Yavimaya Dryad

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
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral (TSP) Uncommon

Combos Browse all

Yavimaya Dryad

Creature — Dryad

Forestwalk

When Yavimaya Dryad enters the battlefield, you may search your library for a Forest card and put it into play tapped under target player's control. If you do, shuffle your library.

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Yavimaya Dryad Discussion

Demarge on Goreclaw, Mountain's Mauler ($30 Commander)

1 month ago

Composite Golem has a 5 color identity.

Pelakka Wurm big beats, draws you a card/gains you some life, some people says it's better than Thragtusk.

Yavimaya Dryad ramp with a weird form of evasion, on a creature as well.

Engulfing Slagwurm big beats that if given a Lure effect or maybe trample just tears through a defense.

Acidic Slime it's the green commander staple, blows stuff up.

Brutalizer Exarch it's an acidic slime only mostly better.

Triumph of Ferocity kind of another draw engine enchantment.

Harmonize draw 3 spell in green.

Stingerfling Spider flyer removal on a body.

Roaring Primadox value engine.

Deadwood Treefolk value regrowth effect.

Affectionate Indrik he's a fighter.

maxon on

5 months ago

OK, so looking at your deck list it's apparent you're going full on 'walker style. I think if you're going to keep it this way, you should think about including more creature wrath. Damnation, Wrath of God, Day of Judgment, and In Garruk's Wake come to mind. This way people can't just swing at you unimpeded.

I also have a Jodah deck (Monsters, Friends, and the Right to Replicate), and I packed that sucker full of the kind of ramp where you pull land out of your library and put it into play.

Those spells include: Collective Voyage, Farseek, Urban Evolution, Explosive Vegetation, Ranger's Path, and Tempt with Discovery. I also have some creatures that grab land. Those are Farhaven Elf, Ulvenwald Hydra, and Yavimaya Dryad. Llanowar Scout fills a similar role. (I'm still tweaking this deck, but right now I'm happy with the ramp package. I did however have to up the number of basic lands to really benefit from the spells I selected.)

For extra benefit from all the land entering, I added Tatyova, Benthic Druid and Emeria Shepherd.

I think it's important to grab lots of land because you want to be able to use Jodah's ability as much as possible so you need all your colors.

Now that you have tons of land at your disposal, you have room for a secret weapon. A personal favorite of mine, Biovisionary and Rite of Replication. I include a Silence to ensure no one effs with the win. Worst case, you draw a counterspell with Silence. Cool thing with Biovisionary is, unlike most triggered instant-wins (like Mortal Combat), is this triggers at your endstep so you just do the thing, end your turn and win.

I also recommend trying Muldrotha, the Gravetide. It will let you cast 'walkers from the grave. It's stupid good.

For now, that's all I have. Gotta go back to work. Let me know what you think.

MagicalHacker on MagicalHacker - List of All Ramp Cards

6 months ago

To everyone mentioned in this comment:

Thank you for your comments, and I'm sorry that it has taken me so long to reply to you. Between managing all my lists and setting up everything to be able to post commander gameplay videos to my YouTube channel, I have been overloaded with work. Thank you for your patience :)


Voxzorz, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Recross the Paths is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)

Gaspacho, thanks, I've removed those group hug cards except for Tempt with Discovery, because you will always get more ramp than each opponent regardless of how many fall into temptation. Also, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Spoils of Victory is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)

Intergalactic_Hegemon, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Sea Scryer is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!) As for one-time-use mana acceleration, my reasoning for not including them is this: If you use mana acceleration at the beginning of the game, your board state will be much better than each opponents', which causes opponents to become more afraid of you, which in turn makes it much harder for you to win as your opponents are more likely to be focusing their attention on you instead of on each other; if you use it towards the middle of the game or later, you give up explosiveness to do a smaller version of what these types of ramp spells do. Either way, since the average game is about 11 turns long, it makes no sense to try to replace cards that give a significant permanent boost in mana with ones that give a temporary boost, even if that boost is much higher.

TheDeckMaker2300, Patron of the Moon is a fantastic inclusion, thank you!

xevecx1, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Yavimaya Dryad, Yavimaya Granger, and Dawntreader Elk no longer are spells that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)

Crackbubba, Treasonous Ogre is a fantastic inclusion actually! Consider it this way: If a deck gains more than 9 life a turn, Treasonous Ogre can activate up to three times in a turn!

Panas on

7 months ago

I think your deck is suffering from a mild case of "I-want-to-do-too-many-things". Focus on what is it that you'd like the deck to do, and try to streamline it a little bit more. Do this by cutting the "win more" cards, that do nothing when you are behind and only help when you are already ahead.

Secondly, I would increase the land count to around 37 and add cheap efficient ramp (preferably on creatures) to at least 8. Farhaven Elf, Yavimaya Dryad, Wild-Field Scarecrow, and Yavimaya Elder will help you find and get more lands out.

A third thing to do is to consider bringing the average cmc of the deck down a little. At four, it's a little high. Try bringing it down to 3,0-3,5.

Lastly, I would increase the number of free sac outlets, and perhaps add another piece to your Mikaeus, the Unhallowed+Deathbringer Thoctar+free sac outlet combo to finish the game as a plan D, for the games that are just lasting too long.

Murderous Redcap, Viscera Seer, Yahenni, Undying Partisan, and Ashnod's Altar are all good additions to the deck. Same goes for Death's Presence.

These are general guidelines. I run a jund coloured deck as well (it's very different than yours, as I play it as an Aristocrat-style deck) that can potentially offer a source of inspiration for some card choices that may be good for your deck as well (eg. sac outlets, cheap efficient ramp, card draw, etc...). Here's the link:


Wild Carnival

Commander / EDH Panas

SCORE: 1 | 33 VIEWS | IN 1 FOLDER


[email protected]_only on The Cheating Green Monster

1 year ago

odd mechanics in green:

Bellowing Tanglewurm, Beacon Behemoth, Avoid Fate, Cream of the Crop, City of Solitude, Brooding Saurian, Heartwood Storyteller, Gurzigost, Genju of the Cedars, Gaea's Liege, Freyalise's Winds, Fertile Imagination, Eyes of the Wisent, Engulfing Slagwurm, Elven Warhounds, Elephant Grass, Hermit of the Natterknolls  Flip, Hidden Gibbons (and the other hidden creatures / enchantments), Dosan the Falling Leaf, Holistic Wisdom, Hornet Sting, Hunted Troll, Ichneumon Druid, Kashi-Tribe Reaver (and the rest of kashi-tri, if only for the lockdown mechanic), Lifeforce, Lignify, Lost in the Woods, Mammoth Harness, Meandering Towershell, Midsummer Revel, Mindbender Spores, Mortal Wound, Multani, Maro-Sorcerer, Nacatl War-Pride, Nature's Wrath, Night Soil (okay, this one is odd - because the colon is after the removal of creatures, it happens faster than players can respond or trigger to - it happens at the "cost" step of activating the ability), Noxious Revival, Panglacial Wurm, Permeating Mass, Planeswalker's Favor, Protean Hydra, Quirion Druid, Recycle, Revelation, Riftsweeper, Rite of Passage, Root Maze, Rootrunner, Rust, Scarwood Bandits, Sprouting Phytohydra, Sporogenesis, Spike Tiller, Sheltering Ancient, Selvala's Charge, Sekki, Seasons' Guide, Wave of Vitriol, Wonderlust, Vernal Equinox, Unyaro Bees, Typhoon, Tropical Storm, Tornado, Tempting Wurm, Tempting Licid, Symbiotic Deployment, Superior Numbers, Stunted Growth, Wild Mammoth, Wolfcaller's Howl, Worldspine Wurm, Xantid Swarm, and Yavimaya Dryad

Talonisnthavingit on Cards that ramp your opponents?

1 year ago

Overabundance could be a somewhat cool win condition, although it would affect you as well.
As for cards that actually ramp, their are all the great recommendations above, as well as Yavimaya Dryad, which gives an opponent a forest from your deck, plus has forestwalk, so free damage I guess.

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