|Commander / EDH||Legal|
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|Aether Revolt (AER)||Rare|
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Yahenni, Undying Partisan
Legendary Creature — Aetherborn Vampire
Whenever a creature an opponent controls dies, put a +1/+1 counter on Yahenni, Undying Partisan.
Sacrifice another creature: Yahenni gains indestructible until end of turn.
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Yahenni, Undying Partisan Discussion
2 days ago
This deck would probably benefit a lot from running Viscera Seer as an additional sac. outlet and as a way to fix your draws. Or you could consider Yahenni, Undying Partisan as a more aggressive alternative.
1 week ago
Ok, so lets talk about main game plan before we start nitpicking particular cards.
I've never tried to build Mikaeus myself, but from what I know about combo decks there are three categories of pieces that make the deck work: 1) Creatures that can re-undie with Mike's ability; 2) Sac outlets to feed them to; and 3) Death triggers that can create a win condition.
From the looks of this deck, what you tried to do was to load up on as many of each these as you could to get the best chance of drawing into the ones you need. Here's what you have of each category:
Walking Ballista, Triskelion, Crystalline Crawler, Chainbreaker, Spincrusher, Banewhip Punisher, Wingrattle Scarecrow, Tatterkite, Plague Belcher, Skinrender, Lingering Tormentor, Pith Driller, Soulstinger, Cinderhaze Wretch, and Carnifex Demon. 15 Total
So, all in all, 29 of your deckslots are focused on nothing except your main win condition. That's a lot of bloat for a deck that needs to ramp at least to 6, and should be packing disruption aimed at its opponents on top of that. Considering you're in the color with the best unconditional tutoring, I think you can get away with cutting a lot of those redundant combo pieces, and right now the first category is what you have the most of. I'd say anything that doesn't reduce the need for additional pieces or generate infinite mana is worth cutting.
I'd cut all of the following:
- Wingrattle Scarecrow
- Plague Belcher
- Lingering Tormentor
- Pith Driller
- Cinderhaze Wretch
- Carnifex Demon
- Spawning Pit
For more tutors, draw, and ramp. (That would also lower your curve to where Ad Nauseam is viable.) Leave Banewhip Punisher, Chainbreaker, and Spincrusher since they're the cheapest, and Banewhip Punisher is semi-decent removal.
I also recommend Skullclamp in terms of draw, as it goes very well with the reccruing creatures and sac outlets. You could also consider a bit of a reanimator strategy to get your combo pieces, since black can tutor to the graveyard.
1 week ago
Hey, I saw your forum post thought I could give some advice. Overall this looks good. If you're just starting out playing Magic you already have some nice deck building skills.
I have three main deck Vamp addition suggestions:
Four other main deck suggestions:
- 1x more Legion Lieutenant
- 1x more Mavren
- 1-2x more Fatal Push
- Cut 1x Sanctum Seeker
- Cut 1x Radiant Destiny
Zealot is a two mana Vamp who draws a card when it ETB. This is good for only two mana. I suggest adding Skymarcher for a 2/1 one drop Vamp who gets better the longer the game goes when you get the city's blessing it adds some more aggression. I like Forerunner here because it's only three mana to tutor for Legion Lieutenant or Mavren or Sanctum Seeker. Forerunner's other ability is good with Mavren getting more pump each turn a token is created.
Lieutenant and Mavren are two of bigest reasons to play Vamps you want to draw either one every game playing more of them helps with consistency. Expect the first Mavren to die; your opponent can't let him get out of control having more copies of him because of this is beneficial. If you have more copies of Push then I suggest playing more. 2x Push is fine, but 4x is norm for this spell.
4x Seeker is a lot simply because you only want to play him turn four and before playing him you want a some what established battlefield of Vamps. I think you can cut 1x Seeker for another copy of an early game Vamp. 4x Destiny is also a lot use it as a second lord with Lieutenant as the primary lord since it's a Vamp. Because Destiny isn't a Vamp and it requires other Vamps to be in play before it's good consider cutting one.
Forerunner lets you use some sideboard spots as a Vamp 1of toolbox. Possible Vamp Forerunner toolbox:
- 1x Champion of Dusk: good in nonaggro matchups to draw a lot of cards.
- 1x Twilight Prophet: also good in nonaggro matchups if it lives combined with Vamp tokens with the city's blessing it can give you a huge advantage.
- 1x Elenda, the Dusk Rose: board wipe insurance.
- 1x Vona
Cards to consider cutting:
- 4x Martyr of Dusk: Martyr is very much a budget option, there's better two drop Vamps.
- 2x Call to the Feast: Seeker and Cast Out are the two best four drops here. There's not room for another four drop.
- 2x Oketra's Monument: Monument is nice, but it's better when you build around it with a Mono-white plan to get the most out of it. The strategy here is being aggressive with Vamps I don't think Monument fits with this strategy.
- 2x Yahenni, Undying Partisan: Yahenni can be good in some matchups, but as a three drop I think it's one of the least good options.
- 1x Seeker
- 1x Destiny
Dusk / Dawn for the sideboard is very good with Vamps because other than Seeker they all only have 2 power of less making Dawn a powerful recursion spell. Vamps have problems with big creatures Dusk kills them.
Good luck with your deck.
1 week ago
Great synergy, and it has a solid mana curve for Standard. I may make personal tweaks - one less Legion's Landing, one less Mavren Fein, Dusk Apostle, and one more Yahenni, Undying Partisan. For the other open slot, maybe consider using Elenda, the Dusk Rose?
1 week ago
Elenda, the Dusk Rose + Yahenni, Undying Partisan in combination with any board wipe and anthem effects are awesome. Get a bunch of creatures on the field, can't swing through - sacrifice creatures to yahenni to make him indestructible, plussing up elenda, then sack elenda for tokens equal to her power. Anthems on the field often double or triple the lifelink power elenda had. I'd suggest two or three of each. Then add in some kill spells, because people hate letting yahenni get started. He can win games by himself.
Mana base is skewed to black too. You need to have some dual lands, Concealed Courtyard if possible, a tapped land if not. Might need to change out the 4x BB creatures you have so your mana base can be more balanced. Or switch them out for 2x Twilight Prophet. My opponents will kill those first if I'm even close to getting the city's blessing, above and beyond other threats on the field.
2 weeks ago
Currently 5-0 with this deck on Untap.in against some pretty decent decks.
In those matches, here's what I've noticed.
Mainboard: So far I didn't need board wipes in any of them. I pretty convincingly generated enough creatures to take control of the board. A turn 4 Sram's Expertise in to Servo Exhibiton or Weaponcraft Enthusiast has been amazing, or turn 5 if I have Anointed Procession in hand. I think I'm going to keep board wipes in the sideboard instead of main for now.
So far I haven't needed a sac outlet to instantly kill my opponent. I either have PLENTY of treasure to sac, or they're put in a position where they can't swing at me and either have to kill Marionette Master, or lose in 1 - 2 turns anyway. Whenever I have Hidden Stockpile out, it's usually all I need to sac all of my creatures because of Pitiless Plunderer. Sac one treasure in order to sac a creature - Get a treasure! Opponent loses 8 life. Use your new treasure to sac a creature - Get a treasure! Rinse and repeat, making Hidden Stockpile an unlimited sac outlet.
My BIGGEST concern, and it's something you seem to be concerned with too, is that I seemingly only have one wincon. I'm not sure this deck will survive a Lost Legacy targeting Master Marionette. Call for Unity could be an okay secondary wincon, but with it being only a 1 off I don't think it'd save me much. This is yet another argument for adding Yahenni, Undying Partisan or Syndicate Trafficker.
Because of my mana curve especially, I could see how cutting some of my 4-drops like Anointed Procession and Sram's Expertise down to 2 or 3 offs would help smooth that out. I also see and fear the dangers of drawing too many Treasure Map Flip but also don't want to ruin the consistency at which I see it, because it has been doing WORK in my matches so far. Dropping to a 3 off could be reasonable.
Lands: I noticed quite a few decks playing off their graveyards, such as a cycle deck I faced, so I mainboarded 2x Scavenger Grounds and it hasn't seemed to hurt me getting the colors I need any. I considered Arch of Orazca but I'm honestly finishing people off too fast for that to matter in most of these matchups, and I've got a card draw outlet through Treasure Map Flip anyways.
Sideboard: I agree with Big, that I could use some exile effects. Will probably go Ixalan's Binding over Cast Out since it's sideboard and not mainboard. If I thought I needed it enough to sideboard it in, I think I'll need it enough not to want to Cycle it, lol.
Conclusion / TLDR: I'm going to try to smooth out my mana curve by dropping some 4 drops to 3 offs, and try to get Yahenni, Undying Partisan mainboarded. A 1 off Call for Unity could be another solid wincon in case Marionette Master doesn't work for whatever reason, so I will try to mainboard one of them. My sideboard needs Exile effects and I'm leaning toward Ixalan's Binding. I'd also like a 2nd Battle at the Bridge.
2 weeks ago
I think you should go down 1 Anointed Procession because its a dead card when you play it, and when you have one on the field you don't really want to get multiples, just fuel for it. Then I would take out 2 Sram's Expertise. It's a very win more card, and even though its bonkers with Anointed Procession it doesn't help your Marionette Master combo as much as Yahenni, Undying Partisan does. Know about Call for Unity I see it only as a 1 off, and I would take out 1 Treasure Map Flip. While Treasure Map Flip is a great way to draw cards, it's slow. Only so many tokens can stop aggro decks, and it's a nightmare to draw an artifact that doesn't do anything immediately. Call for Unity doesn't do anything immediately either, but it naturally goes with your sac plan, is an enchantment so its already hard to kill, and is a separate win con on its own as it pumps all of your creatures forever right when they come out. Not to mention it helps Marionette Master deal more damage. May I also say that your sideboard could use some graveyard hate, and ways to stop gods. I would take out Gruesome Fate and Fumigate, to add in Silent Gravestone, and either Ixalan's Binding, Cast Out, or Vraska's Contempt.