Yavimaya Granger

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH 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
Urza's Legacy (ULG) Common

Combos Browse all

Yavimaya Granger

Creature — Elf

Echo (2)(Green) (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Yavimaya Granger enters the battlefield, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.

Price & Acquistion Set Price Alerts

ULG

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Yavimaya Granger Discussion

Pal00ka on Golgari & Dimir Union (EDH)

3 weeks ago

I also mulled brewing around with surveil and overgrowth with Sidisi. My conclusion was you want more surveil than overgrowth because of the wording of Sidisi's token making ability. Overgrowth should be more payoffs.

At a glance, and imo, you have way too many creatures (and not really the best ones either, don't just add em because they have 1 of the 2 keywords), too many lands, no ramp, and little interaction to slow/mess with opponents.

In my decks I aim for 36 lands, 10 ramp, 10 card advantage, 10 interaction, 3 wraths, which leaves 30 slots for my theme (I emphasize cards that pull double-duty, like Price of Fame would be both CA and interaction).

For lands: I would cut the guild gates for Evolving Wilds, etc. so you can definitely have the mana you need because both will come in tapped anyway. 3-color decks can be tricky to get the right mana when you need it.

For ramp: since overgrowth is a consideration Sakura-Tribe Elder, Dawntreader Elk and Yavimaya Granger all get lands out and go to the graveyard. Sorceries like Farseek, etc. let you get ahead too and I would suggest choosing ones that are CMC<2 because the goal (I assume) is to have Sidisi out on T3.

For CA: surveil is great so probably don't need many others outside it but I'd look for other cards like Taigam's Scheming, Windfall and Monastery Siege that let you draw and discard.

For interaction: I always try to have a few answers for different types of threats. So Naturalize for enchantments and artifacts, Arcane Denial to counter but also draw a card, Tormod's Crypt to hose a graveyard, Doom Blade to kill creatures, etc. It all depends on what your friends are playing and what you need to answer, so the final ratios will reflect that.

I'd be happy to look at this again to see how it progresses!

zingzang on Meren HELP

2 months ago

Hi,
I'm happy to see, that you like the best commander of all time, Meren ;-). Really like the addition of Apprentice Necromancer - gotta include him in my deck as well.

But there are some cards, that have no synergy with your commander and could easily be replaced. Creature ramp like Birds of Paradise, Elvish Mystic or Elves of Deep Shadow don't really do anything for your experience counters.

But with creatures like Yavimaya Granger, Burnished Hart, Dawntreader Elk or Yavimaya Elder you get ramp AND experience counters - this way you can loop your ramp creatures every round with Meren.

Your curve has a little breakdown at 6 - Mikaeus is your only 6-drop :(. Here are some creatures that work as a 6-drop in Meren: Kokusho, the Evening Star, Grave Titan, Bane of Progress, Massacre Wurm, Wurmcoil Engine.

Some other important signature cards for Meren include: Birthing Pod, Liliana, Heretical Healer  Flip, Jarad, Golgari Lich Lord, Sepulchral Primordial, Ashnod's Altar, Necropotence, Fauna Shaman, Vindictive Lich, Grave Pact and Altar of Dementia

JoosetheMuice on

3 months ago

As for cuts: I would cut Gutter Grime, Thragtusk, Karmic Guide, Endrek Sahr, Master Breeder, Puppeteer Clique, Liliana Vess, Yavimaya Granger (i think you have plenty of lose low mana land creatures and theyre the worst) and maybe a land.

cklise on Mono Green BURN 25 $

5 months ago

Borderland Ranger fetches a land to hand, not play, so you could put it under Draw instead. There are other options, of course, if you're specifically looking for ramp in this slot, such as Yavimaya Granger.

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!

Grind on Muldrotha's Endless Horde

6 months ago

i think ramp is key to victory with this kind of deck. there are some inexpensive ramp permanents that you can get extra value from with muldrotha. these include Wayfarer's Bauble, Khalni Heart Expedition, Yavimaya Granger, Dawntreader Elk...

any of the fetch lands let you play lands from graveyard, budget cards include Evolving Wilds, Terramorphic Expanse, Grixis Panorama, Bad River, etc. Strip Mine is probably worth the cost in the long run.

finally you have blue so if you want to be a little more competitive you could run Counterspell, etc. if you want to remain on-theme you could run Daring Apprentice or Voidmage Prodigy

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