Yavimaya Coast


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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
Apocalypse (APC) Rare

Combos Browse all

Yavimaya Coast


: Add to your mana pool.

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

Price & Acquistion Set Price Alerts





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Yavimaya Coast Discussion

Spiral46n2 on Homemade Ezuri

17 hours ago

If your looking for more dual land ideas Off hand I can think of Tropical Island if money isn't a concern and Yavimaya Coast. Minamo, School at Water's Edge is nice too.

multimedia on U/G(Simic) Rivals of Ixalan Merfolk

1 week ago

Hey, looks good, but I think you're overestimating the aggro nature of Merfolk. When you break it down the lands are not good enough with two colors to be aggressive. We need Yavimaya Coast or Hinterland Harbor, another Simic dual land that can ETB untapped to have a chance. The two explore Merfolk are very much wanted to help with lands.

Wizards kinda failed by not reprinting in RIX the enemy Check lands, Hinterland Harbor, etc. Instead they reprinted the Planeswalker deck crap duals Woodland Stream, etc. For this reason alone slower going wide strategies make more sense.

Do you want to be aggressive or go wide with Merfolk? Both strategies are different and I don't think they can combine because Deeproot Waters and Kumena are too slow for aggro, but good with slower going wide tokens strategies. I think going wide is the more likely strategy to succeed because of the manabase and overall high powerlevel of Kumena with tokens.

That being said for aggro consider Jungleborn Pioneer? He has potential because he's great with Deeproot Elite. Two Merfolk bodies ETB for three mana and being able to right away begin putting counters on a hexproof Merfolk or any one or two drop Merfolk is good.

Simply said Pioneer puts more Merfolk bodies on the battlefield faster. I also like that Pioneer is a Merfolk as opposed to Waters which helps Silvergill Adept. Pioneer helps with ways to strengthen the early game aggro curve: Speaker into Elite into Pioneer into Mistbind, etc. is pretty aggressive. Pioneer is also a good three drop for a slower going wide tokens strategy with Kumena and Waters. After a board wipe getting two Merfolk for three mana is nice.

I suggest playtesting Jungleborn Pioneer and Jadelight Ranger in place of Waters, Kopala and Kumena. I think you'll notice an increase in speed and overall smoother gameplay.

Good luck with your deck.

Coigleach on Modern Combo Elves

3 weeks ago

Good question, skochems. With the exception of Nykthos, every land in the deck is a forest, including Breeding Pool, so any fetchland that fetches a forest can get them.

Fetches are nice because they allow you to get Breeding Pool more often and they lands out of the deck so you draw more subsatnce, although the effect is minor. You can, and probably should, use Wooded Foothills and Windswept Heath for a less expensive way to use the same effect. If you want to reduce the cost of this deck even more, you can remove the fetchlands and put in 4 copies of Yavimaya Coast and 4 additional forests to save roughly $300.

TheDuggernaught on Modern Ramp Help Needed

4 weeks ago

This looks a lot better! However, I ma not sure I would want to run the Arbor Elf + Utopia Sprawl package in addition to tron lands. You need a green mana source in order to turn 1 Arbor Elf, which is not always feasible when you are running 12+ colorless lands -- and sometimes you may not want to if you have 2-3 tron cards in your hand (in which case, the Arbor Elf package just feels bad). Instead, aiming to consistently hit your tron lands might be a better option. As such, including those Expedition Maps into the main would be my go-to option. Most lists will also run Chromatic Stars, Chromatic Spheres, Ancient Stirrings, Thirst for Knowledge, and or Relic of Progenitus to help dig through your deck for threats or to finish your tron package. The stars and sphere also help make your mana base a bit more reliable.

As far as threats go, there are lots of options. Some list like Batterskull as an extremely resilient threat. Wurmcoil Engine is never a bad card. Karn Liberated (especially deadly as he costs exactly 7 -- the amount of mana you get from your tron package), and Ugin, the Spirit Dragon are solid finishers. Sundering Titan can destroy your opponent's mana base. Mindslaver is my personal favorite in tron. You can run a Gifts Ungiven package to search for Life from the Loam, Mindslaver, Academy Ruins, and any other card (normally a tron land). No matter which cards they put in your graveyard, you will be able to establish a Mindslaver lock you permanently lock your opponent out of their turn. Academy Ruins can also recur tron's board wipe of choice being Oblivion Stone (although you can also run All Is Dust). If you wind up wanting to run the Sundering Titans, one thing I might suggest is to run down your your lands with basic land types. Instead, run cards like Yavimaya Coast, Temple of Mystery, Hinterland Harbor, or Botanical Sanctum.

Another counter spell I forgot is Spellburst.

Steelspike on Witch-Maw land ideas?

1 month ago

Sorry to be the one to break this to you, but your $5 per card max is quite unrealistic if you want to seriously upgrade your lands.

Hinterland Harbor is about $5...

Isolated Chapel is about $5

Canopy Vista is about $2

Hallowed Fountain (from RtR) is $7

Sunpetal Grove about $3

Woodland Cemetery is right above your cap ($6)

Llanowar Wastes, Murmuring Bosk and Yavimaya Coast are all pretty cheap.

That's pretty much it.

Unless, of course, you want to get into shock lands (sans Hallowed Fountain), but those are mostly up over $10 and some close to $20...

Magichemist on Blue/Green Merfolk

1 month ago

Focus on big card draw from green, remove Spell Book, add Reliquary Tower, look for tribal support in commander 2017 set, focus more on merfolk supporting each other and remove those that not doing so, such as Talrand, Sky Summoner. The land base will cause troubles, so add fast land, check land, and possibly a Yavimaya Coast. Fog effects are not needed, but board wipe protection is good.

multimedia on My edit on Ezuri

1 month ago

Hey, nice upgrades to the Ezuri precon.

I agree with ThallionDarkshine the Cube + Sages combo is out of place here. Honestly you don't need it.

I suggest a few Simic Commander staples that are all budget:

Bident of Thassa and Bred for the Hunt are enchantments that can draw you a lot of cards especially if your attacking creatures have trample.

For the manabase I suggest a lot more Simic dual lands most are budget:

In my opinion your deck is currently fine as is except the manabase. Before upgrading anything else upgrade the manabase.

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