: Gain .
: Gain or . Yavimaya Coast deals 1 damage to you.
|Have (3)||metalmagic , Mortiferus_Rosa , pskinn01|
|Want (5)||Etinifni , Flunatic , UnitedWeStand , Suicune , sillemans|
Printings View all
|Commander 2019 (C19)||Rare|
|Magic Origins (ORI)||Rare|
|Magic 2015 (M15)||Rare|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Yavimaya Coast occurrence in decks from the last year
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%
Yavimaya Coast Discussion
2 weeks ago
Hey, you're welcome. I like the changes.
Good choices to cut mill because not taking enough advantage of self-mill and opponent mill is subpar. Without an infinite mill combo, opponent mill is risky of a strategy when graveyards are a huge resource in Commander. Opponent mill isn't worth it unless winning the game with infinite mill combos from Altar of Dementia or Altar of the Brood where you mill all your opponents libraries on your turn and then each opponent one at a time on their turn dies because they can't draw a card. More self-mill is something to consider later on if you want to take more advantage of Muldrotha with Yarok. Causally Yarok and Muldrotha is a great a team.
I think you can cut some of the high CMC threats. There's some that are not as good as the others. Oblivion Sower, Oran-Rief Hydra, Rampaging Baloths, The Gitrog Monster. Out of these Gitrog is the better one, but I don't think it does enough here because not comboing with it and you cut Excavator. Some cards that could replace these are Diabolic Intent, Fierce Empath, Neoform, Lotus Cobra. With Yarok Empath can tutor for your best two 6+ CMC creatures.
There's too many basic lands in the manabase to support Field of the Dead without having Scapeshift. Flooded Grove, Exotic Orchard, Twilight Mire, Llanowar Wastes, Yavimaya Coast are some options. Flooded is good with the Shrieking + Cloud combo because it can make .
3 weeks ago
Hello! I'm glad I can help! Of course, you can adjust your lands to have more variety and help give more triggers to the Field of the Dead! You are worried about placing tapped lands but don't stay! Take a look at your mana curve, as you can see is not very fast: only 4 cards of 1 mana cost, and 10 cards of 2 mana cost which gives you 14% of the deck ... You can invest in some tapped lands like the dual lands Simic Growth Chamber and Golgari Rot Farm. Evolving Wilds to double (or quadruple with yarok!) the Field of the Dead trigger ... The Opulent Palace ... And also some untapped ones like Yavimaya Coast or Llanowar Wastes ... I'm giving you low cost options but you can see other solutions on my decks ...
4 weeks ago
Ohh boy do I love me some Oko in this deck! Had a cEDH game the other night. It was me on Banana man, 2x Urza and Emry.
I lost the dice roll, but got to go after the Emry player. My opening hand was as follows:
Emry player went first with an Island go. Then my turn. I lucked out and drew a land to play out Mox. Dropped Yavimaya Coast , Sol Ring , Mox Diamond and Carpet of Flowers into 0 counters in that order and passed. Next up was the 2 Urza players. First one dropped island into Sol Ring and passed. Next one played island go.
Back to the top of the turn the Emry player played another island and dropped a mana rock (I forget which one) and passed to me. On my turn I named the Emry player for my Carpet of Flowers trigger. Now I had 2 blue mana to hold up for a fight to put out Oko, Thief of Crowns . No one fought over it, but did moan a lot. I then elk'd the first Urza player's Sol Ring and passed.
They played island into Mana Crypt into urza. I wasnt sure about Urza hitting the field this early so I started a counter war. To act like I has come big play I cast Mana Drain which they responded to wit ha Force of Will then I hit em with a Stubborn Denial and the counter war was over. They pass to the next Urza player and another island go.
This goes on for numerous rounds until Emry gets cast and I elk it. I cast Tasigur, the Golden Fang on turn 3 to fend off the elks I've been making. Eventually I get to a point where I active Tasigur and they gave me a mana drain which I later used to counter their Urza lol.
About turn 4 Emry player drops a Mesmeric Orb which was amazing for me as I get cards from the yard and I had Carpet of Flowers up for mana I needed. The Urza players kept milling good cards and counters.
On about turn 8 or so after I've used Damnation to wipe out the elks and things I don't like I cast a Mystic Remora and pass with about 4 lands and a few rocks open. Next turn the first Urza player tried to go off, but I stop urza from hitting the field again and in the process draw about 5 cards. Next turn next urza tried to go off again and I keep countering key things and draw about 10 cards from that exchange. Emry player cast their general again and a few other spells drawing me even more cards.
Having a huge grip by the time my turn hit I let Mystic Remora die and tried to go off. One of the Urza players had a Rhystic Study and luckly I had draw a Narset, Parter of Veils with enough mana from carpet to cast it and go off. We fought over Narset as he saw what I planed to do, but she eventully resolved. I knew they has a Pact of Negation in hand, but had my own for backup. I then dropped Jace and made my library disappear winning the game.
Sorry for long story, but it was a great game that I controlled from the start and it showed just how useful(broken) Oko can be when you get him out early and no one can deal with him. Its these kind of games that make me really appreciate the deck and everyone who has put some much work into making it. I never would have thought with so much blue and counters at the table I could have won much less controlled it like I did. Also My deck list is always up to date with the primer with the exception of running Timetwister . I own one, but find it hard to carry it around so I've got Echo of Eons in its place as for me it works just as well when I need it.
TL;DR Oko is a must vs creature strats and will win you the game.
1 month ago
Hand of the Praetors is good way to repeatedly give your opponents infect. Praetors triggers on cast of an Infect creature which can take advantage of the interaction of Shrieking Drake with Yarok. With Yarok Drake gets two bounce triggers, first one bounces itself and the second can bounce any other creature you control with Infect.
Yarok + Shrieking Drake + Cloud of Faeries + four lands equals infinite mana by tapping and untapping those four lands with two Cloud triggers. Use this infinite mana with Viral Drake / Merfolk Skydiver for infinite proliferate after you have given all your opponents a poison counter. You're constantly casting both Cloud and Drake meaning that each time can you trigger Inexorable Tide as another way for infinite proliferate.
Should consider adding a few more dual lands and cutting some basic lands. Cabal Coffers is displayed twice in the manabase which is not allowed in a Commander deck. Sandsteppe Citadel has white mana in it's color identity which isn't allowed because Yarok doesn't have white in it's color identity. Llanowar Wastes , Yavimaya Coast , Breeding Pool could replace three Forests since they can be tapped turn one to make green mana. Hinterland Harbor and Drowned Catacomb are the other Sultai Check lands and they could replace two Islands. With 34 creatures Guardian Project can be good repeatable draw especially since it triggers Yarok, you draw two cards when the creature ETB.
Good luck with your deck.
2 months ago
You have a cool flavorful concept with Vorel of the Hull Clade . If I may suggest a great resource for starting out in commander, the Command Zone has a great video for this: https://www.youtube.com/watch?v=yJ6m_3J1hjI
The general ratios they suggest like 10 ramp, 10 card draw, 5 single target removal etc are pretty good to go by in EDH.
Looking at your decklist, you may want to lean more into green's natural strength of land-based ramp as opposed to artifacts like Simic Cluestone or Manalith . Cards like Rampant Growth , Farseek , and Cultivate are format staples as they are some of the most efficient ways of ramping/fixing mana, and your mana dorks like ( Llanowar Elves are susceptible to a creature wrath/board-wipe like Wrath of God . As well, if you are looking to synergize with Vorel of the Hull Clade , cards like Pyramid of the Pantheon or Astral Cornucopia fulfill dual purpose of matching the theme and ramping out your big hydras.
For card draw, your list seems to be a little on the light side, however luckily since you are in blue, you have the best options available to you. Going along with the +1/+1 counter theme with Hydras, a card like Tezzeret's Gambit may serve you well by both drawing cards and enhancing the creatures you have on board. Since your list includes so many big creatures, a card like Rishkar's Expertise or Soul's Majesty will be overperformers, drawing you 5 cards or more at a time.
You do have a healthy number of Mana dorks, but even still your curve is a little on the high-side, as most of your hydras will actually be cast for 5+ mana. I would bring up your land count to 37 or 38, and some great lands that could fill those slots are Hinterland Harbor , Yavimaya Coast , Oran-Rief, the Vastwood , and Blast Zone . If you have the budget for it, Breeding Pool is always nice, and can be fetched with Farseek directly into play.
With regards to cards to cut to make room for these, The Chain Veil is one of the first I question being on the list. It is fairly overpriced and doesn't interact with your hydra theme. A card like Open the Gates is the perfect card to replace with Rampant Growth or Farseek as in EDH, a land directly to the battlefield will be better at most parts of the game.
Overall, I'm not sure what your meta is like with regard to competetiveness or what your background in Magic is like, but I think the suggestions above will enhance your list. Definitely do your research and I'm sure you will find cards that are better than the ones i've suggested.
I hope I didn't come off as overly-critical as that wasn't my intent. Welcome to the format! And happy brewing!
2 months ago
I really like this combo of Biomancer's Familiar plus Eldrazi Displacer but I have a couple of suggestions that might make the deck run a little smoother. First of a big issue with this color combination is that it is actually a 4 color deck without fetches that might be a tad tricky. And Yavimaya Coast gives us 3 of them so they are an instant 4 of. And to be honest that is really the only good land in the format for us.
For the creatures. I feel like there are a lot of powerful ones in there but there isn't enough synergy to justify the familiar or displacer. Let's fix that! A card I love for this deck is Incubation Druid the reason why is that it works incredibly well with both Biomancer's Familiar and Eldrazi Displacer . Like insanely well. First its adapt cost gets reduced by familiar second it can produce colorless mana if you have colorless lands for displacer to keep displacing. And if we add a third card into the loop Bounding Krasis we can go infinite. The nice thing about krasis is it does an ok impression of Reflector Mage when we need it to.
Also I still think we aren't getting enough value out of Biomancer's Familiar yet so the last card that should round out our synergy there is Duskwatch Recruiter Flip. Insanely good on its own and allows us to dig through our entire deck if we go infinite.
At this point I would seriously consider going on a Collected Company plan over the Shalai, Voice of Plenty , Reality Smasher and Tamiyo, Collector of Tales because well we are trying to out value our opponent not run them over. The Matter Reshaper s are another good card on their own but not really doing too much for the synergy you are trying to go for.
For rounding out the rest of the deck I would consider some of the following cards Thraben Inspector , Charming Prince , Overwhelmed Apprentice , Renegade Rallier and last but not least Fblthp, the Lost .
Hope this was helpful!
2 months ago
Hey, good start and upgrade of the precon. Nice Oko, Thief of Crowns :)
The creatures that make Chulane a real value engine are the ones that can bounce themselves back to your hand after they ETB (enter the battlefield):
With Chulane you can cast one of these creatures which draws a card and lets you put a land onto the battlefield from your hand. The creature can then return to your hand and you can cast it again. As long as you play a land that ETB untapped you can keep casting one of these creatures which can make a lot of draw and ramp. Whitemane and Drake are the two best of the bunch. Whitemane because it has flash meaning you can cast it an instant speed triggering Chulane during your opponents turns. Drake is only one mana making it the best to loop casting it to get value.
These creatures and to get more land drops from Chulane's trigger can benefit from more lands in the manabase. More basic lands because you can make mana the turn you put a basic land onto the battlefield and basic lands are budget land options. Normally 36 lands is a fine amount for a Commander deck, but when your General, in this case Chulane, cares about lands then playing more lands can help to get more out of Chulane.
These are some budget lands to consider adding. Mana creatures are good with Chulane because they can help to make ramp to play him faster and/or afterwards they can be cast to trigger Chulane. They're the better ramp options to play because they're creatures.
Cards to consider cutting:
- Azorius Guildgate
- Selesnya Guildgate
- New Benalia
- Meandering River
- Woodland Stream
- Tranquil Expanse
- Charmed Sleep
- Planewide Celebration
- Circuitous Route
- Firemind Vessel
- Commander's Sphere
- Parhelion II
- Jace's Ruse
- Jace, Arcane Strategist
- Feasting Troll King
- Jace's Projection
I offer more advice. Good luck with your deck.
2 months ago
Hey, good version of Rafiq.
Consider expanding on the enchantment theme? Adding more enchantresses and more enchantments? I suggest this because I see Sovereigns of Lost Alara and it's good with auras with Raqif.
Cards within the budget to consider adding:
- Exotic Orchard
- Ash Barrens
- Yavimaya Coast
- Reliquary Tower
- Enchantress's Presence : enchantress.
- Kor Spiritdancer : aura enchantress.
- Satyr Enchanter : enchantress.
- Favor of the Overbeing : with Rafiq +2/+2 flying and vigilance.
- Eldrazi Conscription : combos with Sovereigns to make Rafiq as powerful as an Eldrazi.
- Ethereal Armor : one drop, lots of pump.
- Tajuru Preserver : protect Rafiq from sac.
- Wild Growth : one drop ramp.
- Fertile Ground : ramp.
- Snake Umbra : draw, double draw with double strike.
- Open the Armory : aura/equipment tutor.
- Alpha Authority : hexproof and evasion.
- Heliod's Pilgrim : aura tutor.
- Darksteel Mutation : removal.
- Beast Within : removal.
Cards to consider cutting:
- Temple of the False God
- Blossoming Sands
- Tranquil Cove
- Treva's Ruins
- Frontline Sage
- Battlegrace Angel
- Grunn, the Lonely King
- Angelic Benediction
- Behemoth Sledge
- Medomai the Ageless
- Hydra Omnivore
- Cold-Eyed Selkie
- Infiltration Lens
- Mirri, Weatherlight Duelist
- Stonehewer Giant