Win on any turn with the decklist that bumped Yeva to High Power. With this build you can kill a table, wipe everything asymmetrically, or Mill a table at instant speed for a win.

$200 budget version here; It's only a turn or two at most slower.

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 Mono-Green at a cEDH level please take a look at the Wanderer's Song or Selvala Brostorm. This was my attempt at the most optimized and competitive Yeva deck and this was the route it took. At its absolute best Yeva can maybe knock on their window, but Yisan and Selvala are on another level entirely.

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 / Earthcraft . 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. 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 and the deck always throws you a back up. Once you have your big mana dork established you look to find a way to set up infinite with it by abusing untap effects. Infinite mana enables loops that inevitably kill a whole table while making it borderline impossible to stop you since you can react at instant speed to thwart anything they could possibly throw at you.

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

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We play Yeva over other generals to play within pockets and phases of the game where people could least interact with you, but at the same time reserving resources to have on your turn for what you truly need to resolve. This playstyle fosters a win/win mentality, where you can set up a less optimal line of play (Plan B) on your opponent's end step forcing them to interact with you then, instead of on your turn. If Plan B resolved unhindered, play off of it until it is thwarted before ultimately pivoting to Plan A. This is honestly the most addicting aspect of the deck, which is its ability to pivot from what seems like a viable strategy in the eyes of your opponents' to an entirely different one.

At the cost of playing her out, Yeva gets to play on anyones' turn and reactively. Rather than hand dumping like typical green on your turn and hoping that it makes it around the table, you can keep your cards safely in hand to ensure they resolve at the end of the turn before yours. By doing so, 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. The ability to win at instant speed on top of interaction 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 in to 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 , Worldly Tutor with draw creatures, 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!!

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. 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. Last but not least, the aesthetics are all the work of the lovely scotchtapedsleeves.

Link to Iansisle's Yeva list

Linvala, Keeper of Silence - Currently the deck uses Mouth of Ronom , Somberwald Stag , Beast Within , Lignify , and Song of the Dryads to hit it. If this is a problem in your meta, consider more creature removal that hits her like Kraul Harpooner , Pounce , and Affectionate Indrik

Humility  - Only Nature's Claim , Beast Within , and Song of the Dryads 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.

  • 12/03/18: 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.

  • 12/05/18: I have uploaded the deck to Tappedout. The deck 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. 

  • 12/07/18: Still working on making this guide more aesthetically appealing all while being as informative as possible. Lands description coming soon and a "Why Yeva?" section.

  • 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.

  • 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

  • 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 get 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 .

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

    • IN: Skullclamp OUT: Grim Monolith Given the amount of ramp we've added, Grim has been staying tapped and with a lack of 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: 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.
  • 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.

  • 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!

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 , Wilderness Reclamation , and Guardian Project . The most viable one might be the instant, since mass enchantment/artifact hate sounds great.

  • 01/08/19: 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 .

  • 01/09/19: 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.

  • 01/14/19: 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.

  • 01/24/19: Took out a land, since the curve has gotten so low that drawing excess lands has actually been annoying. We took out the land for Genesis which makes 100% sure that we close out any game we go infinite. It ensures that we get literally any possible piece we could possibly need to close the game out. This is still testing, if I feel at any point that the lack of a land is hurting us I will revert and look for another slot for Genesis .

  • 01/29/19: Made the language way clearer on the "Piloting the Deck" section. Skullwinder , Sunscorched Desert , and Geier Reach Sanitarium have been added to the Maybeboard. Skullwinder is a second E-Wit which has become an integral part of the deck's success, so considering a second copy doesn't sound too crazy. Sunscorched Desert is an alt-win con since the deck can loop Crop Rotation and Noxious infinitely with E-Wit + Cat / Curio loops. Geier Reach Sanitarium is the weird one of the bunch, but the only way we CANNOT win on someone's turn is if we draw into Thousand-Year Elixir while popping off. So, if there's something on the stack killing us we need a way to discard Thousand-Year Elixir to put it on the top of the library and then cheat it out with Genesis to then play Shaman of Forgotten Ways and close.

  • 02/03/19: So, on my last update I discovered a win-con that didn't require for me to have haste, but also didn't remove any important slots. The win-con: The only way that route becomes possible is if Sunscorched Desert was either on the field, graveyard, or deck since we can loop Crop and Noxious infinitely with E-Wit + Cat / Curio loops. In comes Geier Reach , at first it was supposed to be another land in the deck that can discard Sunscorched Desert or Thousand-Year Elixir , BUT I realized it can also be the win-con itself. Instead of looping Sunscorched Desert , we can actually loop Geier Reach and mill our opponent's out. We never deck out cause we can Noxious whatever we discard (or whole GY for that matter). Now I am evaluating whether I care to even add Sunscorched Desert . Last but not least, CYA Command Beacon !!! Only card that did absolutely nothing in the deck since its first week. Yeva is her own evasion, she plays around all the major boardwipes, so she rarely dies.

  • 02/04/19: Extensive explanation of Geier Reach Sanitarium has been added to Card Selection and Kill Loops

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 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 creature card in the deck is objectively easier to tutor for, or it has an equivalent. Also, with the exception of Eldritch Evolution , Worldly Tutor , and Green Sun's Zenith , every tutor can be abused in some way to start a storm chain. With enough mana, you can start a tutor chain by looking for E-Wit using her to get the tutor and then looking for the card:Temur Saberooth|Cat to start looping tutors at instant speed.

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: 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 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. 

  • 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 . This is theoretically the strongest creature in the deck for Selvala, Heart of the Wilds as well.

  • 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.

  • 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.

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

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 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 .

  • 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 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: lynchpins). Luckily you have 4 viable options which should make it easy to get either.

  • 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.

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

  • Umbral Mantle : All you need with Mantle is a mana dork producing 4+ mana and an outlet to win.

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.(meta call; moved to SB)

For the first 3 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. Make sure to use your removal to stop the faster combo decks, getting ahead of everyone is the goal, so playing at instant speed never makes us lose tempo.

  • 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 Earthcraft 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've 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 Stag / E-Wit (w/ Primal Command ) 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 + Creature(s) tapping for 11 mana:

  1. Tap creature(s) for 11 mana
  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 opponents' creatures 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 .

Curio + Utopia Sprawl / Wild Growth (enchanting a Forest) + 2 1-Drop creatures + Earthcraft :

  1. Tap a 1-drop to untap a forest enchanted by Utopia Sprawl / Wild Growth using Earthcraft
  2. Play the second 1-drop to bounce the first one
  3. Repeat from Step 1

This one is a bit elaborate, but the fact that I've pulled it off warrants a mention, in case it ever shows up.

Cat + Thousand-Year Elixir + any big mana dork producing more mana than it costs to cast and bounce it.

  1. Tap Karametra's Acolyte for 7/ Priest of Titania for 5/ Elvish Archdruid for 6 etc.
  2. Bounce the dork with Cat
  3. Recast the dork
  4. Repeat from Step 1, since Thousand-Year Elixir gives them haste.

Alternate Pieces:

  • Paradox Engine : is another GoG that also 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.

  • Umbral Mantle : Any creature producing 4+ mana makes infinite mana. This one needs an outlet.

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

Kill Loops:  

Once you kill everything you can play Shaman of Forgotten Ways and Thousand-Year Elixir with Genesis and win.

If Elixir is stuck your hand you can use Geier Reach to discard it and recur it with Noxious then Genesis for it. If they're both stuck in your hand, you can Genesis for Mox Diamond and discard Geier Reach (if Mox Diamond is on the field you can destroy it and then Noxious ). Use Crop to get Geier Reach from the top of the library onto the field

What if we need to win at instant speed BUT Stag was exiled:

Cat + E-Wit + Noxious + Crop + Chord + Dryad Arbor + Ronom = Kill all creatures

  1. Tap for Ronom 's effect
  2. Use Noxious to return Ronom to top
  3. Sac Dryad Arbor to Crop for Ronom
  4. Use Noxious to return Dryad Arbor to top
  5. Use Chord for 0 to get Dryad Arbor
  6. Use Cat + E-Wit loops to get back Noxious , Crop , and Chord
  7. Repeat from Step 1

What if we need to win at instant speed BUT Shaman was exiled:

Cat + E-Wit + Noxious + 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 Noxious to return Geier Reach to top
  4. Use Cat + E-Wit loops to get back Noxious and Crop
  5. Crop to get Geier Reach
  6. Repeat from Step 1

If Geier Reach is stuck in your hand, you can use Genesis for Mox Diamond and discard Geier Reach (if Mox Diamond is on the field you can destroy it and then Noxious ).

We can use Noxious 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. . For everything else, you have Emergence Zone


Updates Add

Once again, the combos Yeva enables never cease to amaze me. So, Blighted Woodland has been removed. Blighted used to be in to net us the extra land we needed to keep looping Mouth of Ronom with Crop Rotation . Turns out the deck could do that all along using Chord of Calling to get Dryad Arbor .

Currently Testing:

Emergence Zone in (Woodland's slot)

The ability to cheat in anything opens the final door the deck has had no access to, hopefully this card isn't a "fun" card and it's something the deck makes complete use of... as it should. I believe this land is perfect in the deck, but I still need way more testing. I've played 3 games with it and it hasn't shown up. Crop Rotation still going for Gaea's Cradle , of course.

Primal Command in Brutalizer Exarch 's slot.

It does everything Exarch does for one less mana, but the tutor sends it to your hand and a gy reset is comforting when E-Wit and Noxious where carrying all that weight.

EDIT: It may be a little premature, but I won a game thanks to Primal Command on the first night trying it, it was also a situation where Brutalizer Exarch would've been a dead draw. Safe to say, I love the card, will post updates regarding this swap on this update until the change is final (though, it might be). If Emergence Zone ends up being a main part of the deck, Primal stands to be even stronger.

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4 days ago)

+1 Bond of Flourishing maybe