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Yeva Draw-Grow (Budget)

Commander / EDH

Inkmoth_


Win on any turn with the budget version of my Yeva Draw-Grow decklist that bumped Yeva to High Power. With this build, you can kill, wipe everything asymmetrically, or Mill a table at instant speed for a win. The changes made are in spirit with the main deck, however more cost-efficient therefore in turn a bit slower, but it still does exactly what the original one does. Cloudstone Curio was the only card I couldn't compromise on since Temur Sabertooth is a lynch-pin in the deck. If you have any questions or suggestions feel free to lmk.

The link to the original budgetless teaches you how to pilot both of these effectively.

  • 1.8.19: I lowered the budget to just $200.
  • 2.16.18: Something raised the price by 8 bucks, so I am trying to see what I can do to lower it.

Yeva, Nature's Herald plays with Blue's Draw-Go strategy in mind, except its early turns are spent ramping up as fast as possible which is where the "Grow" part comes from. While ramping you play value creatures that net you card advantage and leave bodies behind that can become relevant later with cards that take advantage of them i.e Gaea's Cradle / Cryptolith Rite . Once you reach the 7-8 mana production threshold you can start looking to either thwart an opponent from winning, or looking for the perfect moment to sneak in Yeva along with a big mana dork. The deck is very misleading 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 big 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 toolbox decks
  • 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
  • Don't mind memorizing a whole deck
  • Want to remember what it was like to play Prophet of Kruphix  in EDH

We play Yeva over other generals to play within pockets and phases of the game where people could least interact with you, and at the same time not investing all your resources by reserving your turn for what you truly want to or need to resolve.

At the cost of playing her out, Yeva gets to play on anyones' turn, and play reactively. Rather than load dumping like typical green and hoping that the stuff that matters makes it around the table, you can keep it safely in your hand to ensure it does at the end of the turn of the player to your right.

Yeva gets to avoid having critical combo pieces on board for a turn pass that need to wait out summoning sickness. This means we can flash in our powerful combo dorks like Priest of Titania and Karametra's Acolyte without our opponents being able to tutor answers or wipe our built critical mass.

The deck is also very deceptive as its boardstate always looks like it's much less developed than it actually is. You can respond to someone trying to stop you by legitimately winning without combat in a green deck. Winning at instant speed on top of interaction, combos, or while people are tapped out is a strong tool to outplay your opponents.

Yeva also gets to play value creatures as instant speed answers. Cards like Reclamation Sage can blow up a combo piece when it otherwise couldn't. Prowling Serpopard can eat a hostile counterspell off the stack. Temur Sabertooth can jump into protect vital pieces by returning them to hand in response to interaction. Combine these with creature-based tutors like Fierce Empath , Woodland Bellower , or Fauna Shaman or instant speed tutors like Summoner's Pact , or Chord of Calling and you have very good toolbox potential to control the game while working towards your endgame.

The credit to the addendums and the profound expansion of this section was all the work of ShaperSavant. He took the time to help in a moment where I was incapacitated and I am eternally grateful for it. Thanks dude!!

Linvala, Keeper of Silence - Only Mouth of Ronom , Somberwald Stag and Beast Within hit it. If this is a problem in your meta, consider more creature removal that hits her like Kraul Harpooner , Pounce , and Affectionate Indrik .  Recent changes add more answers, just in case: Lignify & Song of the Dryads

Humility  - Only Nature's Claim and Beast Within hit it, so you might need more non-creature based enchantment removal like Krosan Grip or Unravel the 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. Every option to kill Linvala works on Teferi as well.

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 as fast as possible.  

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 a clear opportunity to play them unhindered. 

I tried to fit in the most essential tutors from the budgetless in the deck. 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 creature card in the deck is objectively easier to tutor for, or it has an equivalent. 

This section is called "Value" because these are the bodies you unload unto the field. They do 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 blue value 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 thanks to: Cryptolith Rite , Growing Rites of Itlimoc  Flip, Chord of Calling , and Eldritch Evolution .

  • Scavenging Ooze : Best graveyard hate green could afford, comes in at instant speed too and you can use it without needing haste. This is our flex slot, btw, so if you want to try stuff or sideboard against something, this should be your target.

  • Duskwatch Recruiter  Flip: 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 a buttload of cards, Blue player: Counterspell , Resp(w/Yeva out): cast Prowling Serpopard. 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. 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. 

  • Gaea's Herald : Elf for the tribe and it can do what Prowling Serpopard can do for one less mana.

  • 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.

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

  • Runic Armasaur : This dino has been a godsend, I've drawn so many cards thanks to this guy. He draws to fetch lands and a ridiculous amount of creatures.

  • Generous Patron : Instant Speed Divination with a body, that can also become a dork. It can also make Marwyn, the Nurturer +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 in the early game.

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

  • Manglehorn : More control for a deck that plays reactively is wise and the ability to top fast mana is quite key in stopping some steamrolls.

  • Somberwald Stag : Kills a lot of important threats and serves as a finisher for the deck when we pop off.

  • Genesis Hydra : At worst it can net us any piece we could need with a butt-load of mana, at best it's an outlet that literally gets us whatever we need. It's our 100% guarantee that we win. Since we can loop until we assemble any wincon in the deck. Including Thousand-Year Elixir + Shaman of Forgotten Ways .

  • Caustic Caterpillar : Instant speed one-drop that gets rid of Torpor Orb .

These cards enable all the value cards you put out, in fact, if you play enough bodies, you don't even need one of the big mana dorks to win.

  • Cryptolith Rite : Turn your field into dorks and since they came in with flash last turn, they don't have summoning sickness anymore.

  • Skullclamp : Repurposes our dorks into draw so we can sift through the deck and find the pieces we need. We don't have value in the command zone, so we need to dig through as much as possible. Clamp just adds to it,

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

  • Regal Force : Usually what we go for once we have an engine but no steam or to look for the engine itself.

  • Ambush Commander : Wasn't sure what section to put this guy, but Ambush Commander is an all-star in the deck. The moment you turn your forests into green elves you can exploit Priest of Titania / Elvish Archdruid , Benefactor's Draught , Great Oak Guardian , Cradle effects and Regal Force . Sometimes you couldn't get a big mana 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 gives 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 Yisan using Symbiote / Quirion Ranger / Benefactor's
  • Verse 6: GoG
  • 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.

  • Instill Energy : Sometimes you need to pop off on your turn, so a one drop untapper and haste enabler can be just enough to scoop a win.

  • Touch of Vitae : Instand speed haste enabler that gives you an untap AAAAND a draw on your turn. It's also a way of closing the game out with Shaman of Forgotten Ways .

  • Seeker of Skybreak : It's an elf and once you have something worth untapping it can essentially becoming another giant mana dork.

  • Quirion Ranger : Untap that big mana dork to have more mana or untap that Yisan, the Wanderer Bard to get a double verse. It's also an elf and it costs 1 mana....

  • 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 also set up infinite mana with Temur Sabertooth and E-Wit .

  • Vitalize : Everything Benefactor does minus the draw and the untapping of your opponents' creatures.

  • 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 linchpin 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. Also perfect for baiting out counters or spot removal.

These guys enable your ability to win... if all three are gone from the deck, you might as well scoop (hence the title: linchpins). Luckily you have 3 viable options which should make it easy to get either. If you for some reason find that all three are removed before they make it into play, you can add Umbral Mantle and Sword of the Paruns .

  • 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.  
  • 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 it's stronger than Sabertooth in that we don't need mana to bounce.

  • card:Unbral Mantle: One-piece combo to get infinite without needing Temur Sabertooth , just a big mana dork producing 5+ mana.

Pretty much everything else, either removal or card advantage.

Only weird thing that might stand out is the amount of colorless lands. Which is to keep Warping Wail as consistent as possible.

For the first 3-5 turns you should be ramping along with any of the cards that yield you card advantage. Only play one of your big mana dorks if you have back-up one in your hand. Otherwise, just wait until the end of the turn of the player to your right to sneak one of them in with Yeva. If the big mana dork sticks and no longer has summoning sickness, you have effectively left the Early game and are now in the mid/late game. 

  • Always try to keep our hand stocked.
  • We only race to get out of the early game, otherwise, 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, unless it's for something game-breaking that adversely affects you.
  • Hold mana rocks until that moment you want to push out of the early game. Only play them in the early turns if you actually have something to accelerate to.
  • Don't be afraid to Skullclamp aggressively in the early game, the deck is repetitive enough and sifting through the deck is worth your time   

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 engine 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 ( Patron , Visionary , etc.) just waiting to be repurposed by cards like Chord of Calling or Gaea's Cradle .

Once you have that 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 to safely assemble infinite mana. 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) ( GoG / Symbiote ). Once infinite mana has been assembled we win via kill loops, more often than not they include bouncing Brutalizer / Stag / E-Wit to infinitely to tuck/fight all permanents.  

Cat + 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 Cat ; 1 mana left in pool
  4. Repeat from Step 1

This nets us 1 mana every time for infinite.

Cat + Symbiote + 1-Drop Elf + one dork tapping for 5 mana:

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

This nets us 1 mana every time for infinite mana while circumventing Torpor Orb . Bouncing Symbiote , resets the "once a turn" clause.  

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

Cat + E-Wit  + Benefactor's / Vitalize + Creature(s) tapping for 11 mana(10):

  1. Tap creature(s) for 11 mana (10 for Vitalize )
  2. Play E-Wit targeting Benefactor's ; 8 mana in pool
  3. Pay 2  to bounce E-Wit ; 6 mana in pool
  4. Pay 2 for Benefactor's ; 4 mana in pool
  5. Pay 3 for E-Wit ; 1 mana in pool
  6. Repeat from Step 1

NOTE: Remember that Benefactor's 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.

Curio + Symbiote + 1-Drop Elf + any big mana 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 mana dork for 3 mana
  2. Bounce 1-drop Elf with Wirewood; untapping the big mana dork
  3. Play the 1-Drop Elf, bounce the Symbiote with Curio ; 2 mana in pool
  4. Play Symbiote ; 1 mana in pool
  5. Bounce 1-Drop with Symbiote to untap the big mana dork
  6. Repeat from Step 1

Curio + GoG + 1-Drop creature + Creature(s) tapping for 8 :

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

NOTE: The 1 drop cannot be involved in the production of mana cause if it gets bounced it would gain summoning sickness. If the 1 drop is part of the creature count necessary to generate the mana it needs to be on the field every time the mana source is tapped for mana. The 1 drop can be in your hand (scenario above) or field at the start of the combo, if it's the latter you need to bounce it once GoG makes into the field with Curio .

Alternate Pieces:

  • Umbral Mantle : Any creature producing 5+ mana makes infinite mana, it's the simple ones that get me.

With infinite mana you need to find the Kill Loop by:

Kill Loops:  

Once you kill everything you can play Shaman of Forgotten Ways with Touch of Vitae or Vitae gets exiled you can use Instill Energy with Genesis and win.

If Instill Energy is stuck your hand you can use Geier Reach to discard it and recur it with card:Relcaim then Genesis for it.

What if we need to win at instant speed BUT Shaman / Stag were exiled:

Cat + E-Wit + Reclaim + Crop + Geier Reach (Field, Graveyard, or Deck) = Mill the table

  1. Tap for Geier Reach 's effect
  2. Sac it to Crop for any land
  3. Use Reclaim to return Geier Reach to top
  4. Use Cat + E-Wit loops to get back Reclaim and Crop
  5. Crop to get Geier Reach
  6. Repeat from Step 1

We can use Reclaim infinitely to keep us from milling ourselves out. Also, while we can protect almost every facet of our engine at instant speed, be aware that while we're milling our opponents, they might run into some interaction, so be aware of the ones that might have mana open. Very few things can stop us at this point.

ALL OF THESE LOOPS HAPPEN AT INSTANT SPEED, THANKS TO YEVA.

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Date added 1 month
Last updated 1 day
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.53
Tokens */* Treefolk, 3/3 Beast, 1/1 Elf Warrior
Folders My Main Decks, Budget, Decks, theme, Deck Ideas, Deck Ideas, To look at later
Top rank #28 on 2019-02-12
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