate arts for a Jace vs Chandra duel deck once. Happy gathering :)

BMHKain on Perfectly (im)Balanced, As All Things …

4 years ago

@GhostChieftain: LET'S BUMP IT UP 200 NOTCHES; Battle of Wits STYLE.

  1. Teferi, Timebender , Chopped. What is the fate of Nexus of Fate here? Is it worth replacing; or is the idea of Ral Zarek 's Ultimate actually worth a Gamble?

  2. Two new Mu Yanling 's have been confirmed awhile back: Mu Yanling, Sky Dancer , & Mu Yanling, Celestial Wind . For Mu #1: if she makes it in, is she worth the re-add of Prismatic Omen for Infinite Draw? or is Mu Yanling, Celestial Wind decent enough? I, mean, one of the Elspeth's Ultimates gives your Creatures Flying as an Emblem; something Archetype of Imagination should be able to remove, though it's for another time.

  3. Golos, Tireless Pilgrim & Crucible of Worlds won't leave this deck any time soon. But in your thoughts, which Walker, in any combination of the following should be kept?

1: Wrenn and Six : Recurring Lands to your Hand is great, one damage is okay, but giving your Nonpermanents (Instants & Sorceries) Retrace? AWESOME!

2: Xenagos, the Reveler : Lots of Tokens? No problem! You'll be netting a lot of ramp in the form of & Mana of any combination! a 2/2 Satyr w/ Haste is good too! Oh, & it's not like you'll need to use that Ultimate of his; it's completely optional!

3: Kiora, the Crashing Wave : Why did I cut her? She stops damage heading to & coming from any target. Does both Card advantage & Mana Ramp at one time; & the thought of a 9/9 every turn is just fearsome. Which would you give the Approval of, & Rejection of these three?

  1. Heh. I just threw that in there as an alt. Solution in case the current Manabase might need minor improvement. Guess not... Ah well...

  2. I ended up simply adding Mirari's Wake as a result of this. But I'd still like some thought on Night of Souls' Betrayal . Is it worth adding? I already have a list of Combos of Potential Consideration in my head as we speak; & one of the combos might include this...

I just wanted to bring these questions back up. Once I got them answered, then I'll leave the rest of the damn job to me; after all, The Mono- deck I'm planning has a Philosophy for WHY needs more Artifice (They're just fine w/ Enchantments though.), Flying Creatures ( Birds of Paradise much?), basically every point against WotC about & its conventional traits. I'll begin after I finish off my Morophon, the Boundless Human Tribal. Or, maybe my Exile Matters Deck... Who knows... Hyro… dorodorodoro…

(Okay, that part made no sense.)

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