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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Yahenni's Expertise Discussion

Noctem on My Ex-Wife

2 days ago

The interaction of Yahenni's Expertise and the 3CMC planeswalkers in the deck look delicious.

Argy on Amonkhet Minotaurs

3 days ago

barneystinson22 I only wanted one Creature in the 4 drop spot and prefer Ondu Champion, but you can easily substitute Merciless Javelineer.

You'd maybe want some card draw, because you will be churning through them.

Of course Zulaport Cutthroat is then not very useful, so you should take that out as well. Maybe put Painful Lesson in its place.


TheRedCzar if you go with Yahenni's Expertise you might think about Gravedigger instead of Minotaur Sureshot.

Between that and Supernatural Stamina you can save a couple of Minotaurs after you boardwipe.

TheRedCzar on Amonkhet Minotaurs

4 days ago

Just an update. I ended up building this deck, and got stomped pretty handily by Mono-Black Zombies and Mardu-Vehicles. The games usually ended in a 1-2, I could usually take a single game, but almost always lost the series, unless they had very bad draws.

I found that I ran out of steam pretty quickly. After turn 4 or 5, I was always top-decking and hoping for what I needed, or was pretty much doomed if they were very active on their removal. If your going up against a deck with a lot of removal, you will struggle. I had quite a few bad draws as well, but I found I just could not stand up to Zombies or Mardu Vehicles. Thankfully, I did not run into any marvel decks (I really despise that deck, PT Amonkhet was very boring because of it).

I side-boarded in Insult / Injury, and that ended up winning me a couple games as long as I had Neheb, the Worthy on the field, and his ability was active. Though this did not work as well against mono-b zombies.

I was missing Transgress the Mind in my sideboard (it had not come in yet), so I am not sure how much that would have improved my chances. I will say that By Force is a must, it helped me out quite a bit, and I think I will end up adding a board-wipe, like Yahenni's Expertise to help out a bit more against and zombie floods.

I will report back again if I make any progress!

mack10k on Phobophobia

4 days ago

Transgress the Mind is better than Lay Bare the Heart, specifically because it can get Aetherworks Marvel. You might want to put Dispossess in your sideboard as well. Yahenni's Expertise is also good for weenie board wipes. Murder or Ruinous Path over Final Reward. Ob Nixilis Reignited would also be good here. Fatal Push over Dead Weight. You would get more value out of Oath of Liliana than Trial of Ambition if you put in Ob. Also Grasp of Darkness needs to be in here as well. I would even consider putting in Harsh Scrutiny

Emzed on Tokens and Clues

6 days ago

You have so many ways to make use of extra mana, and lots of creatures. Cryptolith Rite would be amazing here, i suggest adding 2-3 copies. It can help you really go over the top by generating a lot of extra mana.
Heroic Intervention, while a cool effect, isn't something i would want more than 1-2 copies of in my maindeck. Keeping up 2 mana is a very real cost, and it doesn't even protect you from Engulf the Shore or Yahenni's Expertise.
Compulsory Rest is an odd choice for a removal spell, since it doesn't really answer creatures with powerful static abilities like Metallic Mimic, Lord of the Accursed, Winding Constrictor or Tireless Tracker. You might want to consider Stasis Snare or Declaration in Stone to replace it.

Chewy5150 on Midnight Barbeque

6 days ago

ArcticJohn, I play it all the time on MTGO. It isn't fast enough for Marvel and I think you'd need more hand disruption in sideboard to have any chance, I haven't figured this one out yet. Dispossess and Lost Legacy need to turn up early and resolve to have a chance. I added 2 Collective Brutality last week and they are a tough card for this deck, so versatile and with discard as well.

I have recently mainboarded Sweltering Suns because of the invasion of zombies and aggressive humans and have reasonable success, it all depends on the draw/mulligan. I'm back at 24 lands again as well because I need it, I thought I could get away with less but math doesn't lie! I agree on your suggestion about Yahenni's Expertise

Against control it can be a bit tough. Resolving a Midnight Oil is actually quite crucial here for overwhelming the counters. The other tough match up is decks with lifegain and it becomes a grind.

The sideboard is still a work in progress, I had this idea of stacking creatures in sideboard for the surprise round 2 like Glorybringer, Dragonmaster Outcast etc but I'm not sure this would work that well. I've even thrown in some Dynavolt Tower but not sure if it fits.

One thing is for sure, this is a deck suited to Hazoret the Fervent!!

Any suggestions welcome

Onall_Tarbal on Steal and Sacrifice

6 days ago

I would add one more Hanweir Garrison and a couple of Hanweir Battlements. Yahenni's Expertise in the sideboard is not undesirable at all. I also may try Throne of the God-Pharaoh.

multimedia on Energy Elves

6 days ago

Randsome, Walking Ballista is very good with Winding Constrictor and seems like an auto include in a deck using the snake, but if you don't want to get Ballista's then you could use it's slots for anything really, Negate is even an option. Never / Return or Ruinous Path are fine in it's place, but I don't think you really need any more removal main deck, 4x Fatal Push and 3x Grasp of Darkness is enough. Aethersphere Harvester is good at pressuring Planeswalkers. Saying this I would definitely sideboard 1-2x Never or Path as some Planeswalker removal. I would also sideboard 4x Transgress the Mind which can hit any Planeswalker.

Some possible cards you could use in Ballista's place who go with the theme and with the snake are:

If you want to go away from Elves then both Longtusk Cub and Glint-Sleeve Siphoner are excellent energy 2 drops. You could replace Sylvan Advocate and/or Skyrider Elf with any combination of them.

As far as strengths and weaknesses of Sultai and Temur I think it really comes down to which kind of deck you want to play. Even though Sutali has energy I consider it more of a counters deck because the power of Winding Constrictor is in counters not energy. Temur is more of an energy deck that's also using counters, but energy is the main theme. If you like energy play Temur and if you like counters than play Sultai.

Sultai Strengths and Weaknesses:

    Strengths
  • Better manabase having access to 7-8x fast lands that can make green mana.
  • More powerful curve of Winding Constrictor, Rishkar, Peema Renegade and Verdurous Gearhulk. By itself a curve of Constrictor into Rishkar can be game winning.
  • Better sideboard options for Marvel matchups and control matchups. Transgress the Mind and Negate can both stop Marvel. Transgress can hit Torrential Gearhulk.
  • Less reliant on energy if keeping Elves.

  • Weaknesses
  • Constrictor is a huge target for removal and unfortunately the deck very much relies on him to be alive without him the power level drops a lot.
  • Problematic removal options, other than Fatal Push all other removal has double black casting cost. Push is ok, but not great right now in Standard.
  • No cheap removal that exiles the creature it kills.
  • Not as versatile or as many creature options in black.
  • Access to no three mana sweeper that does 3 damage to all creatures. Yahenni's Expertise is as close as it gets.

Temur Strengths and Weaknesses:

    Strengths
  • Can still function without losing a key card in other words there's no Constrictor. Less reliant on a nice curve.
  • More cards make and use energy. The energy theme is front and center.
  • Magma Spray is a very good removal spell right now in Standard.
  • Harnessed Lightning is unconditional creature removal that with energy can kill easier than Fatal Push.
  • Access to three mana 3 damage to all creatures sweepers.
  • Glorybringer adds an additional power level to the top end.

  • Weaknesses
  • Worst manabase having to use reveal lands from Shadows Over Innistrad which can be problematic at times.
  • Worst sideboard options for Marvel and control matchups. Other than Negate and other counterspells.
  • Relies much more on energy to overall function.

In my opinion red is better as the third color for this deck than black right now because of Magma Spray, Harnessed Lightning, Glorybringer and Radiant Flames. These cards do more for the deck than Winding Constrictor, Fatal Push, Grasp of Darkness and Transgress the Mind can. I like the combination of Spray and Harnessed over Push and Grasp because Spray can exile Scrapheap Scrounger and/or Dread Wanderer, especially Scrapheap because he's such a menace in Mardu. Spray also hits a ton of creatures in both Zombies and Mardu making it not just for the recursive creatures.

Creatures that Spray can't kill Harnessed can due to the amount of energy the deck can make. Glorybringer is great at pressuring or killing Planewalkers and gives me another flying threat. Putting counters on Glorybringer is also nasty fun. Flames in combination with Spray is very potent vs Zombies. I've found that I really need a sweeper to consistently beat Zombies because the battlefield can be flooded with them very fast. Red has access to two three mana sweepers that can deal 3 damage to all creatures, Flames and Sweltering Suns. Doing 3 damage is important because of Lord of the Accursed. Black has Yahenni's Expertise which can kill 3 power creatures, but it costs four mana instead of three. Flames can also only do 2 damage to each creature if I only use two different colors of mana to cast it. It's flexible this can be relevant as a one sided board wipe.

Push is a great removal spell, but the strong presence in Standard of both Aetherworks Marvel and Zombies takes it down a notch. Zombies wants you to spend a card to kill a single Zombie this is giving them an advantage. Spray is some what taking away this advantage even though I'm still spending a card to kill a single creature the creature is exiled which is relevant. Marvel plays all three drops except Servant of the Conduit and higher and very few creatures. Push is still excellent in the Mardu Vehicles matchup because it can kill Heart of Kiran, but so can Harnessed.

Thanks for the tips on using the stack. You're right I can't tap Rishkar, Peema Renegade the turn it's played to crew Aethersphere Harvester and then put a counter on Harvester with Rishkar's trigger. I would have to use another creature to first crew Harvester and then play Rishkar. I've been doing this Rishkar and Havester play for a while now and no one has said it's wrong, haha... My mistake is I didn't know that if an ETB trigger has to have a target(s) the target(s) must be declared the moment the trigger goes on the stack. I was declaring targets when the trigger resolved from the stack which is wrong.


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