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cEDH - Yuriko: Doomsday Oracle

If you would like to discuss this deck or other Yuriko builds please join the Official Yuriko cEDH Discord!

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Yuriko is an interactive commander whose ability allows us to circumvent the commander tax. This ability isn't just a win-con, but more importantly, card advantage. In the past, Yuriko was a disruptive general due to the lack of immediate win conditions. Since the release of Thassa's Oracle, Yuriko has been able to run Oracle/Consult lines, as well as Doomsday, with great efficiency, while still maintaining its ol damage win-con, making it a very adaptive general.

1) Combat is a legitimate win condition, meaning decks that want to drag the game out help us, and we can provide a very real clock on opponents.

2) Our entire gameplan is card advantage until we are able to combo. Card draw is the best thing in magic and we play Tymna the Weaver turn 2 every game.

3) One card win-con in Doomsday with the ability to include multiple win attempts.

4) We get to run very effective stax pieces and are hit by almost none of them.

5) Our commander is very resilient to board wipes/removal. If it's not specifically "steal or elkify" effects we're pretty okay with everything.

6) We get to include cool cards that aren't seen often at cEDH tables. Who else plays Commandeer?

7) Ninjas

1) Yuriko Triggers - The tried and true method of delivering a "W" with Yuriko. Use her ability to flip cards from the top of your library for damage, or abuse cards like Brainstorm, or any of the other top-deck tutors or top-deck manipulation.

2) Doomsday - This is covered in detail in the "Doomsday" section.

3) Thassa's Oracle paired with Demonic Consulation or Tainted Pact - This is covered in the "Combo" section.

4) Using Sakashima's Student to copy an opponent's Dockside Extortionist - This is covered in the "Tips & Tricks" section.

All 2cmc mana rocks: All of the 2cmc mana rocks are mana-negative and that is especially brutal in Yuriko where our turn 1 is dedicated to playing a creature, and our turn 2 is dedicated to playing Yuriko with very few exceptions.

Abjure - While it is a 1cmc counter, it slows down our deck and we lose tempo, especially if we sacrifice Yuriko. There are better 1cmc counters available that do not hinder speed.

Insidious Dreams - Insidious Dreams is a trap card. On the surface it seems tailor-made for Yuriko, when in fact, it is extremely risky and expensive. Discarding the cards is part of it's cost, so if it gets countered, it hurts twice as bad. We are much better suited using Doomsday or other top-deck manipulation.

Mana Drain - This card is excluded in much the same way as other 2cmc counterspells. This deck is very mana intensive and traditionally does not have the mana available for 2cmc interaction. However, we do maximize on the "free" and/or 1cmc interaction cards.

Notion Thief - At 4cmc this is a tough add. While it's a great card on it's own, it really shines in builds like Opus Thief. We don't run wheels so it's not nearly as efficient or needed.

Other extra turn spells - With the addition of the Oracle/Consult lines as well as Doomsday, the other extra turn spells (5 mana extra turn spells) have become obsolete. Pre-Oracle they were a great way to get in more Yuriko triggers, but we have faster and more efficient ways to win now.

Rhystic Study - This is another casualty of Yuriko being very mana-intensive. While great in most cEDH decks, it's very tough to cast and still interact at 3cmc.

Sensei's Divining Top - On the surface, the Top seems like a great fit for Yuriko, even a Doomsday pile cracker. However, it is not. It does not crack Doomsday piles efficiently as it goes right back on top of the pile that you need. Also, while the first activation is great, any subsequent activation are lackluster and do not provide enough advantage to warrant it's constant mana requirements.

Sol Ring - A quick glance at the deck will show that there are very few spells that Sol Ring can help us cast. Yuriko is very colored mana-intensive and Sol Ring is a wasted play in most cases.

Walker of Secret Ways and other ninjas that are not included - Yuriko looks to maximize the amount of 1cmc ninjas that it runs, as well as running a few 2cmc ninjas that have abilities which are so good that it warrants the extra cost. Unfortunately Walker is not one of them. Ninja of the Deep Hours, Sakashima's Student, and Ingenious Infiltrator are the only 2cmc ninjas that are worth including in a Yuriko cEDH build. Additionally, Mist-Syndicate Naga has the ability to win a game by itself if left unanswered so it is our lone 3cmc ninja.

The Dockside Loop


The Dockside Loop is a loop that can generate unbounded treasures and potentially get a win when a few simple conditions are met.
1. An opponent has a Dockside Extortionist in play
2. Sakashima's Student in hand
3. Generating a copy of Dockside must produce 5+ treasures OR have a Skullsnatcher in hand and generate 4+
4. Have another Ninjutsu creature ready to activate after Student is in play (usually this is Yuriko)

To do this loop, attack a player with a creature and have it not be blocked. Announce Ninjutsu with Sakashima's Student. Have it enter as a copy of Dockside Extortionist, generating 5 treasures. Use 2 treasures to Ninjutsu Yuriko into play, returning the Student to your hand. Use 2 more treasures to Ninjutsu Sakashima's Student, returning Yuriko to hand or command zone. Repeat. In this example 1 treasure was generating each iteration.

Finally, if possible, have Sakashima's Student enter as a copy of a creature that can make use of infinite mana. This could be your own Spectral Sailor or one of your opponents creatures. Common examples are: Thrasios, Triton Hero, Najeela, the Blade-Blossom, Urza, Lord High Artificer, Kenrith, the Returned King.

NOTE: You can do this AFTER damage has been dealt and Yuriko triggers have resolved. This is important because it means you can cast Imperial Seal (during main phase 1), Vampiric Tutor, or Lim-Dul's Vault prior to damage if you don't have Sakashima's Student in hand, reveal it from the Yuriko trigger, then proceed with the loop in the Combat Damage or End of Combat steps.


Below are the relevant rulings that allow this to happen - Explanations of rulings courtesy of deakmana.

702.48a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.” This is relevant to timing of activation, and that the returned creature is part of the cost, so you cant respond by removing it.

702.48c A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be attacking the same player or planeswalker as the creature that was returned to its owner’s hand. This specifies that the creature put onto the field is unblocked and is attacking the player. This is relevant because it means they can be ninjutsu'd out, even in the end of combat step

509.1h An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature remains blocked even if all the creatures blocking it are removed from combat. This specifies that when a creature "becomes" unblocked or blocked and how that status stays on them until the end of combat phase

In this section we will discuss single card choices in each category of the deck.

These "burn" spells are central to the Yuriko strategy, even post Thassa's Oracle in my opinion. They give us a great plan B, as well as plan C with Doomsday piles.

Blinkmoth Infusion - Another great "burn" option that also has utility for being pitched to spells like Force of Will. Can also facilitate Doomsday crack piles (although this is not our first or best option with Doomsday).

Temporal Trespass - Serves as a turn spell for 3cmc as well as burn for 11. Can also facilitate burn Doomsday piles.

Demonic Consultation - 1/2 of our new combo! Play this while Thassa's Oracle ETB trigger is on the stack and once they resolve, you win the game!

Jace, Wielder of Mysteries - Jace provides a great backup in case we either fail with the Oracle or we happen to have Jace rather than Oracle to pair with Consultation or Pact.

Tainted Pact - With our mana base being 1x of's, we can use Pact as our second Demonic Consultation.

Thassa's Oracle - The heart of the combo. The ETB trigger goes on the stack and you cast Consultation or Pact and win the game!

NOTE: These piles rely on Yuriko or another ninja attacking and getting a Yuriko draw trigger. That being said you, if you cannot attack and/or have no way of getting that first card from the Doomsday pile you can still cast Doomsday and stack your pile and pass the turn and wait for your draw on the next turn. While risky it is still very doable, especially if you have interaction in hand.

Doomsday - This card once again becomes relevant in the crack piles that we can assemble. Here are the piles separated by how many Yuriko triggers you need:

DOOMSDAY PILES -

1. My favorite Doomsday pile: Courtesy of Ondas

Single Trigger Pile, BBBUU required at start of turn: Brainstorm, Thought Scour, Lotus Petal, Cavern of Souls, Thassa's Oracle

Cast Doomsday with UU open. Attack with Yuriko drawing Brainstorm, cast Brainstorm drawing Thought Scour, Lotus Petal, and Cavern of Souls. Put 2 other cards on top. Cast Thought Scour milling those 2 cards then draw Oracle. Play Cavern of Souls naming Wizard, play Lotus Petal, cast an uncounterable Thassa's Oracle for the win.

2. My 2nd favorite Doomsday pile: Courtesy of _Strix_

Single Trigger Pile, BBBU and 2 islands in play with no land drop is required at start of turn: Gitaxian Probe, Gush, Cavern of Souls, Thassa's Oracle, Jace, Wielder of Mysteries

NOTE: A removal-proof version of this pile is Street Wraith, Gitaxian Probe, Gush, Cavern of Souls, Thassa's Oracle

Pay BBB and cast Doomsday stacking the pile as above. Attack with Yuriko and get Gitaxian Probe in hand. Cast Probe and target the player most likely to have interaction so you can see what's coming. Draw Gush off of Probe and cast Gush returning 2 islands (most likely Watery Grave and Underground Sea) to hand drawing Cavern of Souls and Thassa's Oracle. Play your land for turn with Cavern naming Wizard, then tap your other blue source and play an uncounterable Thassa's Oracle for the win. If something stops you from winning, you have Jace, Wielder of Mysteries to draw next turn, cast, and activate for the win.

OTHER GOOD DOOMSDAY PILES:

3. Single Trigger Pile, BBBU2 is required at start of turn: Frantic Search, Gitaxian Probe, Street Wraith, Cavern of Souls, Thassa's Oracle

Attack with Yuriko and get Frantic Search in hand from the trigger. Cast Frantic Search and discard any 2 other cards, untap 3 lands. This will draw Probe and Wraith. Play Probe drawing Cavern, play Cavern naming Wizards, then cycle Wraith drawing Thassa's Oracle. Cast an uncounterable Oracle with no cards in your library which makes this pile immune to removal.

4. Single Trigger Pile, BBBU is required at start of turn: Street Wraith, Brainstorm, Cavern of Souls, Lotus Petal, Thassa's Oracle

Get Wraith into hand from a Yuriko trigger (or Gitaxian Probe), cycle Wraith, draw Brainstorm and cast it, draw Cavern of Souls, Lotus Petal, and Thassa's Oracle, put two cards (doesn't matter) back on top of your library. Play Cavern of Souls as your land for turn naming Wizard, cast Lotus Petal and crack for blue, tap Cavern for blue, cast uncounterable Thassa's Oracle and win the game.

5. Single Trigger layered pile, requires BBBUU at start of turn: Gitaxian Probe, Thassa's Oracle, Mistblade Shinobi, Draco, Blinkmoth Infusion

6. Double Trigger free pile, requires BBB at start of turn: Brainstorm, Mox Amber, Chrome Mox, Lotus Petal, Thassa's Oracle

7. Zero Trigger pile, requires BBBU at start of turn (Brainstorm crack), Thought Scour (if you are running it), Lotus Petal, Chrome Mox, Thassa's Oracle, Jace, Wielder of Mysteries

8. Single Trigger Pile, BBBU required at start of turn: Street Wraith, Brainstorm, Lotus Petal, Cavern of Souls, Thassa's Oracle

NOTE: This pile is not removal proof because it requires 2 devotion to blue. Cast Doomsday with U open. Attack with Yuriko drawing Street Wraith, cycle Wraith, play Brainstorm drawing Lotus Petal, Cavern of Souls, and Thassa's Oracle. Put 2 other cards in your hand back on top. Play Lotus Petal, Play Cavern of Souls as your land for turn naming Wizards, play an uncounterable Thassa's Oracle for the win.

Commandeer - A great "free" counter that either allows you to gain control of a spell for your benefit, or play in order to change the target of an opponent's counterspell to Commandeer.

Dispel - A great cheap option to counter an opposing counter.

Flusterstorm - Another great cheap counterspell. Keep track of the storm count and counter your opponents win-con.

Fierce Guardianship - One of our newest toys! With Yuriko on the board the majority of the game, we get a free negate. Yes please!

Force of Negation - Have I mentioned free counters? Not as versatile, but can save you in a pinch.

Force of Will - The granddaddy of all "free" counters. Don't leave home without it, and cast it wisely.

Mental Misstep - Arguably one of the best counters in EDH, since it can be "free". Although it's conditional, there is no card disadvantage like Force of Will

Misdirection - Great free "counter" you can use to save Yuriko, or redirect a removal spell. All kinds of fun shenanigans with this one.

Mystical Dispute - Another counterspell that will more often than not cost 1cmc. This card will win counter-wars over cards that end the game.

Pact of Negation - This is only needed when you are ready for the combo, protect the combo at all costs!

Spell Pierce - An early game counter that I feel is necessary for things like Flash Hulk and now Fish Hulk.

Spell Snare - While at first glance it may appear too narrow, but Spell Snare hits a lot of what we want to counter in cEDH. Opposing counters such as Mana Drain, Counterspell, Negate, removal such as Assassin's Trophy, Reality Shift, and other cEDH problems such as Sylvan Library, Thrasios, Triton Hero, Grand Abolisher, Cyclonic Rift, Flash, Survival of the Fittest, Isochron Scepter, Demonic Tutor, Thassa's Oracle and many more.

Swan Song - Another solid 1cmc counter. Be aware of it's downside, but in a Fish Hulk world we need all the cheap counters/disruption we can get.

This is now a highlander manabase (1x of's) in order to accommodate Tainted Pact.

Changeling Outcast - An unblockable Ninja for 1 mana? Easy staple.

Ingenious Infiltrator - Multiple draw triggers with this guy and Yuriko. I tend to trigger the draws first before the flips, but that all depends on if you top-decked with a tutor.

Mist-Syndicate Naga - Left unchecked, this guy can win the game. Each copy that gets through triggers the creation of another copy.

Mistblade Shinobi - Arguably the best Ninjutsu 1 drop. Bouncing creatures is a HUGE ability.

Mothdust Changeling - Another 1 drop Ninja with the potential for evasion.

Ninja of the Deep Hours - More Ninja card draw.

Sakashima's Student - Very versatile and great for copying other commanders, or Dockside Extortionist. See "Tips & Tricks" section.

Skullsnatcher - While not as great of an ability as Mistblade Shinobi, it's still a 1-drop Ninjutsu.

Universal Automaton - Another cheap ninja that also helps metalcraft.

AKA not Ninjas (credit goes to deakmana for this term).

Faerie Seer - My favorite 1 drop Nonja. Scry is our friend, especially when we can bounce him with Yuriko or other Ninjas and do it again.

Fourth Bridge Prowler - Great early play as it will take out opposing mana dorks.

Gingerbrute - In my opinion this is the most powerful enabler in the deck. The ability to replay Yuriko the turn after it's bounced or destroyed is huge. You don't lose a turn waiting for summoning sickness, you get Yuriko back with a trigger immediately! The keep this guy in your hand as you will need him again later.

Hope of Ghirapur - Great 1 drop that has the ability of shutting down one of our opponents in order for us to play our combo.

Mausoleum Wanderer - Sneaky 1 drop creature with evasion that people often forget about. Take advantage of this to counter an opponents spell when they are tapped out.

Memnite - The 0 drop creatures allow for more explosive starts and the ability to hold up mana for interaction.

Ornithopter - I would argue that this is great early or late if you have Ninjas in hand. Bounce this and play it again at no cost.

Phyrexian Walker - The 0 drop creatures allow for more explosive starts and the ability to hold up mana for interaction.

Sidisi's Faithful - We have plenty of dorks that we can exploit to use this great recurring removal spell, and we can sacrifice Yuriko to ensure another trigger.

Spectral Sailor - The blue version of Gingerbrute, this dork not only allows us to flash it in end of turn after a wrath or after holding up mana for countermagic, it also has the draw ability of Kenrith, the Returned King. to draw a card is a very good rate on a creature that is already quite good in the deck.

Wingcrafter - Pair this with Yuriko and fly over defenses.

Not much to else to say here other than Mox Amber is a great value ramp for Yuriko as she is frequently in play.

Chain of Vapor - Bounce anything including your own Yuriko. A staple of the deck.

Cyclonic Rift - Decent early removal, but a late-game powerhouse that wins games.

Deadly Rollick - Our other new toy! With Yuriko in play the majority of the game we get a free removal spell that can hit frog, no questions asked!

Dismember - A very cheap spell for a big effect.

Snuff Out - "Free" removal with virtually no restrictions.

Submerge - See above.

Chains of Mephistopheles - Shuts down wheels. Also hurts our Doomsday lines so be careful, also watch out for Gitrog. This card is not always necessary and is very meta-dependent.

Cursed Totem - Shuts Down - Dorks, commanders with activated abilities.

Grafdigger's Cage - Stops Fish/Flash Hulk.

Brainstorm - Useful in all blue decks, but especially here as we can either get rid of some junk with a fetch, cast at end of turn to stack something for the upcoming Yuriko trigger, or cast during combat to stack 2 cards if we have multiple Yuriko triggers.

Gilded Drake - One of the best creature thieves in the game. Snag yourself a Najeela, Kraum, Tymna, Gitrog, etc.

Gitaxian Probe - The real value in this card is the information you receive from looking at an opponents hand. Also serves as a great utility in Doomsday piles.

Gush - Great for Doomsday piles, but make sure you are getting Watery Grave and Underground Sea in play to use it's alternate cost.

Lim-Dul's Vault - Game-changer if it resolves. I try to cast it during combat.

Mystic Remora - Avoid this card like the plague on turns 1 and 2 if you have a creature to play and ninjutsu on turn 2 for Yuriko. After that it's fair game to play one of the best card advantage engines in cEDH.

Street Wraith - A great substitute or to be used in conjunction with Gitaxian Probe for Doomsday piles.

Tetsuko Umezawa, Fugitive - Better than a boardwipe as it makes almost all of our creatures unblockable which makes it easier to reset Yuriko and get more Yuriko triggers.

Thought Scour - Helps certain Doomsday piles. Can also ruin our opponents top-deck tutors.

Demonic Tutor - As old as Magic itself. Not as good as the top-deck tutors, but too good to exclude.

Diabolic Intent - Another Demonic Tutor with a "downside" that could actually be an upside on occasion.

Imperial Seal - Second best top-deck tutor.

Mystical Tutor - Great instant speed tutor that you can cast during combat.

Vampiric Tutor - Best top-deck tutor.

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Casual

99% Competitive

Revision 9 See all

(4 years ago)

-1 Changeling Outcast maybe
+1 Deadly Rollick main
-1 Deadly Rollick main
Top Ranked
Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

51 - 0 Rares

18 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 2.23
Tokens Bird 2/2 U, Copy Clone
Folders To check, Deck Inspiration, cEDH, Inspiration, Yuriko, cEDH, EDH, 1 cEDH Decks, Competitive EDH
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