Yavimaya Coast

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Origins (ORI) Rare
Magic 2015 (M15) Rare
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Apocalypse (APC) Rare

Combos Browse all

Yavimaya Coast

Land

: Add to your mana pool.

: Add or to your mana pool. Yavimaya Coast deals 1 damage to you.

Yavimaya Coast Discussion

multimedia on Thrasios, Triton Hero // Tymna the Weaver

2 days ago

Hey, nice version of Thrasios/Tymna :)

Lots of expensive price cards and interesting interactions here, but the manabase is not good. 17 of the 34 lands ETB (enter the battlefield) tapped which is too many for a $600+ deck. The manabase doesn't match the rest of the deck. The Temples, Vivid lands and ETB tapped Fetch lands are not competitive lands. If you're wanting to improve the casual competitiveness of your deck my advice is upgrade the manabase.

Some lands to consider adding:

These are the least expensive price playable land options in these four colors. In fact many of these land suggestions can be further upgraded with more expensive price lands. Adding a Nature's Lore can also help because it can search for one of Pool, Tomb, Garden or Vista.

Cards to consider cutting:

  • Vivid Creek
  • Vivid Grove
  • Vivid Meadow
  • Bad River
  • Flood Plain
  • Grasslands
  • Gateway Plaza
  • Temple of Deceit
  • Temple of Enlightenment
  • Temple of Malady
  • Temple of Mystery
  • Temple of Plenty
  • Temple of Silence

multimedia on Animar, God Of Hydras

2 weeks ago

Hey, your deck looks good except the manabase. You've neglected the manabase in favor of the rest of the deck :( This manabase is for a $100-$200 budget deck not a $400+ deck. If deck price is a concern then cut Primal Vigor since it's a redundant five drop because of Doubling Season and one of Palinchron or Ulamog, the Ceaseless Hunger ; use the $56+ to improve the manabase. Palinchron can be cut and replaced with less expensive price Peregrine Drake .

I would start with getting one of each of the Pain lands and Shock lands, more dual lands that ETB untapped which are wanted to cast Animar on curve. Shock lands, Pain lands and Check lands manabase is fine with basic lands. 21x basic lands is a lot for a $400+ three color deck that wants to make difficult mana cost turn three/four consistently.

Lands to consider adding:


Ancestral Statue is the only creature enabler for Animar here. Consider more than Statue?

Upgrades to consider:

Other upgrades to consider:

Creatures who ramp give you more with Animar because if cast before can help to cast Animar and then afterwards if cast can add counter to Animar. These mana dorks who can make any color of mana for Temur can help the manabase, bringing consistency of color fixing for playing Animar faster. The same can be said for creatures who can put a land onto the battlefield because it's then ramp who can be bounced and played again. There's already more Forests than any other lands which is good when playing green mana dorks. Good luck with your deck.

Pieguy396 on Estrid Enchantress EDH - need ...

3 weeks ago

I'd recommend cutting Tamiyo, Collector of Tales , as her +1 does very little in EDH, and Verdant Haven , as there are a lot better enchantment ramp options out there. Going further, I'd say that Weirding Wood is probably better than New Horizons as well. I'm also not a fan of Dark Depths or manlands in EDH, and would recommend replacing them with other lands. My first recommendation for replacement lands would be painlands such as Yavimaya Coast .

multimedia on Roon's Hidden Toolbox

1 month ago

Hey, saw your forum topic asking for help.

Eladamri's Call and Congregation at Dawn are good instant creature tutors. Dawn is nice because it's budget and it can tutor for three combo creatures and put them on top of your library. Palace Jailer is good with blink. You exile an opponent's creature with Jailer and usually with this exile effect when the creature leaves the battlefield your opponent gets back their creature, but this is not the case with Jailer.

Your opponent only gets back their creature if an opponent becomes the monarch. Even if Jailer dies your opponent doesn't get back their creature and you can blink Jailer to save it from removal. If you have the monarch and blink Jailer you exile another opponents creature and can continue to do this until an opponent becomes the monarch. You become the monarch when you blink Jailer making it difficult for you to lose the monarch. The monarch is powerful in Commander; drawing a card at your end step. It's nice with Stonehorn Dignitary who can help you to keep the monarch thus keeping your opponents creatures exiled.

Yavimaya Coast , Bant Panorama , Opal Palace are good budget lands that can make colorless as well as colored mana. Might be worth it to add a Wastes that way Farhaven and Simulacrum can search for a colorless source. Consider upgrading your land ramp spells? Nature's Lore is a big upgrade of Rampant Growth because Lore can search for a dual land. Because you have Breeding Pool then Lore can get a blue source, but other than Pool there's other lands it can search for such as Vista, Scattered. Adding a Temple Garden would help. As far as land ramp spells Farseek and Lore are the two noncreature spells to play since it's much better using deck spots for creatures who land ramp since then you can blink them.

Because of Displacer the exception for noncreature ramp spells are mana rocks that can make colorless mana. Talisman of Unity and Talisman of Progress are two drop mana rocks that can make colorless or colored mana. Mystic Remora is one of the best sources of repeatable no mana cost draw in multiplayer Commander and it's good with blink to reset it's upkeep cost. There's cards here especially Brago that can blink any permanent.


Cards to consider cutting:

  • 2x Forest
  • 1x Plains
  • 1x Island
  • Rampant Growth
  • Grow from Ashes
  • Displace
  • Stalking Leonin
  • Sunblast Angel
  • Elite Guardmage: already have Blazer and Muldrifter.
  • Reclamation Sage: already have Autumn.
  • Spell Swindle: too much mana for a counterspell.

multimedia on All Will Be One

1 month ago

Hey, I think the Tri lands are better than the Storage lands. Even though they come into play tapped, after that being able to make one of three different colors of mana is very helpful with a four color manabase. Mirrodin's Core and Tendo Ice Bridge are budget and they ETB untapped. Either can tap for colorless with/without a counter or with a counter they can tap for any one color of mana. These are like Storage lands, but are Rainbow lands that can also take some advantage of proliferate/Doubling Season.

Budget lands to consider adding:

These lands can replace basic lands since 24 basic lands is a lot for a four color manabase. I also recommend adding Fellwar Stone , Farseek and Nature's Lore . Potential early game plays that can help four colors and Farseek/Lore interact with Shock lands. Adding an Overgrown Tomb and Murmuring Bosk would help with these spells. Good luck with your deck.

multimedia on Arcades, the Strategist - Defender Deck

1 month ago

Hey, for a prototype looks good, nice start.

My first suggestions are to improve the manabase. There's several budget lands to consider adding:

Chromatic Lantern , Sylvan Caryatid and Cryptolith Rite can also help the three color manabase. Currently you need an equal ratio of all three colors in the manabase to consistently play all the cards in the deck. This is not realistic without having more dual lands and more color fixing. cards are the most problematic here. Currently 14x Plains and 28x total basic lands is a lot for a three color manabase.

White is the primary color here as far as deck stats go, but that's deceiving because the cards you want to play the most in the early game are green (Farseek, Battlement, Guardian and other defenders who ramp). In my opinion for these reasons white and green should be a equal ratio for the manabase. Blue is the least important color as far as defender creatures, only really needing it for Arcades; wanting it for Wall of Denial , Tetsuko and Rift. Sure, there's some other good blue defender creatures, but none are any better than what green and white can offer.

My advice for the manabase is equal amount of white and green and only splash blue with more dual lands. Cut down on blue, add more dual lands that can make blue mana allowing you to decrease the amount of Islands. If decreasing blue in the manabase then cut mana cost cards and trim the overall amount of blue cards in the deck. By adding the above suggested lands, keeping lands that you're already playing and having only 2x Islands you can get 16+ blue sources in the manabase which is enough to support Arcades.


Two drop defender creatures to consider adding:

Other cards to consider:

If you like some of these suggestions I offer help to make cuts. Good luck with your deck.

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Yavimaya Coast occurrence in decks from the last year

Modern:

All decks: 0.07%

Commander / EDH:

All decks: 0.09%

GU (Simic): 1.8%

RUG (Temur): 2.54%

GWU (Bant): 1.08%

BUG (Sultai): 0.82%