Yavimaya Coast

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander 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.

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ORI

M15

10E

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Yavimaya Coast Discussion

multimedia on Derevi

15 hours ago

Hey, saw your forum topic. If you want to abuse tap/untap and disrupt your opponents with Derevi then consider expanding on the Stax/hatebear theme? But like Bchong said if you're playing the Stax theme then you want to limit the amount of high CMC cards because you will not be able to consistently have enough mana to cast these cards.

You say you don't have mana problems, but I find that hard to believe because there's a lack of ramp here with only 33 lands. There's no one mana dorks, only one two drop mana rock (Vessel) and no land ramp spells (Into the North, Farseek, Nature's Lore, Rampant Growth, etc.)? Mana dorks and land ramp are the main reasons to play green in Commander.

If you're tapping down lands then consider adding mana dorks? Mana dorks are not effected by effects that tap lands therefore they can still make mana. Other cards that are helpful when you can untap lands with Derevi/dorks are the enchant land ramp enchantments. Most mana dorks are one mana 1/1 creatures who can also attack when you have your opponents locked down. These dorks can attack, do combat damage to an opponent and be used to untap a permanent with Derevi. Edric, Spymaster of Trest and/or Nature's Will can make attacking with dorks or hatebears very beneficial.

Ramp to consider adding:

More set-up that your opponents cards become tapped consider these cards:

There's a hatebear theme here consider expanding on it:

Budget lands to consider adding:

Consider Yisan, the Wanderer Bard or Birthing Pod? Both are very good with having the ability to untap a permanent with Derevi. They can give you a repeatable way to tutor for and put a creature right onto the battlefield, paying only one, two or three mana; this is helpful with the Stax/hatebear themes. As far as high CMC cards Sun Titan is one I suggest because he can reanimate a Stax/hatebear card especially good with Stasis or Tangle Wire.

An equipment strategy is not good in Commander unless going all out playing Voltron with a ton of equipment, cards that care about equipment and cards that can protect your creatures while being equipped. My advice is cut the equipment strategy (Helm of Host, etc.) and focus more on expanding ramp and Stax/hatebear strategies.

I will help you make cuts to add these cards if you like some of these ideas.

Good luck with your deck.


multimedia on atraxa

2 days ago

Hey, good start, nice Doubling Season :)

To begin to make upgrades I suggest first focusing on the manabase. When playing a four color Commander you want to consider more dual lands because mana fixing from lands is very important to have the right colors when you want them. Lots of Basic lands in this case is not the direction to go with the manabase. You still want some Basic lands for cards like Cultivate, Kodama's Reach and Battle lands, but dual lands should be priority. There's several budget duals in Atraxa's colors.

Budget lands to consider adding:

These are Rainbow dual lands. Called Rainbow because they can make one mana of any color. Command Tower is one of the best lands in Commander for any Commanders who are more than one color and Tower is budget. Exotic Orchard is not as good as Tower, but when playing four colors it's pretty unlikely that you'll be in a game where this land doesn't make a color of mana you want. Opal Palace is a good land with Atraxa because it can make any one color of mana while also giving Atraxa a +1/+1 counter which is great with her proliferate.

If you're going to play lands that ETB (enter the battlefield) tapped then the Tri lands are your best budget option because they give you one of three choices of colors which is good for mana fixing.

The Pain lands are good budget dual lands because they always ETB untapped and can make either colorless mana or colored mana. You don't have worry about the one life loss to make colored mana in Commander especially since Atraxa has lifelink.

These dual lands are one or two different land types that's good for land ramp spells Farseek and Nature's Lore. Two of the best land ramp spells in Commander because they can tutor for and put a dual land directly into play. Ramp that lets you put a dual land into play is very good when playing four colors. The Battle lands (Vista, Hollow and Stream) are two different land types, for instance Canopy Vista is a Forest and a Plains. This means Farseek can tutor for it because it's a Plains and Lore can tutor for it because it's a Forest.

These are Rainbow mana rocks. Lantern is a good artifact to play when playing four colors because it really helps with mana fixing since any land you control can make any color of mana. It's also ramp since it can tap to make one mana of any color. Fellwar is a two drop and like Exotic Orchard it cares about what colors of lands your opponents have, but this is fine since you're playing four colors, it will be pretty rare that you can't make a color of mana you need with this rock.

Good luck with your deck.


multimedia on Enchanted battlefield

6 days ago

Hey, good start. I don't think you want to play Estrid like a blue deck. In fact, blue can have the least amount cards of the three colors, just a splash. I would play Estrid like a green and white deck; in simplified terms Green for ramp and white for enchantments. Consider more enchantresses? Consider more cards, two drops, to take more advantage of untapping lands? And consider including more enchant land Auras that ramp since they're kind of a reason to play Estrid?

Estrid and Veil is a combo, but you need another card for the combo to be a win condition. Blind Obedience is budget and with both Estrid and Veil lets you infinity cast Estrid from the Command Zone while also making all your opponent's lose 1 life each time Estrid is cast. A winning combo is Estrid, Veil, Forge, Obedience with the enchant land Auras.

Cards to consider adding:

Lands to consider adding:


Cards to consider cutting:

  • Acidic Slime
  • Baird, Steward of Argive
  • Managorger Hydra
  • Phyrexian Rebirth
  • Telepathy
  • Spawning Grounds
  • Snake Umbra
  • Bear Umbra
  • Ever-Watching Threshold
  • Seal of Cleansing
  • Overwhelming Splendor
  • Hieromancer's Cage
  • Ixalan's Binding
  • Dictate of Kruphix
  • Ashes of the Abhorrent
  • Seal Away
  • Rapid Hybridization
  • Grasslands
  • Thornwood Falls
  • Tranquil Cove
  • Blossoming Sands
  • Terramorphic Expanse

Good luck with your deck.


AjanisLastDan on B/U/G Bandit

1 week ago

Mindcrank combos with Duskmantle Guildmage quite nicely, in case you havent been hit with that one yet...

For budget-y mana - look at Underground River, Tainted Isle, Yavimaya Coast, Skyshroud Forest, Tainted Wood, and Llanowar Wastes

eliakimras on Big Damage, Sudden Wins

1 week ago

Exotic Orchard, Llanowar Wastes, Yavimaya Coast and Underground River are some cheap lands you could use. High Market and Viscera Seer can send your creatures to the graveyard in response of a exile spell/ability, so you don't really lose them. Blighted Woodland, Myriad Landscape and Bad River are nuts in this deck, since they can repeatly get more lands in play. Ghost Quarter and Tectonic Edge are also great.

eliakimras on Back At(the)trax(a)

1 week ago

Since your curve peaks at 4 mana, I recommend that you focus on 2-mana accelerants: Nature's Lore, Farseek, Sakura-Tribe Elder, Fellwar Stone instead of Abzan Banner, Ratchet Bomb (also destroy your board), Verdant Automaton (too slow), Arcbound Slith and Arcbound Worker (too slow). // Rishkar, Peema Renegade can put the first counter on creatures so you can proliferate them and tap them for mana when needed. Abzan Charm has great versatility. Odric, Lunarch Marshal has great synergy with Atraxa, Praetors' Voice. Chasm Skulker and Cathars' Crusade require quick answer or else they win you the game. Orzhov Advokist serves double duty: she deters opponents from attacking you if they accept the offer, and also put counters on your creatures for free. Lim-Dul's Vault is a great tutor. Utter End, Anguished Unmaking, Abzan Charm, Swan Song, Beast Within, Swords to Plowshares and a overloaded Cyclonic Rift are great for dealing with your opponents' threats. // In the card advantage department, Bred for the Hunt, Path of Discovery (also create counters), Shapers of Nature (also create counters), Zameck Guildmage and Etched Oracle are repeatable draw while Rishkar's Expertise, Prime Speaker Zegana, Painful Truths and the aforementioned Abzan Charm are 1-shot card draw. // I suggest you to replace Grasping Dunes, Ifnir Deadlands, Survivors' Encampment, Simic Guildgate, Tranquil Expanse and Deeproot Champion (almost all your deck are creatures) by Yavimaya Coast, Caves of Koilos, Exotic Orchard, Bountiful Promenade, Sea of Clouds, Morphic Pool, upping your land count to 37.

slayingmatt1234 on Edric's Rogue Squad

1 week ago

Hey Man, I love making decks and I'd be glad to help out! Here are some suggestions: First, try to see if you can get more unblockable creatures with relevant creature types. Usually these are rogues so that you can use Notorious Throng and faeries because many of them are rogues and you can use cards like Spellstutter Sprite which also counters spells. Some elves along with Eladamri, Lord of Leaves works too, though I know that's out of your budget. Some creatures I see you don't have are Nightveil Sprite, Triton Shorestalker, and Jhessian Infiltrator. Also shoutout to Trygon Predator which removes stuff as well and Faerie Conclave which is a land that can become a relevant creature, which is very handy in case you run into a lot of boardwipes. Beastmaster Ascension is another win condition you can throw in. Coastal Piracy and Bident of Thassa are redundant effects for edric. Beast Whisperer is also a good draw engine. You also might want to change some of your removal spells as well. Counters like Mana Leak aren't so good in commander. Besides other counter spells, you can also use Rapid Hybridization, Beast Within and Reality Shift and the downsides don't mean much when all your creatures have flying! I also found some cheap dual lands to consider: Yavimaya Coast, Temple of Mystery, Thornwood Falls, Alchemist's Refuge. Finally, In terms of cuts, in addition to slowly improving your unblockable creatures when possible, I would remove some cards that aren't so in tune with your game plan. How often are Mind Control and Allosaurus Rider going to be useful in your deck? Sorry for the wall of text. Hope this all helps!

eliakimras on Estrid, the Masked

2 weeks ago

Solemnity is a really strong card that shutdowns Atraxa, Praetors' Voice, Vorel of the Hull Clade, Mikaeus, the Unhallowed-Triskelion/Walking Ballista combo, Marchesa, the Black Rose reanimator and general infect decks. Since you're not running any of these strategies, swap in Solemnity. It comboes with Phyrexian Unlife (you can't die since you can't have poison counters), Lost Auramancers (that can be immediately killed with High Market to bring Decree of Silence so no one but you can play Magic), Glen Elendra Archmage (counter every single noncreature spell your opponents cast, since she can't have -1/-1 counters), Dark Depths (the land enters without counters, then immediately turns into Marit Lage - but she can still be easily Swords to Plowshares'd), Glacial Chasm (if it can't get counters, you can keep it forever to never be attacked), Mystic Remora (free draws for the rest of the game) and Arixmethes, Slumbering Isle (it enters as a creature). It also comboes with Elephant Grass (more pillowfort), Force Bubble, Delaying Shield and Kitchen Finks, but they're not that good on their own. However, you need to protect your combo pieces: Solemnity+Decree of Silence win combo cost a whopping 11 mana, and can be disrupted easily. So you need protection of targeted removal. Privileged Position, Sterling Grove and Greater Auramancy can do the trick, and the Grove doubles as a tutor. // Enchanted Evening comboes with Aura Thief+High Market, Cleansing Meditation, Calming Verse, Opalescence+Mirari's Wake (all opponents' lands will be 0/0s and will be put into the graveyard while yours will be 1/1s) and Serra's Sanctum. // Omniscience + an Enchantress + Approach of the Second Sun is a free win if uncountered. // If I can suggest some improvements on your manabase: Exotic Orchard, Rogue's Passage, Prairie Stream and Yavimaya Coast are cheap replacements for Thornwood Falls, Woodland Stream and 2 Islands. Weirding Wood is better than Gift of Paradise, because it can draw you a card via Clue. Card advantage is crucial in EDH, and you should run at least 6 sources of realiable draw. That's why I recommend you to run Mesa Enchantress, Verduran Enchantress, Kruphix's Insight, Mystic Remora, Rhystic Study, Sylvan Library (comboes with Abundance), Argothian Enchantress. // Eladamri's Call tutors your creatures. Ground Seal and Rest in Peace shutdown graveyard stategies. Open the Vaults is a really good budget replacement of Replenish and plays around Ground Seal (better replace Hanna, Ship's Navigator - she's too slow). Courser of Kruphix, Land Tax, Mirari's Wake, Burgeoning and Exploration are great ramp Leyline of Anticipation allows you to play on your opponents' turn. Copy Enchantment gives more utility. Search for Azcanta  Flip fills the graveyard for Open the Vaults and easily flips into a good utility land. Seal of Primordium, Seal of Cleansing, Banishing Light, Stasis Snare, Cast Out, Prison Term, Act of Authority, Detention Sphere, Imprisoned in the Moon, Song of the Dryads, Grasp of Fate and Aura Shards take care of troublesome permanents. Energy Flux, Aura of Silence and Stony Silence deals with artifact decks. Austere Command, Wrath of God, Supreme Verdict and Cyclonic Rift are great boardwipes. Teferi's Protection is the best protection spell ever released. Karmic Justice and Martyr's Bond tell people to don't mess with you. Collective Restraint is another Propaganda effect (comboes with Prismatic Omen).

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