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Yeva Draw-Grow Combo (Win on any turn; w/Guide)

Commander / EDH Combo Competitive Infinite Combo

Inkmoth_

Maybeboard


Before I go into this, I would like to let you all know THIS IS NOT A cEDH DECK, nor am I trying to pass it off as one. If you want to play Monogreen in cEDH look at the Wanderer's Song or Selvala Brostorm.

To play within pockets and phases of the game where people could least interact with you, but not investing all your resources by reserving your turn for what you truly want to or need to resolve. At the cost of speed and a blazing fast early game, I get to play on anyone's turn and reactively. Rather than load dumping and hoping that the stuff that matters makes it around the table, you can keep it safely in your hand to ensure it does. It's like having a Vedalken Orrery with flashin the command zone. The deck looks like nothing is happening until it does, you can respond to someone trying to win by legitimately winning without combat in a green deck. Look, as much as I'm pushing this deck beyond its limits, I am well aware that there are substantially better options. Selvala, Yisan and Marwyn are miles beyond Yeva, but I want to make the best and most efficient Yeva and watch her thrive in whatever designated arena that's supposed to be. It's a labor of love and this was the direction the deck took me to achieve it.

Yeva is a draw-grow deck, which means its early turns are spent ramping up as fast as possible while using value creatures for card advantage in between. Once you reach the 7-8 mana threshold you start looking to either thwart an opponent from winning, or looking for the perfect moment to sneak in Yeva along with a mana piece. The deck is very deceptive as it never tells your opponents what direction it's going since you keep your strategy concealed in your hand up until you know you can safely start executing it. The coolest thing is how modular the win cons are, so in the early turns you can threat the table by ramping into a Big mana dork forcing them to have to use their early turns dealing with it, since the deck can usually win if just ONE giant mana dork makes it through Summoning Sickness.

This deck is for you if:

  • You don't mind playing a land and ending your turn
  • You like infinite combos
  • You like "multiple" avenues of winning
  • You like winning on any turn or phase
  • Don't mind waiting on the perfect opportunity to strike
  • Think Combat is boring in green
  • Don't mind saying "EOT" A LOT
  • Want to remember what it was like to play Prophet of Kruphix in EDH

I started playing in 2008, I had a friend who really wanted to me to switch over to MTG from Yu-gi-oh! and I was finally convinced when another friend of mine was selling his old collection which basically had all the components to make UG Madness. Honestly, I had envisioned myself playing Red and Black since they're my favorite colors IRL, but something about Simic (UG), man.... the ability to hit face while drawing and controlling what your opponent plays with cards like Circular Logic in tandem with Wild Mongrel was so exhilarating to me. I was hooked, and nothing equated to the fun I had while playing those colors. I went into Legacy forking over the then $20s a pop for a set of Survival of the Fittest to play UG Vengevine. I became obsessed with making a Simic deck that could go toe-to-toe with any adversary. All while picking up Standard during the tail-end of Innistrad into and up until the Theros block. Up until then, I was highly against playing EDH since I had 1 Standard deck (Selesnya Humans), 2 Modern (Tinfists/UG Infect), and the Legacy deck(UG Vengevine). The idea of a singleton format was jarring to me, so I always dismissed it as child's play.

Some time into that Magic binge my bookbag was stolen with all of my decks and binders. I was devastated and I quit Magic for a while. My friends, sad that I had given it up convinced me to get into EDH and one of them was nice enough to supplement my first EDH deck (Trostani, Selesnya's Voice) with some nice money cards. This became my learner's deck up until C14. Which was when I decided to buy myself and 3 of my friends who didn't play each a different C14 deck to get them into the game so long as I didn't play blue (notoriety as the scary simic control player). I found out the hard way that Mono-White sucks hard in Commander since I got stuck with Nahiri, the Lithomancer. To get my Simic fix I would go on MWS to play my Kruphix, God of Horizons EDH deck where I had access to what I believe to be one of the most fun card in magic: Prophet of Kruphix, this card refueled my love for Simic tenfold. I had made it my dream to build that Kruphix deck, get all the money cards and it would become my passion project for all of time....... Then it happened: January 18, 2016, Prophet of Kruphix was banned. Upon learning that my heart sank, no longer will my opponents' turns be mine too and no longer will I be able to Phantasmal Image my Mystic Snake at instant speed. My Simic Dream quashed before my eyes.

Fast foward 2 years. I had gotten tired of Nahiri and my pod had gotten way stronger, so I took apart my Trostani deck and switched to Azusa, Lost but Seeking. Which was winning pretty consistently up until one of our guys sunk all of his assets into his Azami, Lady of Scrolls deck. Boy did that Azami deck destroy Azusa. Nothing like having your Azusa get cloned in a mono-blue control. I felt powerless. I hated ramping up to some giant spell that was immediately going to get countered or bounced. Or playing a commander that would theoretically stab me in the back by having it get cloned. So, I got to thinking about how much I missed Simic and Prophet of Kruphix. That very card and its banning inspired the deck you will see before you. All I had was this stupid idea of putting Seedborn Muse and Yeva, Nature's Herald together to make a pseudo Prophet of Kruphix, I just wanted to play around blue, not into it, so I began my research and the very first list I found was Iansisle's list. Amazing list, I gotta give it to the guy fun as hell, but the spiky player in me wanted to take this further. I wanted to be faster, I wanted to win and at any given point in the game. I wanted to dish out the pain on blue while playing like it.

You see, this deck just started as a way to emulate Prophet of Kruphix, but the more and more time I put into it the more it would morph into something else. The deck is now at a point where I'm arch-nemesis almost always, the games where I lose involve 15+ triggers and spells on the stack as the whole table collectively does everything in their power to stop me.

On that note, I'd like to thank you for reading this far even though you didn't have to and I truly hope this was worth your time.

Flair: I've bought almost half the deck foil already and got it Mint Green Dragonshields and a green Sidewinder that turns mint green when touched by heat all to emphasize the spirit of the deck: Simic.

The first person I'd like to thank is Iansisle for being an integral part of the developmental stages of my deck. The second person I'd like to thank is ShaperSavant, thank you for opening my eyes to the world of cEDH. Helped me improve as not only a player, but a deckbuilder. I'd also like to thank you for contributing to the last couple changes I made and for being so kind as to help me the first moment you got. Last but not least, I want to thank all of my loved ones. I can't tell you how much I have gushed, droned, and just straight up annoyed the living bejeezus out of all them talking about Yeva.

  • Update 12/3/18: After getting in contact with Shapersavant he helped me refine the rough edges of the deck, please refer to the change-log. Tappedout deck will be updated shortly.

  • Update 12/5/18: I have uploaded the deck to Tappedout. The deck for will be submitted for Tier Evaluation as soon as the new Ravnica Set is completely spoiled. I would like to see what Simic and Gruul can bring us. 

  • Update 12/7/18: Still working on make this guide more aesthetically appealing all while being as informative as possible. Lands description soon and a "Why Yeva?" section.

  • Update 12/10/18: Touch of Vitae is coming out for Thousand-Year Elixir. Elixir is basically another Earthcraft effect and fulfills the same niche Vitae was filling. In fact, more often than not, when I was popping off I had already won and the Vitae was just a win-more effect. I never actually got a draw out of it so that part is irrelevant. Elixir also gives us an untap, which is NOT negligible in our deck. Currently trying to find a slot for Birchlore Rangers. Last but not least, "Why Yeva" section and Lands description should be up by tonight, sorry guys! Smash Ultimate took up my whole Friday and Sunday.

  • Update 12/12/18: "Why Yeva?" Section is up. Lands Description and Maybeboard incoming, some time today or tomorrow. Sorry for not fulfilling my last deadline, personal matters came in between me and spreading my love for Yeva. Fixed a lot of grammar, added more details to every section including, but not limited to the Weakness Section and Back Story

  • Update 12/13/18: Citanul Hierophants and Nullmage Shepherd have been removed. Citanul was a pretty easy cut for Birchlore Rangers lowering the average cmc, while being able to use the effect without summoning sickness. Nullmage Shepherd was a little difficult, since Torpor Orb is thing... a scary thing, however we still an elf with Beast Whispererthat can bypass torpor orb and could hopefully allow us to find our Nature's Claim or Beast Within. If this fails, I will find room for Caustic Caterpillar or a Natural State.

Linvala, Keeper of Silence - Only Mouth of Ronom and Beast Within hit it. If this is a problem in your meta, consider more creature removal that hits her like Kraul Harpooner, Pounce, Affectionate Indrik, and Somberwald Stag. If this is what plagues you, card:Kamahl, First of Krosa and Polukranos, World Eater can be replaced by Stag and Indrik, since h they kill Linvala and also win the same way by being bounced repeatedly via Cloudstone Curio or Temur Sabertooth after Linvala as been killed.

Humility - Only Nature's Claim and Beast Within hit it, so you might need more non-creature based enchantment removal like Krosan Grip or card:Unravel Aether.

Teferi, Mage of Zhalfir- Only time I will curse on this whole post, but F*CK this guy man... Cram every form of fight mechanics to kill this guy. Unless you got a Yisan out, you better hope you draw into the fight night guy you need or the Beast Within. If he's in your meta Yisan, the Wanderer Bard, Elvish Piper, Norwood Priestess and Skyshroud Poacher are ways around him. Otherwise you need the whole fight package.

These guys can be played at sorcery speed, since they can fly under the radar until they become problematic. They also push us into our mid/late game hella fast.  

These guys should only be played at Instant speed and at the end of the turn of the opponent to your right. The biggest weakness this deck has is summoning sickness, so unless you have Thousand-Year Elixir, or you have two of these guys (one in hand as back-up), OR know with certainty that they'll survive until Summoning Sickness wears off (usually T2 drop ain't bad, since the deck will most likely give you another one), these guys should always stay in your hand until you see clear opportunity to play them unhindered. 

Karametra's Acolyte: She builds up devotion really fast,  and doesn't require a specific type of cards, just mana symbols.

I tried to fit in every viable tutor in the deck. I'm currently still struggling to find a slot for Eldritch Evolution, otherwise, I believe I hit every one of the important and vital ones. From extensive testing, I have found that Temur Sabertooth is one of the most sought-after cards to tutor for, so always be aware of that when using a tutor that COULD tutor for the cat for something else, since every other card in the deck is objectively easier to tutor for, or it has an equivalent. 

  • Worldly Tutor: One-drop, instant speed, and its downside is easily mitigated by waiting before your turn, or playing one of the drawers Wall of Blossoms/Elvish Visionary. Collected Company can also be used in tandem.

  • Yisan, the Wanderer Bard: While he has his own deck that thrusts him into a cEDH arena, this is a Mid Power general (until it's evaluated for High Power) being run as a one-of since he his too strong of an effect to ignore. Yisan will always put a target on your back, but can win on his own and adding flash to the equation with Yeva makes him even more bonkers. To learn how to fully abuse him, here's his deck Wanderer's Song, which this deck has almost all the pieces to emulate. However, in this deck he functions as not only a strong tutor, but an alternate to Yeva. If Yisan is on the field, make sure to keep your hand stocked and only play off his tutors, cause Yeva can take a backseat until he gets hit by a spot removal.

  • Chord of Calling: Instant speed, uses the junk we play out as mana dorks and enables Quest for Renewal while doing it, and it makes it straight to the field.

  • Survival of the Fittest: Try to drop this when you know you're going to pop off, since with enough mana and discard fodder, you will mostly sweep the board. 

  • Woodland Bellower: Can theoretically tutor for any piece (Wirewood Symbiote, Quirion Ranger, Priest of Titania/Elvish Archdruid, Fierce Empath etc.) you need to win with the exception of Temur Sabertooth. Please note you can't tutor Legendary cards. 

  • Natural Order: 4 mana and some fodder for any creature you need straight to the field.

  • Green Sun's Zenith: Most you'll spend on this is 8 mana, but it brings anything out and to the field. 

  • Crop Rotation: Sneaks in Cradles and turns Voyaging Satyr into a Big Dork.

  • Brutalizer Exarch: This guy actually replaced Tooth and Nail, I know, hear me out. Not only is he less mana, he can come out at instant speed, but he's also a win-con because once we go infinite we can tuck all of your opponents' noncreatures (Lands, Artifacts, Enchantments, and Planeswalkers).

  • Fierce Empath: More often than not he's here for Great Oak Guardian or Regal Force, however, it also gets Kamahl, Fist of Krosa which is a finisher. 

  • Summoner's Pact: 0 Cost, Instant Speed. Need I say more?

  • Fauna Shaman: Once you set up an untap engine, you can pop off like you do with Survival. Always remember to play this EOT, to bypass summoning sickness. 

This section is called "The Junk" because this is the garbage you unload unto the field. It does nothing, yet everything. If they're killed, you're cool with that. While some of them are arbitrarily threatening given certain contexts, they more often than not sit on the field and do nothing. You can keep these in your hand indefinitely, you can drop these at instant speed, or on your turn so you don't have to discard down to seven. They like to provide value when they come in or have a powerful static effect, but usually, they just sit there. WHICH IS MY FAVORITE PART! They function like draw spells with bodies, however, in the blink of an eye, they become broken. Every card in this section eventually gets re-purposed at one point thank to: Earthcraft, Cryptolith Rite, Chord of Calling and Natural Order. (Can't wait for me to figure out what to take out for Eldritch Evolution, too strong to ignore, but the list is pretty much air-tight.)

  • Omnath, Locus of Mana: Red herring, people always go out of their way to pop him, which is fine. If they don't we can carry on over absurd amounts of mana into other turns to a point where eventually he himself becomes a win con with card: Selvala. Please note that if he gets removed you still keep the mana until priority is passed, so if you can bounce him and replay him it's like he never left and you keep whatever mana you have in the pool. He's like a Plan D if your Infinite mana combos are eliminated since he can help you have enough mana for anything stupid. For everything else, he's an expendable target or a mana dork with your junk enablers. 

  • Duskwatch Recruiter  : With infinite mana, it wins the game, otherwise it sits there either strategically lowering the cmc of our cards, or helping us refill our hands with options.

  • Prowling Serpopard:  the funniest thing you can do to a blue player and at instant speed. Ex: Cast Regal Force to draw 15 cards, Blue player: Counterspell, Resp(w/Yeva out): cast Prowling Serpopard. GG. Yeah, you can "Counter" counterspells with Serpopard, so I always keep it in my hand to secure a win. Or tutor him at instant speed and spring him out if I am going for a win. Always keep this guy in mind when going for a kill, he can make it so it's inevitable. Oh yeah, and he's also a dork with our junk enablers. Note: The counter does NOT fizzle, it just can't counter its target, however, if it has additional effects like Cryptic Command/Rewind, they do resolve. 

  • Eternal Witness: Bring something back, do it infinitely with Temur Sabertooth when you hit infinite mana. Also a win-con  since she has her own infinite combo with Benefactor's Draught and Temur Sabertooth that's 1 mana cheaper than the Great Oak Guardian, just slightly more convoluted.

  • Wall of Blossoms/Elvish Visionary: Infinite drawers once you have infinite bounces. Visionary is an elf, so it goes with everything else that makes use of that. Otherwise, they're the deck's Think Twice.

  • Wood Elves: play it as soon as possible, even if sorc speed, its purpose is to give you a land, be an elf and just sit there until you can exploit it.

  • Generous Patron: Instant Speed Divination with a body, that can also become a dork. It can also make card:Marwyn, Nurterer +2/+2 stronger at the expense of not drawing one card. Oh yeah, it's also an Elf. If you lose to a +1/+1 counter, you messed up, bro. Can be played Sorc speed.

  • Reclamation Sage: Only play this when you need to stop something, otherwise avoid putting a target on your back attracting unnecessary hate. Once you use him, enjoy him as a dork/elf/sac.

  • Polukranos, World Eater: A piece in one of our finishers that can also pop a field in a pinch and help Selvala with his power. 

  • Kamahl, Fist of Krosa: The 2nd piece to our finisher.  Alone Kamahl can convert my lands into untappable mana exploits all while being able to break parity in the occasional boardwipe. The two pieces together with Infinite Mana blows up all Lands & Creatures. At their worse they provide a creature/devotion count for the Cradles, or they're stupid dorks with Earthcraft effects, or fodder for Survival of the Fittest/Fauna Shaman/Natural Order

These cards enable all the junk you put out, in fact, if you play enough junk, you don't even need one of the big dorks to win. Note: All of these guys enable Quest for Renewal.

  • Earthcraft: Arguably the best of the bunch as it turns all your dudes into hasty dorks, get enough of them out and one untap effect sets you up for a win. Earthcraft is ridiculously powerful, so make sure no one can stop you when you plop it, cause once it's on the field you'll see how broken it is to play a creature, tap it for mana to play another to tap it for mana to play another to tap- You get the point. Let's not forget Utopia Sprawl/Wild Growth

  • Birchlore Rangers: Minor Earthcraft effect on a one-drop elf. It can tap itself and any other elf and with Yeva in the command zone you always have at least one.

  • Cryptolith Rite: It's the weakest, but the biggest weakness it has is completely mitigated by Yeva. Just plop out the jank army at the end of the turn and on your turn, voila, no more summoning sickness. Just make sure it doesn't involve bouncing  any of your critters as they'll gain summoning sickness.

  • Beast Whisperer: It's a Glimpse of Nature  on an elf stick. Outlet to win, and it turns everything we play into cantrips. Trying this over Nullmage Shepherd.

  • Regal Force: Usually what we go for once we have an engine but no steam.

  • Ambush Commander: Wasn't sure what section to put this guy, but Ambush Commander is an all-star in the deck. Now, I'm not saying that lands are junk, but the moment you turn your forests into green elves you can exploit Priest of Titania/Elvish Archdruid, Benefactor's Draught, Great Oak Guardian, and Regal Force. Sometimes you couldn't get a big dork or a big enough army to exploit for mana, but no worries your lands become your secret army. This card has never backfired on me (as many people seem to assume; I guess they forget that Yeva give him flash), then again  I usually win when I play it, so that should be your objective. Don't play Ambush Commander if you're not about to pop off.  Never play it in the target range of a boardwipe. That's a  surefire way to lose. Last but not least, with Yisan, the Wanderer Bard you can:

  • Verse 5: Ambush Commander
  • Untap using Wirewood Symbiote/Quirion Ranger/Benefactor's Draught
  • Verse 6: Great Oak Guardian
  • Untap everything
  • Verse 7: Draw for all Creatures and Forests with Regal Force

As the name suggests, the cards here are meant to abuse either all of your dorks or just one, and honestly so long as you're producing 8+ mana, you're probably winning.

  • Thousand-Year Elixir: This replaced Touch of Vitae, since I prefer giving haste (effects only, but it's all we need) to all of my creatures and I still get an untap out of an important one (i.e Yisan, the Wanderer Bard, Priest of Titania).

  • Quest for Renewal: 16% of the deck is already creatures that tap for their own reasons and this doesn't count Ambush Commander,Earthcraft/Cryptolith Rite, and Chord of Calling. Once online, Your opponents' turns become your turns. Remember to wait responsively and to play at the end of each of their turns. It's a mini Seedborn Muse, YAY!!!!

  • Quirion Ranger: Untap that big dork to have more mana or untap that card:Yisan,the Wanderer Bard to get a double verse.

  • Wirewood Symbiote: Same as the Ranger, however, you can strategically save key elves from spot removal. You can also go infinite with Temur Sabertooth if you have enough mana to bounce Symbiote to reset his once a turn clause. 

  • Benefactor's Draught:  If you have an army of dorks that just tapped out, saving that last two mana to reset and draw is most likely all you needed to steal a win. You can set up infinite with Temur Sabertooth and Eternal Witness.

  • Paradox Engine: Boy do Earthcraft effects love Paradox Engine. Turn all your spells into mass untappers, this also untaps your rocks as well which is more mana for us.  

  • Seedborn Muse: The very reason I made this deck. My love for Prophet of Kruphix spawned this bastard of a deck. When the deck first started out Seedborn was a lynchpin of sorts, but the deck sort of outgrew its dependency on Seedborn, but it's too strong of an effect to remove, so in it stays. Oh and rest assured, if Seedborn doesn't eat a spot removal after being summoned, you will most likely close the game out before the last guy can ever get to do something. Perfect for baiting out counters or spot removal

  • Temur Sabertooth: This is, unfortunately, the lynchpin in the deck, with this card you break SO many ETB effects I'm not going to even bother listing them at this point. This is your main win con since you can tutor for it, once you establish how you plan on making a TON of mana, you tutor the cat and abuse an untap effect.  

  • Cloudstone Curio: This is Sabertooth's less dependable back-up since we can't tutor it and we can only hope that we draw it, but at it's stronger than Sabertooth in that we don't need mana to bounce.

  • Staff of Domination: One-piece combo to get infinite without needing Temur Sabertooth, just a big dork producing 5+ mana.

  • Pretty much everything else, either removal or card advantage

    • Warping Wail: This card has stopped so MANY game-breaking cards, from tutors to extra turns, to board wipes. No one ever sees it coming either. 11 lands that produce colorless, 1 Boreal Druid, and four mana rocks. 

    • Nature's Claim: 1 drop removal, gets rid Cursed Totem, Torpor Orb, or Staff of Domination.

    • Beast Within: Same thing as Nature's Claim, other than being able to kill anything for 2 more mana.

    • Noxious Revival: All the credit to Shaper, target grave-hate in a pinch or get me something back... for free.

    • Sylvan Library: Obvious, we need the card advantage. 

    • Collected Company: Perfect replacement for Shefet Monitor and I owe this change to ShaperSavant as well. 60% chance of hitting 2 or more targets in 6 cards on an 85 card library 90% chance of hitting at least 1.

    • Growing Rites of Itlimoc  : It nets us card advantage and it it's easily transformed by Yeva's ability to sneak in her army before your turn

    Only weird thing that might stand out is the amount of colorless lands. Which is to keep Warping Wail as consistent as possible.
  • 16 Snow-Covered Forest: Literally here for Mouth of Ronom

  • Mouth of Ronom: Green lacks creature removal, we need to have it wherever we can.

  • card:Gemstone Cavern - Early acceleration helps, the colorless is never useless.

  • Misty Rainforest/card:Verdant Catacomb/ Wooded Foothills/Windswept Heath: Rare occasion you need Dryad Arbor, thinning the deck, and shuffling never hurts.

  • Ancient Tomb: 2 mana on a land, the 2 life is negligible.

  • Myriad Landscape/card:Blighted Woodlands: Helps set up Ambush Commander or Warping Wail in a pinch.

  • Command Beacon: This has yet to become relevant but on paper it should at one point.

  • Cavern of Souls: We typically call Elves on it, but resolving a Great Oak Guardian is sometimes imperative. It still nets us colorless.

  • Mosswort Bridge: Sometimes it gives us the ability to instant speed play a non creature. It coming in tapped hasn't hurt me once, know one day it will, but it has done so much, I can't help but love it.

  • Yavimaya Hollow: Doesn't hurt to have a way of keeping at least one creature alive. The colorless doesn't hurt either.

  • Nykthos, Shrine to Nyx/Gaea's Cradle: A lot of mana in a land. Voyaging Satyr makes these guys broken.

  • Deserted Temple: Untaps one of the cradle lands.

  • Wirewood Lodge: Untaps our big mana dorks.

  • Dryad Arbor: Early ramp with Green Sun's Zenith or be abused by everything that takes advantage of a green/tapping dork.

  • For the first 3-5 turns you should be dropping small dorks or any of the ramp/draw cards creatures. Only play one of your big dorks if you have back-up one in your hand otherwise wait until you can sneak him in with Yeva EOT. If the big dork sticks and no longer has summoning sickness, you have effectively left the Early game and are in mid/late game. 

    • Always try to keep our hand at seven.
    • We don't race, we like to play reactively.
    • We want to ramp up to about 7/8 mana, which is the sweet spot.
    • Never waste your removal on anything, it's for later
    • Hold mana rocks until that moment you want to push into Mid game.  
    • Drop as many Forests as possible for a future Ambush Commander

    We hit late game once we have a creature(s) that produces about 7-10+ mana not counting the untap shenanigans you might have in your hand. While sitting on this mana your field should look relatively non-threatening with the exception of whatever is netting you the most mana. Which in most cases looks like nothing since your field usually looks like an assortment of non-impactful creatures that did their part already (Wood Elves, Elvish Visionary, etc.) just waiting to be repurposed by Earthcraft effects. Maybe you've deceptively dropped enough Forests and all you have is a "non-threatening" squad that consists of Priest of Titania and Yeva, Nature's Herald with an Ambush Commander in your hand. 

    Once you have a set up you should look to respond to something that can threaten your board or something that could thwart your plan.  Never shoot for the win until your hand is forced, remember to leave out enough mana outside of the combo for interactivity. Try to win on end steps or the moment they target a key piece of the engine. Once you hit a certain mana threshold, the game will feel as though you entered god-mode.

    How to Win:

    We need to assemble infinite mana, or enough to do anything the deck could possibly want to do. The most common and effective way is by using Temur Sabertooth to bounce cards that allow us to repeatedly untap our mana-producing creature(s). Once infinite mana has been assembled we win via kill loops, more often than not by bouncing Brutalizer Exarch to infinitely to tuck all noncreature permanents (Lands, Artifacts, Enchantments, and PWs ).  

    Temur Sabertooth + Great Oak Guardian (GoG) + Creature(s) tapping for 9:

    1. Tap creature(s) for 9 mana
    2. Play GoG for 6; untap all
    3. Pay 2  to bounce GoG with Temur Sabertooth; 1 mana left in pool
    4. Repeat from Step 1

    This nets us 1 mana everytime

    Temur Sabertooth + Wirewood Symbiote + 1-Drop Elf + one dork tapping for 5 mana:

    1. Tap a big dork for 5 mana
    2. Bounce 1-drop Elf with Wirewood untapping the big dork
    3. Pay 2 to bounce Wirewood Symbiote; 3 in pool
    4. Use 2 play  Wirewood + 1-Drop Elf; 1 in pool
    5. Repeat from step one

    This nets us 1 mana every time for infinite mana. 

    NOTE: It doesn't have to be a 1-drop elf, it could be 2/3/4/5 CMC, but the big dork would have to tap for 6/7/8/9 mana.

    Temur Sabertooth + Eternal Witness + Benefactor's Draught + Creature(s) tapping for 11 mana:

    1. Tap creature(s) for 11 mana
    2. Play Eternal Witness targeting Benefactor's Draught; 8 mana in pool
    3. Pay 2  to bounce Eternal Witness; 6 mana in pool
    4. Pay 2 for Benefactor's Draught; 4 mana in pool
    5. Pay 3 for Eternal Witness; 1 mana in pool
    6. Repeat from Step 1   NOTE: Remember that Benefactor is drawing you a card every time, so make sure you don't deck yourself out. So draw until you find what you need to go on without drawing or outright closing the game. It's also untapping your opponent's Creature's which could be problematic depending on what they are.

    Cloudstone Curio + Wirewood Symbiote + 1-Drop Elf + any big dork tapping for 3 mana: (Curio's ability is a "may" ability, so its triggers will be left out of the until explicitly mentioned)

    1. Tap a big dork for 3 mana
    2. Bounce 1-drop Elf with Wirewood; untapping the big dork
    3. Play the 1-Drop Elf, bounce the Wirewood Symbiote with Curio; 2 mana in pool
    4. Play Wirewood Symbiote, don't bounce with Curio; 1 mana in pool
    5. Bounce 1-Drop with Wirewood Symbiote to untap the big dork
    6. Repeat from Step 1

    Cloudstone Curio + Great Oak Guardian + 1-Drop + Creature(s) tapping for 8:

    1. Tap creature(s) for 8 mana
    2. Play GoG for 6, untap all; 2 mana in pool 
    3. Play a 1-Drop and bounce GoG with Curio; 1 in the pool
    4. Play GoG for 6, untap all; 1 mana in pool
    5. Repeat from Step 1

    This one's a funny one, mostly cause it messed me up mathematically for a while. 8 is the minimum amount for infinite mana, but if you go for 7 all you get is infinite power and toughness, so if you NEED to kill them in the red zone, go for it. This is a "green" deck after all. This goes for every combo involving Great Oak Guardian if you produce one less mana than the minimum required amount. 

    Alternate Pieces:

    • Paradox Engine: is another Great Oak Guardian that hits mana rocks as well, however you don't have to keep recasting to get unlimited untap triggers. All you need to do is bounce/play something that costs less than the total net mana you're producing to get infinite untaps. 

    • Staff of Domination - Any creature producing 5+ mana makes infinite mana and draw, it's the simple ones that get me.

    Once you have infinite mana you need to find the Kill Loop by:

    Kill Loops:  

    Once you kill everything you can play Shaman of Forgotten Ways at EOT and end on your turn.

    Note: This is all happening at Instant Speed, thanks to Yeva, Nature's Herald

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    Compare to inventory
    Date added 1 week
    Last updated 10 hours
    Splash colors UG
    Legality

    This deck is Commander / EDH legal.

    Cards 100
    Avg. CMC 2.62
    Tokens 1/1 Eldrazi Scion, 3/3 Beast, 2/2 Morph
    Folders Uncategorized, Interesting Deck Concepts, Ideas for me, Commander, Yeva, Commander (Friendly), EDH, Edh que me gustaria, Uncategorized, Ideas and inspiration, See all 11
    Top rank #1 on 2018-12-08
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    Revision 4 See all

    10 hours ago)

    -1 Citanul Hierophants main
    +1 Birchlore Rangers main
    -1 Nullmage Shepherd main
    +1 Beast Whisperer main