Ashaya, Soul of the Wild
Legendary Creature — Elemental
Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control.
Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
Printings View all
|Zendikar Rising (ZNR)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Ashaya, Soul of the Wild occurrence in decks from the last year
Ashaya, Soul of the Wild Discussion
3 days ago
6 days ago
Epicurus That is fair. Some of the cards that I suggested for removal could most certainly work much better for you, based on your meta. So I can understand if some of them arent worth the cut :)
Also, in regards to Panharmonicon, it is extremely situational, but if you ended up including Ashaya, Soul of the Wild she lets your Harmonicon become another great value engine. As you said, this is a Landfall deck. So Panharmonicon normally doesnt do you any good. Ashaya, however, allows your Panharmonicon to see your otherwise regular creatures, enter the field as lands as well. So they will enter with both the Land and Creature supertype, which in turn allows you to gain additional Landfall triggers, when it normally would not allow it :)
But again, that is only in specific situation where you have both on the field! I love adding those shifty little synergy pieces though, in my decks lol
6 days ago
HELLcaster19, thank you for the in depth comment! I'll do my best to respond in full:
You're probably right about Deathsprout, mostly because of the 4 CMC. I originally figured that it would come in handy as an added bonus to fetching a land, but I'm generally disappointed when I draw it.
Ghirapur Orrery also seemed better on paper than in practice, because the second ability helps my opponents way more often than it helps me. I'd hate to lose one of the cards that allow additional land drops, though, because that has become the deck's most powerful feature, from my experience of playing the deck.
Oh, my, God, Storm Cauldron. I have won every single game that I get that beauty onto the board. Given even just a couple of cards that allow multiple land drops, and my opponents are f'd, whilst I get everything back into place, setting off landfall abilities left and right. It's awesome. Never cutting that one. Ever.
Path of Discovery could go, but only if I were replacing it with more multi-land fetching spells.
Rites of Flourishing is important. If I'm able to drop multiple lands, and have a landfall trigger or two, then the extra draw each turn helps me more than the opposition more often than not. Again, that's from my experience from playing the deck. Maybe it's just my meta. But it's also the reason I added in Howling Mine, which I'm yet to draw in a game.
A lot of your suggestions care about creatures entering the battlefield, which make a lot of sense for a Yarok deck. However, this deck is fundamentally a landfall deck. So, for instance, Panharmonicon is out.
And I've considered adding Beast Whisperer, but decided against it so far because he only counts creature spells, not tokens. And Elemental Bond has very limited upside in this deck because most of the creatures are small. Sure, it would rock face with Rampaging Baloths, but the Baloths are really mostly just there as hate bait.
Drownyard Temple is probably a definite include. It does exactly what I want land to do in this deck. Field of the Dead is worth playtesting, though 7 lands with different names might prove difficult with all of the basics I'm running.
Ashaya, Soul of the Wild interests me. Maybe that's what I should replace the Orrery with. I just don't own one, so I haven't tried very hard to find a way to add it into the deck.
The Great Henge is one of my favorite cards ever, but I hadn't really ever even thought about it for this deck. Actually, it might be even better for the Yarok Ninjutsu deck I have. Most of my creatures are small in here, though, but I'm down for trying it out.
Thanks again! Cheers!
1 week ago
Epicurus Greetings! It is shaping up to a great start, so far!
Some cards that I would definitely consider cutting:
Deathsprout due to it being your only removal piece. With no recursion for anything other than lands, 1 piece of removal isnt worth running.
Storm Cauldron Considering that a lot of your big value pieces are upwards of 3 mana, you may find that that you end up with less lands in the end, and not accelerating your mana base, as most Landfall decks want to do. This card is typically a combo piece, and not worth the inclusion.
Path of Discovery This one is a choice based on personal preference. I prefer not to run cards that will allow opponents to know what I have coming up. That, and the cards value comes only from flipping a land off the top.
Ghirapur Orrery, Howling Mine and Rites of Flourishing Again, based on personal preference. Granting opponents the ability to draw additional cards per turn and play additional lands will not put the deck ahead of everyone else.
Some worthwhile additions that I believe will help develop and accelerate your board:
Growing Rites of Itlimoc Flip will allow you to add creatures into your hand (I know, I dont like providing knowledge to opponents). With its ability to flip into a Gaea's Cradle it will ramp up your mana base.
Panharmonicon It is a great value engine in a deck that contains a commander that does the same thing, but better!
Ashaya, Soul of the Wild This one is already in your Maybe board. I urge you to consider adding it, as it causes your non-token creatures to enter as Forest creatures, which will trigger your Landfall stuff!
Alchemist's Refuge Allows you to play at instant speed.
Drownyard Temple A great utility land that you can offer up to Harrow, Crop Rotation, Elvish Reclaimer, etc. Then, you can always bring it back to your field and trigger your Landfall, and doesn't count towards your land limit per turn :)
Field of the Dead Beautiful utility land that generates bodies when lands enter as long as you meet its requirements!
Traverse the Ulvenwald Just a nice fetch piece. Worst case scenario; you go and find a basic land. Otherwise, you can find ANY land or put a value creature into your hand.
The Great Henge is a noteworthy inclusion. Based on the creatures in your deck, you will most likely be casting this for 3-4 mana, easily, by the time you reach mid-game. With your commander, it just screams value as you draw 2 cards and gain two +1/+1 counters with non-token creatures that enter your field.
Hopefully some of this information will add some spice to your deck. :) +1 from me.
1 week ago
On Ashaya, Soul of the Wild: This card turns Quirion Ranger /Scryb Ranger into forests. They can then return themselves to hand to untap your multi-mana producer. recast and repeat for infinite mana and untaps. This opens up a straight forward T4 win just by casting Yisan on T1 assuming you have enough mana for double verses (Quirion->Scryb->selvala->sabertooth->ashaya == draw your deck, loop TKS).
3 weeks ago
1 month ago
I really like the idea. I just get the feeling that the most aggro landfall would be something like: Turn 1; Mountain and Akoum Hellhound, Turn 2; Land and Infuriate - swing with 5/5 in turn 2... With the landfall ramp that you get from Radha, Heart of Keld, you need at least 3 copies in your deck. I like the idea of Azusa, Lost but Seeking as a facilitator of multiple landfalls per turn, but a wide range of other creatures that do not have any landfall effects just seem to slow down your deck. Definitely, some instant power ramps are needed. I would keep in Cultivate. My list for this deck would be:
4 Scute Swarm,
3 Unleash Fury,
4 Shadowspear (works in just about any deck).
1 month ago
Hi there. This is an awesome primer by the way. It's a shame I am only stumbling across it now. I am a little late to this Zendikar Rising discussion, but I had some thoughts after seeing what was said here and playing with a few of the cards.
Valakut Exploration and Ancient Greenwarden have both performed pretty well for me as well. They both provide excellent additional value and Scapeshifting into an active Valakut Exploration is just amazing.
Ashaya, Soul of the Wild is interesting. Some games it is game winning strong, others it is kind of medium.
Nahiri's Lithoforming seems great in theory...but I've been pretty disappointed with it the few times I've cast it. That's a bummer because I was pretty high on the card when it was spoiled.
Lastly, I am surprised to not see Nissa, Vital Force or Field of the Dead in here. Nissa is bonkers when she ults, which I find happens more often than not. Even if you can't protect her, the Regrowth effect is pretty nice. Field of the Dead is just free real-estate (pun intended) that builds up an army quickly.