Yavimaya Elder

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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

Yavimaya Elder

Creature — Human Druid

When Yavimaya Elder is put into a 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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CM2

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Yavimaya Elder Discussion

Profet93 on Azusa gets there

3 days ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

My first comment doesn't work with spoilers so here it is.

Cuts and Additions

I see you have an eldrazi theme. That being sad, you should only add the important eldrazi to free up slots that will help you achieve your goal.

Desolation Twin - Two big dudes with no trample or ETB

Eldrazi Devastator - Big dude with trample for 8 is not worth it

Endless One, Feral Hydra, Undergrowth Champion Verdant Force - More big dudes with no real impact, verdant force tokens are not abused in your build

Sakura-Tribe Elder - Replace with land

Solemn Simulacrum - Replace with land. Sad robot is used in decks with no ramp or card draw like boros. You're green so this isn't necessary

Vorapede - Medium sized dude that comes back, no central to your game plan

While I personally don't like Nature's Spiral, you might as well replace it with Recollect. It costs 1 more but can get you back cards like G-Wave or Tooth and Nail. Huge difference for 1 mana, worth it.

Renegade Map - Replace with land 100%

Beastmaster Ascension - Best in a token build, not your deck

Curse of Predation, Forced Adaptation and Retreat to Kazandu - No benefit to your strategy. Yes the last is landfall, but its not significant landfall.

Song of Freyalise - No idea why this is here, you're not a token build

Blinding Fog < Heroic Intervention

Warriors' Lesson - Weak

Plummet - Limited removal (meta dependent)

Additions

Kozilek, Butcher of Truth - Card draw, threat, HIGHLY recommend.

Kozilek, the Great Distortion - Super card draw. You will need colorless mana for him. Given that you're mono green, I would replace some basic forests with some non basic lands for both utility AND so you can run him. Azusa decks NEED card draw and he is one of the best

Conduit of Ruin - Helps you find threats, cost reducer

Bane of Progress - Should at least consider it. It may not work in your build necessarily, but it can absolutely destroy board states. Terastodon could also work without hurting you.

Emrakul, the Promised End - Big dude, cost reduced, cast trigger/mind control and protection with evasion. HIGHLY recommend.

Fierce Empath - Finds threats or either kozileks for card draw

Multani, Yavimaya's Avatar - Read it, run it. Love it. works well with fetches.

Nissa, Vastwood Seer  Flip - Helps you get lands, turns into an engine afterwards. Dont have to run it but it might help.

Courser of Kruphix and Oracle of Mul Daya - If you listen to anything I said, run these 2. Fixes draws, ramps and even some lifegain.

Ramunap Excavator - You should run some fetches (cheap ones or expensive ones) to help ensure and fuel land drops, thin out deck and provide recursion for utilty lands.

Tireless Tracker - Provides card draw, gets big, works well with fetches (I mentioned fetches many times, they are probably important. RUN THEM!)

Ulamog, the Ceaseless Hunger - Removal wincon. Green doesn't have much permanent removal so ulamog helps.

Ulamog, the Infinite Gyre - See above

Woodland Bellower - Utility in finding whatever you need. Ramunap Excavator for recursion, e-wit for general recursion, courser of kruphix for ramp, reclamation sage (if you chose to add it) for artifact/enchantment removal, fierce emmpath to find eldrazi bombs, etc.... Depends on if you have enough targets (note: NON-legendary)

World Breaker - Works with your eldrazi idea, can recur itself, removal all in 1.

Yavimaya Elder - Dont need to run it but it helps with card draw and ramp, up to you.

Greater Good - Remember, card draw is azusa's biggest issue. This card basically makes it no issue. Also is a nice sac outlet against exile and steal effects. RUN THIS!!

Song of the Dryads - You need permanent removal in green, this is great to use on their commander (particularly on red or black generals who have difficulty removing enchantments). Also see Beast Within if you prefer instant speed interaction and actually destroying something. Up to you, but I like song of dryads more (it also a permanent to go with g-wave)

Survival of the Fittest - Creature tutors are HUGE. Helps you find bombs or key utility (see ramanup excavtor). Lastly, protects against graveyard exile effects by tossing a create, getting an eldrazi like Kozilek or Ulamog that shuffles your grave back in.

Sylvan Library - Like sensei's but you can pay the life to draw more cards. I can't tell you how many times this has helped me. TOP DECK MANIPULATION with FETCHES = GOOD TIMES/SMOOTHER DRAWS!!! RUN THIS!

Garruk, Primal Hunter - Card draw, can make tokens and ult is relevant. Although I just minus him right away (can use Soul's Magesty instead, but it isnt a permanent for g-wave).

Rishkar's Expertise - Card draw AND casts a 5 cmc or less spell for free. Run it either instead of or in addition to the above (usually in addition to).

Nissa, Vital Force - +1 is ok, -3 is relevant, and just read the ult. Protect it for one turn and you'e golden

Boundless Realms - The ramp is strong with this one

Rude Awakening > Sylvan Awakening. Yes they arent indestructible, but it's utility in becoming a wincon late game or ramp mid game is great. Also works well with mana doublers like Zendikar resurgent or Mana reflection.

Horn of Greed - BEST CARD IN YOUR DECK. You will get WAY more value than your opponents.

Crucible of Worlds - To work with fetches!! ADD THIS (and the ramanup excavtor)

Thaumatic Compass - Helps ensure land drops, turns into a better maze of ith. Should consider but not necessary

Momentous Fall - Very useful but not necessary. Helps prevent exile/steal effects. Can also use in response to removal (creature dies anyways but you get insane benefit).

Utility Lands

Here are some fetches, these are your primary ones to acquire

Blighted Woodland

Evolving Wilds

Misty Rainforest

Myriad Landscape

Terramorphic Expanse

Verdant Catacombs

Windswept Heath

Wooded Foothills

Terminal Moraine - Nice but not neccesary if you run above

Warped Landscape - Same as above

Utility Lands

Cavern of Souls - Anti blue (meta dependent)

Crystal Vein/Ancient Tomb - Enables turn 2 Azusa, vein is replayable ramp with crucible/excavtor

Eldrazi Temple - Fuel eldrazi

Eye of Ugin - Tutors AND fuels eldrazi. SUPER Important card. ADD THIS! Helps you find the eldrazi you need for card draw, removal and to win.

Nykthos, Shrine to Nyx - Ramp

Reliquary Tower - No max hand size

Sanctum of Ugin - Find other eldrazi

Thawing Glaciers - Ensures land drops! ADD THIS! I underestimated it at first too but it's pulled some weight

Yavimaya Hollow - Regen

You can add land destruction like strip mine if you want but idk how your playgroup is. There are other utility lands too but I feel like this is enough for now

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

Profet93 on Azusa gets there

3 days ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

Cuts/Some Replacements Show

Additions Show

Utility Lands Show

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

Elode on Sidisi, Zombi Grill

2 weeks ago

Sakura-Tribe Elder, Yavimaya Elder, and Solemn Simulacrum are all creature-based land ramping that you could exchange Cultivate type effects for if you want a better chance of Sidisi successfully making zombies. Satyr Wayfinder can also trigger Sidisi and get you lands to your hand, so that is nice.

If you can stomach the price tag, Mesmeric Orb is quite good at getting tons of mill in on yourself and your opponents. It works so well with Sidisi, because each untap is a separate trigger, leading to some crazy amounts of untap-phase zombifying. The Gitrog Monster works very well with Sidisi's triggers, and Ramunap Excavator or Crucible of Worlds both let you hit land drops from your self-mill.

Acidic Slime is a bit more creature-based removal, if you find yourself wanting more targeted removal, though that is more personal preference and your current package seems perfectly fine.

Whisper, Blood Liturgist can exchange zombie tokens or used up ETB creatures like Reclamation Sage for cool things in your graveyard, and Muldrotha, the Gravetide lets you play stuff from your graveyard as well.

Overall, I really like your list! These are the suggestions I can think of, but I think your deck will work fine even without them. Good luck!

enpc on Balancing card types

2 weeks ago

As you mentioned, it depends on a lot of factors. for the difference card types, I try to operate under the philosophy of:

Ramp

You want at least 10 pieces of ramp. And that's actual ramp - Sylvan Scrying, Yavimaya Elder, Prismatic Omen, these are examples of not ramp. This also applies to cards like Mirari's Wake which is ramp, but is really expensive. Your ramp suite should be anywhere from 0 to 3 CMC, but aim for 2 CMC is a good rule of thumb (unless you're playing competively, then either aim for 1 or 0 CMC). Stuff like the signets (e.g. Dimir Signet), the talismans (e.g. Talisman of Dominance), catchall rocks like Fellwar Stone, staples like Sol Ring, dorks like Birds of Paradise, Elves of Deep Shadow, Sylvan Caryatid, fetch spells like Farseek, Rampant Growth, Nature's Lore, Sakura-Tribe Elder, etc. as wel las extra land plays (e.g. Exploration) are all good. And you want a mix. Try to avoid putting all your eggs in one basket.

Card Advantage

Again, at least 10 (but I prefer more, ~15). You want a mix of tutor and draw. Try to have at least a few spells that give you repeatable draw, like Phyrexian Arena, but dont be afraid to play once of spells like Painful Truths. A good rule ofthumb is to either go super efficient on CMC (Ponder, Preordain, etc.) or to go bang for buck (Mystic Confluence, Harmonize, etc.). Tutors are super important, but you want to avoid too many top of deck tutors as they are technically negative card advantage.

Removal

This one varies from strategy to strategy and from playgroup to playgroup. Minimum of at least 6 removal spells. And you want options for every permanent type. Swords to Plowshares, Path to Exile, Nature's Claim, Beast Within, Chaos Warp, Anguished Unmaking, Vindicate, Cyclonic Rift, these are all examples of what you're looking for. Efficient removal is generally better than splashy removal as well. Don't be afraid to play spells that make you lose life (e.g. Anguished Unmaking) or spells that give your opponent life (e.g. Nature's Claim) if the spell is super efficient. ETB and LTB creatures can be good too, I would put Reclamation Sage in most green, creature based decks. Again, you generally want a mix.

Counterspells

If you're playing these, the general rule is effieince counterseplls are agian better than splashy ones. As for numbers, 4-6 for a defensive package, 8-10 for a control deck. Aim for 2-3 CMC max.

Hopefully that should give a bit of guidance.

Reverie42 on

2 weeks ago

You don't actually need a sac outlet for the Mike&Trike combo, you just need to have the trike ping itself once so that it dies.

Since most of the counter-based cards in this deck don't really need to sit around for very long to get value, I imagine getting Reyhan exiled isn't too big of a deal.

In terms of some suggestions:

Some possible cuts:

  • I think Gyre Sage is worse than a ramp spell. In general, if you can afford the setup it needs to be good, you probably don't need the mana.
  • I've run and cut Dark Imposter a lot of times. At 9 mana to do anything, it's almost always worse than Ravenous Chupacabra.
  • Endrek Sahr is probably worth keeping an eye on. He gets worse the more board wipes your meta has.
  • Also probably worth watching Bloodspore Thrinax and Mycoloth. Thrinax seems really solid here. Mycoloth is another "high upside, but puts such a huge target on you that it backfires a lot" sort of card.

Good luck. Looks like a fun list.

Jmuoz on Mul

1 month ago

Counterspells and creature removal in general are your greatest threat, Muldrotha, the Gravetide needs to be on the field for your deck to thrive. I recommend running a Disallow since it can counter any activated ability.

The Mending of Dominaria shuffles your graveyard into your library when it fully resolves. This hurts your reanimation strategy imo. I would personally remove it.

Since you easily rebuild from board wipes (assumiung that you can protect your commander somehow), you might want to run Oblivion Stone, Bane of Progress, Creeping Corrosion, Fracturing Gust. Do or Die is a good cheap pseudo-boardwipe that is also cheap financially. Decree of Pain is extremely expensive mana-wise but if it goes off it can win you the game single-handedly. Crux of Fate is basically a worse version of Damnation if there are no dragons on the board. If you don't want to use Crux, you can use Extinguish All Hope.

You might want to use some more green mana ramp spells. Respect for using Tempt with Discovery. Here are some of the spells you might want to look into. (Don't add all of these, this is just for your reference if you want to add some) Explosive Vegetation, Kodama's Reach, Harrow, Yavimaya Elder, Farseek, Hunting Wilds, Skyshroud Claim, Mana Reflection,

Good luck!

Prehcise on Seasons' Approach: How season go by...

1 month ago

Yeah, I can see what you mean, having too many of the same cost cards could make it much worse of a play.

Card draw: Harmonize Abundance Hermit Druid is good for draw plus it can get you the cards you need in the graveyard. Wall of Blossoms Carven Caryatid Yavimaya Elder Seedguide Ash can help you get that mana and provide a little defense and beatdown. Garruk, Primal Hunter -good for draw and expendable creatures. Fertile Ground is a cheap alternative to gift. Some more removal: Putrefy is 3mc removal. Beast Within Hero's Downfall Cyclonic Rift Oblivion Ring Creatures that can make an impact: Carnage Tyrant Cataclysmic Gearhulk Primeval Titan Rampaging Baloths Blightsteel Colossus anything that is gonna make a huge impact when they hit the board and win the game if they stick around for a couple turns. Also, Tooth and Nail could be a good addition.

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