Yeva, Nature's Herald
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Yeva, Nature's Herald

Legendary Creature — Elf Shaman

Flash (You may cast this spell at any time you could cast an instant.)

You may cast green creature cards as though they had flash.

Recommendations View more recommendations

DemonDragonJ on Would Seedborn Muse Be Blue …

7 months ago

In this post, Mark Rosewater said that Seedborn Muse would be blue and not green if it were printed, today, but I must respectfully disagree with him on that subject. I do admit that blue would have a card that untaps all artifacts during each player's untap step, because blue has a strong emphasis on artifacts, but I fully believe that green should remain the color of untapping creatures and lands, since green is the color of regrowth, rebirth, and rejuvenation, and, out of all the colors, it has the strongest emphasis on lands and is tied for white with having the strongest emphasis on creatures; by that logic, Prophet of Kruphix could have been mono-green if it did not grant flash to creature spells, but even that is flexible, given that Yeva, Nature's Herald does that and is mono-green.

What does everyone else say about this? Do you agree with Mark Rosewater that Seedborn Muse would be blue, rather than green, if it was printed, today?

RangerOfPower on Omnath locus of mana (opinions needed)

10 months ago

Hi there, Omnath was my first deck that I seriously optimized so I think I can give some good insight.

There are some card choices I love, some I question, and some that make me want to flip over a table.

First, I love your inclusion of mana doublers. Seedborn Muse is by far the most powerful card in the deck followed closely by Nyxbloom Ancient and it seems like you know that. You have a good density of these big mana generation cards already, so just be careful to not go overboard by adding too many of these effects.

As previous commenters suggested, your deck lacks a focused strategy on what you want to do with all that mana. Many builds focus on getting Omnath big and winning with commander damage, but I think using the mana on other resources as a way to win is better. My advice is to question how each individual card interacts with your specific game plan, and if it doesn't advance your plan in the way you desire, then consider replacing it with something that does.

Your card draw choices are questionable. Eye of Vecna for example is very below rate, and we can do much better than just drawing one card a turn. Omnath is a VERY explosive commander, and its card draw should reflect that. Typically, I can expect to draw 10+ cards with a single spell, which usually gives me the gas to win on the next turn. Tutors are also incredibly powerful in Omnath builds because they allow you to more reliably find Seedborn Muse et.al.

If your card draw and tutor package are good enough, you can also cut down on big bombs. This helps consistency by increasing the odds of ramp and draw showing up in your starting hand, which of course is what you want to see. After all, Kozilek, Butcher of Truth does nothing if you can't get to 10 mana.

One other thing I learned when playtesting Omnath is how important protection spells are. In most games, Omnath is the first legitimitely threatening thing to hit the board and is the first thing opponents want to spend removal on. I like running instant speed, one time protection spells like Gaea's Gift so I can get removal out of opponents hands, but cards like Steely Resolve or Lightning Greaves also does the trick. And giving Omnath flash via Vedalken Orrery, Yeva, Nature's Herald, etc. is a more resilient way to make sure your mana pool never empties.

Also, Solidarity of Heroes doesn't work like you think. Omnath give itself +1/+1, but does not use +1/+1 counters.

Be sure to check out my build to see the specific card choices I used. It's not perfect, but the deck has come a long way from when I first built it. I hope some of the lessons I learned here help your deck out too. Happy brewing!


OMNATH I: 9000 Volt Battery

Commander / EDH* RangerOfPower

SCORE: 2 | 537 VIEWS | IN 1 FOLDER


Helnas on Omnath locus of mana (opinions needed)

10 months ago

Instead of the mana doublers, i would add something like Bear Umbra, untaps your land if you swing with your commander, plus totem armor. Get some protection aswell, Lightning Greaves Yeva, Nature's Herald (just cast commander straight back when he gets destroyed, keep it in your hand). maybe a few spells like Tamiyo's Safekeeping, Tyvar's Stand, Gaea's Gift, Momentous Fall, Shared Summons, Wrap in Vigor some other creatures i didnt think of before: Oracle of Mul Daya, Silverback Elder, Apex Devastator, Cultivator Colossus, Ghalta, Primal Hunger, Cankerbloom, Topiary Stomper, Regal Force

For cutting cards, i would just cut cards that arent creatures or synergize with creatures, or dont do alot most of the time. something like Exponential Growth is gonna be a dead card in your hand most of the times.

Also dont understand most artifacts in your deck. Diviner's Wand for example, 3 mana to cast, 3 to equip, 4 to draw 1 card, 10 mana to draw your first card, and 4 mana for each card after that doesnt seem worth it at all. Id also cut 1x Mirage Mirror, Staff of Compleation, Helm of the Host, Lithoform Engine, Book of Rass

Id also cut: Vigor, Ironscale Hydra, Seeker of Skybreak, Viridian Joiner, Nantuko Mentor

And i would add 4-5 lands. playing a land per turn is stronger then playing an arcane signet or sol ring and then miss a land drop. (id cut arcane signet and sol ring aswell, they are bad draws past t4)

_Kane_ on Damia mill

11 months ago

This list looks nasty and I hope to never play against it! Plus One on the Upvote. :)

Potentials:

An Offer You Can't Refuse for those counter battles? Downside may not be worth it unless you're stopping or ending the game.

Breach the Multiverse would give a similar effect to Villainous Wealth for each opponent albeit at higher mana value.

Drown in the Loch for a cheap and versatile counter/removal spell.

Syr Konrad, the Grim would be great for ping down your opponents with each milling of a creature. Random mill ability tacked on as well.

Mindcrank

Zellix, Sanity Flayer

Potential Replacements? (IDK this list seems perfect):

Vedalken Orrery this Josh Lee Kwai favorite maybe worth a cut? I see what you're going for with holding up your counter-spells and then flashing in something of value if nothing worth a card is cast.

Yeva, Nature's Herald only 9 targets counting the commander.

Leyline of Anticipation I guess what I am suggesting is to try the deck with the counter-spells but without the 3 flash enablers.

Thought Scour hard to find anything to replace so I choose this smoother.

You do have ~53 piece of land/ramp; Maybe a one card wiggle room with the nice curve you have going.

Anyways decklist is already 10/10.

victor00vm on Death's Presence and Flash

11 months ago

I have Death's Presence and Grizzly Bears on the battlefield. My opponent casts Wrath of God. I have Yeva, Nature's Herald on my hand.

Can I wait until Wrath of God resolves, then play Yeva, Nature's Herald to put the counters from Death's Presence on it?

Profet93 on Ashaya Stacks (Infinite Win-Con)

1 year ago

While not all of these are necessary, some of these will help.

Yeva, Nature's Herald - Prevents you from overextending into a boardwipe and allowing you to play reactively. Probably the best out of all of these recommendations.

Eternal Witness - Recursion

Titania, Protector of Argoth - Creates tokens upon creature death with commander out

Greater Good - Greens best draw, although it might not be needed given the creature power and all the other draw in the deck. Nevertheless, worth mentioning.

Sylvan Library - Nice to have to set up draws early game, provide gas in a pinch and synergy with topdeck shenanigans.

Green Sun's Zenith/Finale of Devastation - Helps you find what you need, when you need it. Finale also acts as an alt wincon (would serve better than ur other x spells) and provides the potential for recursion.

Rishkar's Expertise - Similar to Greater good, not needed but nice. It appears you are a fan of steady card draw over burst. Why is that?

Rude Awakening - Nice to untap everything, albeit unneeded.

Tooth and Nail - Nice to have as another wincon. Can also synergise with eternal witness for re-use during the late game in case you run out of draw

Skullclamp - Extra draw in a "pinch"

seshiro_of_the_orochi on Her Royal Fluffness

1 year ago

Profet93:

Elder vs. Wall: Your reasoning makes perfect sense.

Seedborn Muse: Looking at my cardtypes, I realize I indeed only have five instants. Also, I have two activated abilities needing mana. So basically muse mostly gives me vigilance. Then again, Yeva, Nature's Herald is tutorable with Shared Summons. And vigilance isn't bad, either. I'll think about it. I might just add another land for it.

Btw, the snowlands are in here because I had them. Nothing special to see here.

Nylea's Intervention: Flyers are always a problem when they appear in masses, especially in when playing a green deck. It's basically redundancy for Whiptongue while occasionally getting a Reliquary Tower.

Castle: Another surprisingly cheap card. Will remember it on my next shopping trip ;)

Fall: Fine card, not sure if I need it. I'll put it into the maybe board for now.

multimedia on Abzan Graveyard Recursion Help

1 year ago

Good choices for cuts and adds.

Unfortunately, don't use the scale here to gauge competitiveness of your deck. It's crap, doesn't work well and it's better to just ignore it, turn it off in the editor. Trust me and everyone else who's helping you here in the comments. Your deck is improving, becoming more competitive with each change.

Yes, Bane of Bala Ged is better than Demon of Loathing, but it has similar drawback since it's also 7 mana and has to attack to trigger. Creatures like Bane and Demon are better in colors that have lots of haste enablers. On a budget Abzan doesn't have them therefore if you're going to play high mana cost creatures they should have an ETB ability or provide value another way. Sun Titan is an example, it's 6 mana, but in my opinion it's better than Bane and Demon since it could reanimate something when it ETB and it can be a combo piece.

I'm not saying to not play creatures who don't do anything the turn they ETB, but those creatures should be lower mana cost, not higher mana cost. Low mana cost to potentially play one and something else that same turn or play one and leave up mana for instant interaction with your opponents. Fauna Shaman is a good example, it can't tap the same turn you play it, but it's a 2 drop not a 7 drop. It's possible that Body Launderer won't do anything the same turn it ETB, but it's 4 drop as well as being a combo piece. These are big differences than a 7 drop.


Currently, your only option is to mutate Nethroi at sorcery speed on your turn thus the creatures you reanimate should give you value or combine to win the game that same turn. You don't want to rely on having those creatures on your next turn, reanimating creatures who don't do anything until they can attack could just waste Nethroi mutate. An opponent may just cast a board wipe and destroy all your creatures potentially not getting much from mutate.

There are effects in Abzan that are like haste such as flash or reanimating at instant speed. An effect that gives flash to a creature would let you cast/mutate Nethroi on an opponent's turn. Doing this lets all creatures you reanimated then attack on your next turn.

When you're playing so many creatures giving them flash can be very useful and also powerful. More instant creature reanimation goes with the strategy of self-mill, consistent creatures in graveyard. You're playing Doomed Necromancer, it and Apprentice Necromancer if they can tap can reanimate on an opponent's turn.

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