This list put Yeva in the High Power Tier.

$200 budget version Yeva Draw-Grow-Combo Budget, read the guide on this page as it tells you how to play either..

Before we go into this, I would like to let you all know that THIS IS NOT A cEDH DECK, nor am I trying to pass it off as one. If you would like to play Monogreen at a cEDH level please take a look at the Wanderer's Song or Selvala Brostorm. At its absolute best Yeva can maybe knock on their window, but they're on another level entirely.**

Yeva plays with the Blue Draw-Go strategy, 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. 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 don't mind shuffling
  • 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
  • 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 the 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 left.

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 it 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. Manglehorn can flash in to respond to fast rocks being played and also blow up other important pieces. 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 , Brutalizer Exarch , or Fauna Shaman or instant speed tutors like Summoner's Pact , Worldly Tutor with draw creatures, or Chord of Calling and you have very good toolbox potential to control the game.

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!!

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 (Blue-Green), 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 trade folders. 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 cards 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: On January 18, 2016, Prophet of Kruphix was banned. Upon learning Prophet was banned 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, what started as a way to emulate my favorite card ( Prophet of Kruphix ), soon became another monster entirely the more and more time I put into it. 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.

Links on Tappedout going to MTGSalvation tend to break on me, so if the link is broken (again), Just google: Yeva, Nature's Herald: Blue-Green (without the Blue) and you'll find Iansisle's list. Sorry for the inconvenience and if you know what might be causing it, please let me know, so I can fix it!! Thank you!

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.

  • 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 Whisperer that 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 .

  • Update 12/19/18: After a lot of hours put into the deck, only a couple of things seemed to be its shortcoming, that's card advantage and disruption. So, on that note we're trying out:

  • IN: Skullclamp OUT: Grim Monolith Give the amount of ramp we've added, Grim has been staying tapped and lack luster, I rather turn my dorks into 1 mana/draw 2.

  • IN: Runic Armasaur OUT: Polukranos, World Eater This one is going to take some testing still, since it's very niche, outside of its combo, Polukranos doesn't do much, so he's coming out for something that could net me card advantage.

  • IN: Caustic Caterpillar OUT: Kamahl, Fist of Krosa With Beast Whisperer and the Wirewood Symbiote variation of the Temur Sabertooth combo Torpor Orb has become less of a non-threat, however it still plagues my meta, so one more way to remove it doesn't hurt and once we combo off we can easily look for the caterpillar and get rid of the Or to close out a win.

  • IN: Somberwald Stag OUT: Ambush Commander This one hurt, a lot. The stag is in, since it effectively replaces the Kamahl and Polukranos combo once we start looping it with the cat. While I will miss Ambush Commander, he might come back if I find another slot for it eventually.

  • IN: Song of the Dryads OUT: Quest for Renewal Quest of Renewal became a sidetrack, so I rather have something to get rid of anything that is truly hurting me.

  • IN: Lignify OUT: Cryptolith Rite Most of my creatures are dorks and thanks to Thousand-Year Elixir I technically have the Earthcraft effect I wanted. So, in with lignify to stop another problem card.

  • IN: Scavenging Ooze OUT: Omnath, Locus of Mana Another tough decision, though luckily a meta call, this slot is effectively your flex slot. Graveyard hate is very lacking in the whole deck too.

  • Update 12/21/18: Runic Armasaur removed for Ambush Commander . This was a difficult decision, but Ambush is just WAAAAY too much of an asset to the deck.

  • Update 12/31/18: Runic Armasaur came in the mail and I felt bad not having a spot for him, so I decided to swap out Wood Elves for the dino. Needless to say it was a house. It ate a Force of Will on his first game, which I then later won. Drew 5 cards with a Dream Halls on the field, needless to say I popped off and in response to a Pernicious Deed too. Last night was a great night and the Dino has a permanent home in Yeva. Context: Nin, the Pain Artist , Azami, Lady of Scrolls , and Lord Windgrace . The dino benefitted from fetches and azami a lot and an Arbor Elf . Wood Elves never yielded me as much card advantage. This was a great year for Yeva, hopefully I can move her up a tier higher soon. Wish me luck, guys! :D Have a happy new year 2019!

  • Update 01/04/18: Happy New Years! So I fixed A LOT of the grammar and added more clarity. Changed the color of the header for each section and condensed them so the whole guide looks cleaner. Updates on card changes coming soon, currently putting in Chrome Mox and Mox Diamond . SynergyBuild was the nail on the coffin in that decision, so thanks, dude! Still need more testing to let you all know how it goes. SHOULD go well, no reason it shouldn't. Ravnica Spoilers haven't impacted my deck. Though 3 of them are enticing, but little too intense on curve: Rampage of the Clans , card:Wildnerness Reclamation, and Guardian Project . The most viable one might be the instant, since mass enchantment/artifact hate sounds great.

  • Update 01/08/18: I created a budget version of the deck which has been linked at the very top. I'm working away at chipping away at the cost. I am currently testing out the moxen, which have been great in some games and lack luster in others. Collected Company is officially on the chopping block. In that spot I will be trying out Genesis Hydra , Skyshroud Poacher , Multani's Acolyte , and if all of these are bad I might have found the place for my Eldritch Evolution .

  • Update 01/09/18: The Moxen are in and Collected Company (CoCo) has been removed for Eldritch Evolution , I feel like it's a copout, but I really did need Eldritch in. Combo decks need every tutor, especially when they go straight to the field. Also, CoCo has whiffed on me too many times for me to ignore its uselessness, and this way we lower the curve by one.

  • Update 01/14/18: Thanks to Shapersavant the "Why Yeva" has been expanded upon profoundly to truly encapsulate why we'd use Yeva over other generals. We also realized the deck has 9 outlets to draw out the deck while the Runic Armasaur and Skullclamp are new draw engines, so for more control elements I've removed Wall of Blossoms for Manglehorn to respond to fast mana and pop more artifacts.

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. 

I tried to fit in every viable tutor 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 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 .

  • 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 has 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 what we tutor 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.

  • Eldritch Evolution : 3 mana and with just the right creature we can basically have another Natural Order

  • 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 "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 , Gaea's Cradle , Chord of Calling , Eldritch Evolution , and Natural Order .

  • 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 can want to try stuff or sideboard against something, this should be your target.

  • 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. 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.

  • 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 card:Marwyn, the 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.

  • 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.

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

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.

  • 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 also not forget about how we can give ourselves double mana by enchanting basic lands with Utopia Sprawl / Wild Growth .

  • 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. Trying this over Nullmage Shepherd .

  • 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. 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 , Cradle effects 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 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 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 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 ).

  • Quirion Ranger : Untap that big 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 set up infinite with Temur Sabertooth and Eternal Witness .

  • Paradox Engine : Boy does Earthcraft and dorks 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. 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.  
  • 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.

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 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 one of them 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.  

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 ( Generous Patron , Elvish Visionary , etc.) just waiting to be repurposed by Earthcraft & Gaea's Cradle effects.

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 / Somberwald Stag / Eternal Witness to infinitely to tuck/fight all permanents.  

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 and also bypasses Torpor Orb  

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

Note: This bypasses Torpor Orb .

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 win on your turn.

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


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-1 Deranged Hermit maybe