Yahenni's Expertise

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Rare
Promo Set (000) Rare

Combos Browse all

Yahenni's Expertise

Sorcery

All creatures get -3/-3 until the end of turn.

You may cast a card with converted mana cost 3 or less from your hand without paying its mana cost.

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AER

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Yahenni's Expertise Discussion

ERoss8 on Rise from the ashes

2 days ago

I’m noticing a lot of single target removal, which is fine. Personally, I prefer more global effects (like Fleshbag Marauder) that scale better in a multiplayer game. Maybe cut Walk the Plank and other sourcery-speed answers for this kind of effect. The same can be said about Cabal Therapy type effects. They’re pretty good in 1v1 matches to pick out stuff you’d otherwise have trouble dealing with, but in multiplayer they don’t do enough.

Black has a ton of great sweepers that seem like they would fit into the deck. Damnation is the best, but Life's Finale, Decree of Pain, and Deadly Tempest are all great effects to have that won’t cost you as much, and will clear the board more effectively than Flaying Tendrils and Yahenni's Expertise.

The Disentomb effects seem kinda counterintuitive to the reanimation plan. With this kind of deck, your trying to cheat something big out early, not get something back to hand where it will either stay for multiple turns or cost a ton of mana to get back.

Speaking of mana, a couple more ramp effects, like signets (Dimir Signet, Orzhov Signet, Azorius Signet) and talismans (Talisman of Dominance and Talisman of Progress).

Hope this helps!

Gidgetimer on Dose yahenni's expertise place minus ...

1 week ago

Please link all cards in your question using double brackets.

Yahenni's Expertise

Hapatra, Vizier of Poisons

No, an effect only places counters on something if it specifies that it places counters.

mmcgeach on Control Zur

2 weeks ago

@AquaticAce26, yeah, Luminarch Ascension is a fine win con - it definitely has synergy with the deck and the plan. The win cons in the deck can be a little fragile - like if you have Rest in Peace and someone destroys your Helm of Obedience, you have to shift to the other win. So in that sense, a third one-card win con is ok. On the other hand, having a very few dead cards for combo slots or wincons is one of the strengths of the deck. You could drop the voltron cards (Empyrial Armor and Cartouche of Ambition) and add Luminarch Ascension and maybe Replenish, if you want to stay at 2 wincons. Or you can just add it and go up to 3.

I'd probably try another board wipe against those decks instead of Illness in the Ranks. Massacre or Yahenni's Expertise. They're both vulnerable from their creature mana. I'd probably want to play another GY hoser, maybe leyline or Planar Void, which should help against blood pod and tasigur. Yeah.

I hear you on card prices... even 2 years ago Tabernacle was 400$. Should have bought a playset then. :/

JohnnyCRO on Oona, dos, faes! [Doomtide]

2 weeks ago

Awww, so kind of you xD

And I agree, edit button is sorely needed.

  • Misstep - it's maybe just me then

  • I am aware that Oona and Dralnu are quite different. It just occurred to me that oddities like Mind's Desire work well with Dralnu so if you like cards like that Dralnu might be worth your attention. And as for Kess, even though I played her only briefly, I can tell you that her 3c is no problem since is only splashed for a few spells (wheels, Faithless Looting, Gamble, Vandalblast and maybe a few more trinkets), so just adding 2 more shocks, 1 or maybe 2 filters, a single Mountain and maybe a few tangos/checks should do. Adding more rocks like signets and another talisman won't hurt since you'd be keeping Isochron line anyway. You can go deeper into red, but for a control/Doomsday/storm/control deck I don't think it's necessary or even desirable.

  • I get it about the talisman. It was just a side remark for general Isochron use, not for this particular deck. In my experience Oona doesn't need more than a few, and certainly no more than 10, to go off reliably.

  • and to deal with his Alesha specifically the cheap -/- wraths are good. Languish is doing fine for me and I'm about to give Yahenni's Expertise so if I were you I'd get one of each just in case, they're cheap enough to grab when you see them.

JohnnyCRO on Oona, dos, faes! [Doomtide]

3 weeks ago

This looks better than the last time. Not that the prior iteration was bad or anything, I just think you're going in the right direction. Now:

  • Sensei's Divining Top - top goes infinite with either of your infinite mana combos. Infinite as in it draws you your entire deck. After Isochron combo gives you infinite mana you can tap Top for draw, hold priority to activate DReversal via Isochron (paying , but since you have infinite...) and then when that resolves you tap Top again with previous top effect still on the stack. They both resolve, first one drawing a card ad putting Top on the top and the second one just drawing you Top you can replay (for , but, again, you have infinite). And with Rings combo you tap top for draw and copy the effect via Rings (paying while having infinite is insignificant). It's a neat interaction for when Oona is offline for any reason because you get a chance to draw a way to get her (back) online. So even though it's not a combo-centric card and would be included anyway, it would be nice for clarity if it got mentioned in the combo section of the writeup and if it got tagged as such in the deck.

  • Unsubstantiate - tag it as a counter too. The only excuse I can find for playing this over a simple Unsummon or Disperse as a removal is its countering clause. Additional counter that can hit uncounterable spells is something. It's no Remand, but with that price tag and soft removal clause one can't, and shouldn't, complain.

  • Mental Misstep - how relevant is it honestly? The way I see it, your (partially "our") meta is kinda slow so this one isn't as significant here.

  • Spectral Shift - this seems...cute. Too cute. I get the point of abusing Urborg, but IMHO it's jumping through some considerable hoops just to get more mana. Unless I'm missing something big or it's that good and consistent actually.

  • Long-Term Plans - you have plenty good tutors in here. This one is the slowest and I could see it getting out for something better.

  • Mind's Desire - I can see it having a fabulous ceiling, I played the card so I know, but its floor is awful and it won't get you back when you're behind. And even when it gets rolling, you're depending on luck for it to do anything. I think that your current combos are reliable enough to ditch it. But that's just me.

  • Snap - you be the judge on this one. Since you already have black I think you could afford more...permanent solutions to pest problems. But if its free casting is that valuable, by all means play it.

Some suggestions:

  • Prismatic Lens - take a look at this one. It's not much on its own, but considering you have many colorless rocks and that you only have 4 of those capable of creating infinite colored mana (Talisman pains you so it's technically not infinite but you don't need more than a few with Oona so it fills the bill). It's a card I came across recently and am seriously considering for my Tasigur so yea, you might find it appealing too.

  • Rhystic Study - get it pls xD

  • Yahenni's Expertise/Languish - these are neat mass removals that won't break the bank while they will get rid of most stuff from the board. Toxic Deluge or Damnation would be better of course, but I can see that their price tags might be a bit prohibitive so one of these 2 -/- wraths can do, at least for the time being.

  • Go for the Throat/Ultimate Price/Dismember - not all of these are excellent, but you could play some/one these before soft removal in a deck with access to black.

demon_vayu on Dino thunder

3 weeks ago

Quicksilver in practice so far the black element works for allowing me to retrieve what I need when I need it. This tends to be a more casual deck which is fine for me. As far as Yahenni's Expertise goes, it tends to be a board wipe as necessary with an assisted restart. I intend to get rishkar's expertise for this deck as well.

JohnnyCRO on I'm gonna make him an offer he can't refuse...

3 weeks ago

Mark_Hill_AL

Well, first thank you for taking the time to look over my list a bit and I'm sorry for taking this long to answer. I'm currently quite busy and I'm the last person who has a say in tailoring my schedule at least for a weeks or so.

Now, onto the matter at hand!

  • cycle lands - I'm glad we're on the same page with these. The Loam cycling engine isn't always online, but when it is it's quite awesome. I'm never sorry to see these because at best they are cantrips for my engine, usually they're just cantrips, and in a pinch they're my t1/2 land drop.

  • fetches - those are already on my list. Misty Rainforest being the highest priority because I'd play it in all 3 of my active decks (people let me proxy a card in a deck if I own a copy, so cards like this are a solid buy for me). After that it will be either a Scalding Tarn or Verdant Catacombs, depending on which one I find first for a good price (Tarn would be playable in all 3 of my decks, but Catacombs would work better in Tas while not being playable in my Kefnet deck). I'm hesitant to plan beyond that because I'm a student and my budget surely won't allow me to buy a marginally useful card like BW fetch or, for me, useless RW fetch.

  • cycling duals - I can only play one in here, though I'd love to test more. I tested one that I can play and it was meh. It costs twice as many to cycle compared to other cyclabe lands and its 2c identity was only marginally useful. I replaced it with a better land. But I could be persuaded to give it another shot, but instead of a nonland card, because it's more of a cantrip in my eyes than it is a land.

  • Urborg & RTower - both have insane ceilings, but share a common problem; they don't help my early game. My manabase is kinda tight right now and even though it currently does what I want it to do for the most part, I'm scared that these might imbalance it. Although I would play urborg if I played Palinchron, which I actually do own. And I have a friend who can "borrow" me Urborg (he won't sell it to me, but he would lend it to me long-term so yep...). More on the Urborg matter a bit later.

  • reanimator package - it's one of the things I'm strongly considering. My 75%-ish meta demands more investments and these might be just the thing. However here comes another issue, that subtheme is in no way related to my wincon or to the rest of the deck. How do I fix that? Well obviously I simply kick out Dramatic Reversal and Isochron Scepter for Palinchron and Urborg! These have much better synergy with the reanimator package and if I were to go that way, I'd do it like this. One of the reasons your list appeals to me is that you're playing quite a few good control cards and a tight and, seemingly, effective reanimator package. So one fo the things I'm looking to deduct from this correspondence is a set of changes that would turn my scepter Tasigur into a Reanimator Tasigur if I ever wanted to pull the trigger. Getting the cards is no problem honestly, maybe Reanimate itself will be a bit tough to find, but the real problem lies in finding a good set of one for one changes to make the transformation.

  • Tolaria West - I like the effect. As a matter of fact I love the card in my Kefnet deck. However in here I prefer to play Crop Rotation for its instant speed and lower mana cost, enabling me to hold up open mana and stop shenanigans instant speed. Bonus points if I pull the trigger and add Reanimator/Palinchron package! It has an upside if one is playing Pact of Negation tho. You are, I am not. More on that later.

  • Force of Will/Pact of Negation - I just got myself a Force couple of months ago for my Kefnet deck. The only reason I didn't include it here is that I'm afraid my blue cards density is too low. It might be a silly prejudice though. How does it work for you? What blue density would you say is the minimal requirement for it to be online often enough to be relevant? And pact I don't currently have. If I come across a cheap copy, I will purchase one. ATM it's one of those cards that wouldn't chase or overpay even by a cent because even though it's neat, there are more relevant buys I'd like to make.

  • Phyrexian Arena - honestly, the card has been good to me. I get the point many people raise about it, but for me it works because my meta is often slow enough. Although I admit it's floor is far lower than one might expect at the first glance and I'd be willing to remove it for a better card.

  • Time Warp - it's cute but works fine for me, it saved my butt a considerable number of times because I can spin it a few times preparing for a combo turn. I could see it removed, none of my remaining 2 decks would complain. Not unlike PArena; the card has been good to me, but admittedly its floor is awful and if I get presented with a better card, it can go.

  • Go for the Throat - a solid piece of creature removal, but likely the worst one I currently have. It can go for something better.

  • Memory's Journey - this is a flex spot honestly and this one hasn't been good so far. Either it's too narrow or I'm incapable of using it right; it might be a combination of the two. And the fact that I'm struggling to find an English copy more than I thought I would doesn't help. SO this is the easiest cut to make IMHO.

  • Notion Thief - ... I can't believe I forgot about this guy, how did that happen? Ok, admittedly it's floor is low, especially in my meta where crazy draws aren't really a usual thing, but it's probably flexible enough for me to give it a shot.

  • Languish/Yahenni's Expertise - I myself thought Expertise would be better. But in testing there were two significant problems; 1) that 4th point of toughness mattered a lot more than I thought. Maybe it was a few bad days at the LGS but man did it hose me a few times. I can't remember the exact situations, but it was a recurring issue. 2) a large chunk of my cheap spells are interaction cards I'd like to hold onto. Dream casts with it casting Search for Azcanta  Flip or Rhystic Study did happen, but more often than not it was just a dork (just to help me recover from it), a rock or...sometimes nothing. It ended up being much less of a factor than it seemed. My sample size wasn't even significant, maybe half a dozen-10 games, but the results were consistent and when I recently got a hold of Damnation, instead of Languish Expertise got out. However I'm still not that confident on this change and it's one I could easily reverse to have another round of testing to double-check how it does.

Again, I'm glad you looked it over. It means a lot to me to discuss this deck with pilots at the same power level but with more experience with the deck.

So I have 2 more direct questions for you;

1) could you recommend a set of changes for "transformation" of this build into a reanimator one? Using Scepter, Reversal and as many of the cards we agreed that could go out as you deem necessary?

2) why did you take out Disallow? Admittedly, I haven't used its Stifle mode for months now in neither of my 2 deck playing it, but though Kefnet can pay for that utility, I'm starting to doubt its value in here. Could Trickbind or Stifle be better because of their simple cost that was paid for by the loss of utility or should I exclude it altogether? I know this isn't a simple single decision, but I'm interested in your insight since you made the jump in one direction.

Quicksilver on Dino thunder

3 weeks ago

How well do the black cards work out for this deck? The tutors are expensive and cards like Yahenni's Expertise don't really synergise efficiently enough.

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