|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Commander Anthology Vol. II (CM2)||Common|
|Vintage Masters (VMA)||Common|
|MTG: Commander (CMD)||Common|
|Duel Decks: Phyrexia vs. The Coalition (DDE)||Common|
|Urza's Destiny (UDS)||Common|
Combos Browse all
Creature — Human Druid
When Yavimaya Elder is put into the graveyard from the battlefield, you may search your library for up to two basic land cards, reveal them, and put them into your hand. If you do, shuffle your library.
, Sacrifice Yavimaya Elder: Draw a card.
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Yavimaya Elder Discussion
1 week ago
1) I do not condone infect under any circumstances. I believe that it takes away from the fun of the game and forces a deckbuilding restriction on people (forces them to spend card slots on cheap removal). Not only that, but it's not beneficial for you. You'll be able to MAYBE kill one player before the whole table is like 'he has infect, KILLEM'. And kill you, they shall.
2) have some suggestions for non-infect cuts.
Hornet Queen is not great. Lots of experience counters but at 7 mana it's probably not worth it.
Nylea, God of the Hunt is a really odd inclusion here.
Shrieking Drake bounces creatures and that removes counters.
Yavimaya Elder wants to die, so putting counters on it is not goo. It would just end up being 5 mana to draw a card and tutor two lands. If that's worth it to you then go ahead ig.
Ezuri's Predation, while on-theme, is not a very good card, and doesn't synergize at all with the rest of the deck.
Fable of Wolf and Owl is not super good, especially in a deck running so few multicolored cards.
Aluren isn't great. Gives opponents too much ammo.
Panharmonicon is a confusing addition. You have EIGHT creatures whose etb you'd want to replicate, and doubling up on experience does two things: 1) Not enough. After 6 counters your dudes are immune to removal and after 9 all of the infecty bois (if you decide to keep them) can swing for lethal. 2) It makes you LOOK really menacing, even if those counters aren't doing a ton. That makes the table your enemy, which basically hands you the L.
Finally, Imma link my deck. You can give some opinions on how I should do things, you can ask my advice on includes and such. For now, though, have a good one and happy brewing!
2 weeks ago
First of all deck is 103 cards and I'm thinking of taking the cards below off.
I need an another card to cut for
Let me know what you think.
3 weeks ago
Seraph of the Sword Banisher Priest Citadel Siege Condemn Oblation Crib Swap Eternal Witness Wildest Dreams Restock Regrowth Terastodon Yavimaya Elder Sakura-Tribe Elder Thraben Inspector Woodfall Primus
4 weeks ago
bushido_man96, Evolutionary Leap is already in there :) I temporarily took out Yavimaya Elder to make room but have put him back in. I've added Tortured Existence to the maybelist. I don't own a copy but certainly see how it would be good. I would consider Brawn and Filth if my main strategy was swinging in for an alpha strike. This really is more of an aristocrat life drain deck though. Sometimes I go an entire game without turning a creature sideways to attack. Really appreciate the suggestions!
1 month ago
I think I would cut Vindictive Lich, Skullwinder, and The Gitrog Monster along with Ramunap Excavator. I think Gitrog works better in a focused lands-matters deck, and that's not what you're doing here, and I think you've got plenty of good card draw options. A card draw option that fits the theme of your deck you might consider is Krav, the Unredeemed. Vampiric Rites is strong because it comes down earlier than the other card draw options. Fecundity is another strong option. You could consider Yavimaya Elder, too, which I like a bit better than Solemn Simulacrum, which can sac itself. Burnished Hart is decent, too, and sacs itself, as well.
Looking good so far!
1 month ago
It looks to me like you need to have more creatures that want or need to be in your graveyard, but you only have a few that really want to be there. Look at switching in some cards like Brawn and Filth, especially since you're running Urborg, Tomb of Yawgmoth. That could win you a game right there. I second running Tortured Existence and Evolutionary Leap. Yavimaya Elder and Burnished Hart should probably be included, too. Both want to die, both have built-in ways to kill them, and both get you lands. I'd recommend replacing cards like Wood Elves with Llanowar Elves and Elvish Mystic. They help your curve out more, and are good sac fodder later on.
1 month ago
I agree with ZendikariWol. You should be running a pretty balanced mana curve with Meren. Try running a slew of mana dorks to go along with Llanowar Elves, and the two I mentioned, Blood Pet and Blood Vassal. You should be ramping enough to get Meren on the table by turn 2 or 3, and then get the sac engine going. Burning an Elf at Ashnod's Altar after you've tapped it for mana with Meren out means you've ramped and sacced to Meren, earning a counter, and then you return the Elf to the battlefield at the end of the turn, and the engine is started on turn 2 or 3. Also, run Burnished Hart. If you're running Sakura-Tribe Elder and Yavimaya Elder, then run Burnished Hart, too.
Looking at your list, it just doesn't look like you have enough sac outlets. If you have access to Ashnod's Altar and Phyrexian Altar, put them both in. You need them, plain and simple. Yahenni, Undying Partisan and Carrion Feeder are other decent sac outlets, and Evolutionary Leap would be a perfect card for this deck. If you have access to cards like Fauna Shaman or the better version, Survival of the Fittest, those are essentially a two-card tutor in a Meren deck, and I think they function better for this deck than Tooth and Nail. T&N is a great green card, but it doesn't have to be shoe-horned into every green deck. Even a card like Whisper, Blood Liturgist can give you value in this deck, returning a much needed mana dork or other low CMC card to your board, and letting Meren pick something more useful.
Hopefully, this helps you out, and gets the deck running smoothly.
1 month ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!