Yasharn, Implacable Earth

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Vintage Legal

Yasharn, Implacable Earth

Legendary Creature — Elemental Boar

When Yasharn enters the battlefield, search your library for a basic Forest card and a basic Plains card, reveal those cards, put them into your hand, then shuffle your library.

Players can't pay life or sacrifice nonland permanents to cast spells or activate abilities.

Recommendations View more recommendations

nbarry223 on Land Prison

2 months ago

Regarding the deck, I really think that Yasharn, Implacable Earth would be a solid include, as it finds both your basics, and hates on fetches, which most decks run.

FolkOccult on What Commander Do You Think …

2 months ago

TheOfficialCreator Sick, I was just wanting to be cautious, in some Discord Servers and a Reddit forum prior I was asked about reducing post lengths. Just wanting to respect a precedent I suppose.

Grubbernaut The opposing view is just as valid, and more insightful than having mostly the same repeated points towards this subject.

Ideally, I'd imagine, in a game about playing cards and constructing decks with those products; to ban a card is never the company's motive. They want to sell every card they have and for us to buy them. When a card is banned, it's usually for the health of the specific format to preserve as many cards as possible while allowing player's to access the game.

I think it's in this accessibility that cards get banned due to a perceived "power level" of the current "meta" that might have taken advantage of the card, or the effect of the product in question was so ill-received. Opposition Agent was one of the few cards I saw, and was rather excited about. Every player under the sun screamed "ban" and wizards didn't. I found this quite the impressive result because I'm skeptical that WotC tends to listen when their player's cry wolf; just look at the ban list.

It's obvious that certain gameplay strategies are favored. Feather, the Redeemed is obviously loved as shown by this forum, and that's super cool, but it's the player's choice to play that deck against an opponent they might not know and I believe accept the risk that their deck's strategy may be flat out exploited and shut down. I also believe that it is that deck's responsibility to have at least a couple of answers specific or otherwise to answer cards you, the deckbuilder expect to see shut you down.

I'm going to use Korvold, Fae-Cursed King as an example. I know plenty of people want him banned, and I can easily see why. Dude is sick, he's one of my prized commanders, but I enjoy how he plays. Of course I'm biased and don't want him banned, and he probably won't as up to this point they have yet to ban a preconstructed deck's face-card. I'm fairly certain that's by choice, otherwise WotC would have. But, is it unfair of me to ask that they ban Yasharn, Implacable Earth because it shuts down my deck's main strategy (I know not entirely, because you can still sac lands, and that's how I built my deck, but I did that because of this interaction. As a form of fail-safe and deck protection. Because my opponents counterplay every deck I bring because I even made Korvold). Is it fair, to counter a commander deck? I don't know. I'm not here to debate the ethics of playstyle entirely, but more the "legality" of rules as written, because otherwise why else would this discussion stand?

Commander should be casual in this sense, you should be allowed to play what you want, because if you don't, how much fun are you really having? I think this is why we have a rule 0. Excluding professional competitive environments (and there's a debate to how professional those really can be depending on the LGS or players) for the moment. To allow each player what they wish from the game, Rule 0 exists to please all parties with compromise if not mutual agreeable terms. "You want to play Feather, the Redeemed, I'd love to see how you built yours! Just letting you know, I have an Ivy, Gleeful Spellthief as my newest deck, are you alright with me playing this?" literally how every interaction before Casual play should begin, as dictating by the website and thousands of videos on the internet.

For the sake of peace at the table and respect for all players present, I'm entirely for this discussion. Like D&D (and I'll only reference this momentarily because it is also a WotC IP) it shows a sense of social courtesy to fellow players, that you do care about their deck, or cards, experience, or playstyle. That you are considering their participation at the table you joined, or the table they've come to play at. It's a game, and the first rule is "talk". This may be a touch rude, and absolute, but I've experienced a plethora of players too concerned over their commander and not being able to play it that I believe them sometimes at fault for gatekeeping their table from players building decks with the newest cards that have come out. I'm on occasion guilty of this (not wanting to have to switch out decks or else I'd get counterplayed, because my opponent didn't want to change commanders) but it's unfair to presume a player using a controversial commander like Jodah, the Unifier who I think is perfectly fine, would have ill intentions towards you the player, personally (in casual play).

Competitively. I feel like the game sports an entirely different flavor, one that is fast, calculated, and just as rich with players and their own method of interacting with this medium. When a player brings something like Urza, Lord High Artificer to a table to play for a prize. You've signed a social contract in a setting that'll require you to play. To counterplay. To out pace, out think, and like chess, determine your best route to seek victory. cEDH is a wonderful and freeing battlefield to be apart of, I think it's unfair to proceed as if both are the same formatted gamemode when they both interact quite differently. The ramp is different, the mana base is different, most of the spells will either be counterplay picks for decks you'd expect to see, and everyone there (or majority I'd expect) has literally signed up for this. Paid their LGS, and is wanting to win.

Now. Does that mean your neckbearded-odorous-shop-dwelling-compking is going to show up and try to sweep everyone with their 3,000. cEDH deck because they are compelled to win here, because they have short comings in life? And does this hobby support and enable this behavior? Kind of. It happens, sure, but no one wanting to have fun should care, and anyone trying to win now has a baseline to work off of. If it does happen, you literally know what they'll play, use, or at least what to expect. That's the magic to competitive play. To be (and this will be a wild example) Goku standing across from Cell at the Cell Games... is sort of how it feels in cEDH 1v1 shop comps. It's, really fun. I don't know, I'm not too experienced on this side of the format, I've literally lost every shop competition I've attended, but I see the value and joy it has and wish to respect it.

I do believe there is an argument to removing Sol Ring, I think it's a crutch of a card. Though I just count it with my lands at this point. It's the first card in a deck 99% of the time without it being said. Printed in every preconstructed product, the card makes the format what it is, and that's kinda dumb. No one (I'd hope) wants to play the same deck, but here we have staples, and Sol Ring is sort of one of them. It's our Ki-Blast, our standard poke-ball, it's the Ash Blossom & Joyous Spring, it's literally engrained into the game with so many printings and secret lairs. I'm baffled to suggest if we got rid of it, would it be just as "necessary" as any of the other cards on the ban list? I don't think so, most of them could probably see play with that Rule 0 in a casual game, but the ban list, is upheld for competitive players and that's kind of baffling.

That Casual players can scream to High Hrothgar and back about something like Hullbreacher or Opposition Agent and be bummed that both didn't see the same fate. But someone who plays cEDH now has to suffer the consequences of players who want to play competitions at their LGS but don't realize that their preconstructed product might not hold up. Sad to say (and I do realize this is an extreme variable based on literally whoever shows up, it's that random whenever you're new to the game until you notice who plays, what they play, and how they tend to play. Then you learn what to expect, and the fun of cEDH or what I enjoyed personally arises to the surface.) but most preconstructed products now, seem to sell a concept with the intention of being improved by the player and encouraging they buy more cards to do so. (I enjoy this aspect of encouraging the player to deck-build instead of relying on what they purchased, they can rely on creativity or the advice of their closest friend or the player across from them)

I've no rational experience in regards to having specific cards banned that I wished to play, unless Korvold sees the hammer, but even then, I'm not taking him apart. I'm just going to continue with Rule 0 and play him casually. I wish the game wasn't so ambiguous that these sorts of topics had clear and defined answers so that all could just agree on a single experience, but that's so restrictive and against the nature of the format. Perhaps Modern and Legacy see this, Standard certainly does (and I believe that's what makes Standard a rather fascinating format due to the fact that none of their rules are as ambiguous as EDH's Rule 0, which is necessary but rather counter productive when compared to cEDH. You can't argue Rule 0, but you can't abuse it either. More ambiguity.) and Draft as well.

I don't believe by having a ban list, you're helping, solving, or relieving a problem. I'm very much a casual, and believe you should be able to play what you want. "I'll suffer the wrath of Braids?" Cool. I want to see what you built that represents you, how you play, how you have fun. It's going to be my job to do likewise and hope it's a fun game for both sides. Now being mana flooded, mana screwed. It feels like more of a personal issue across all players, sometimes you hit a pocket because you over shuffled and all your lands have ended up together, I feel like not enough people take into account some players face this problem and blame a card, a player, a format and take that personally when mathematically they've added too many lands, not enough, over shuffled, didn't have enough protection, removal, boardwipes. The requirements for a "good" deck, in cEDH sounds excessive, but that's that format. Casually I think you should be able to build what you want and move on.

Also, apologies if it sounds hypocritical by the end, but I'm pro-Sol Ring for the simple fact that it enables some exciting combos with Salvaging Station & Ich-Tekik, Salvage Splicer. But that's just extreme biased, anyone could say the same about Flash, Tolarian Academy, or my favorite Panoptic Mirror. I'm certain they all had really cool interactions, I'm certain with the latter; and I'd understand why WotC could ban Sol Ring or be encouraged to, and I wouldn't be mad. I'd just adapt, it's all we do as players. Communicate, adapt, play/build, repeat.

kookoo on Divine Machinations (Cleric Tribal)

3 months ago

Selfless Glyphweaver  Flip is not only an expensive selfless spirit kinda gets around Yasharn, Implacable Earth but is still worse, but also a boardwipe that is basically Duneblast in your colors. I think if you can find a spot it's worth running. And it's a cleric which is cool.

ShiningEyes on juggling the health

4 months ago

Hiya! So a couple things One, enjoy playing casual. There's no need to actively push to change your deck if you don't want to. Two, welcome! Mtg is a blast, and I've been playing over 20 years now.

Now into actual feedback.

In Mtg, there are a couple of balancing acts a deck needs to perform. One of the most challenging ones for a new player to embrace is the idea of a Mana Curve. This is a much-praised concept that effectively says you want to be doing something on most turns of the game, and that generally you want to be doing the best stuff you can in a turn. This deck is missing 1-mana cards, and is running a lot of 5-6 mana cards for a deck that isn't trying to stop your opponent along the way. Here's some budget, casual low drops that I think you might really enjoy! Lightning Bolt is a classic card, and due to some recent reprints is currently a bargain at about $.50 per copy. On the creature side, you might consider Vampire Lacerator, since you've listed your goal as making bigger creatures than your opponents. Or, if raw damage potential is of more interest, you might consider Night Market Lookout.

Your removal cards, currently mostly sorceries, have solid upsides and also cost a lot of mana. You might find more success looking for a nimbler option. To keep things casual and also really high-quality, consider Terminate. Or, if planeswalkers are a problem for you, consider the similarly inexpensive and quality card Hero's Downfall.

Another balancing act that decks perform is consistency vs. utility. The fewer cards that are the same or have the same effect your deck is running, the less likely your deck is to play the same way from one game to the next. That said, if you play a bunch of copies of the same card (4 is the limit in a typical casual 60-card format), your deck will get to do the same game plan each game, but is likelier to run into a wall if your opponent is doing something particularly good against your strategy. Currently, your deck is really high variability, which is generally considered frustrating in a 60-card format. If you love that concept, look into the Rules of Commander. It's a popular casual format that encourages variability by saying anything other than a basic land, you may only have one copy in your deck.

There's also the challenge of balancing a theme, sometimes also called a tribe. Some decks run the best cards they have available. Others try to build around a particular theme, and make that theme run as smoothly as possible. The up and downsides here are much like with consistency, where the harder you commit to your theme the more likely it is to work, but also the more likely you are to run into problems you can't solve with the tools available to you. Right now, the deck is a little scattered. For example, Maze Abomination is particularly good when a creature is two or more colors. But you don't appear to be running any creatures that are two or more colors, so its upside isn't very helpful. What you do seem to have is a budding Sacrifice theme, often known as Aristocrats, a nickname derived from the card Falkenrath Aristocrat. To lean a little harder into that theme, I might recommend looking at Body Dropper, a recent common to get some more reward for your sacrificing. Blood Aspirant is very similar. Butcher Ghoul is a great low-drop creature that can be sacrificed multiple times. Rekindling Phoenix Does a similar thing, but on a bigger, flying creature. Blazing Hellhound is a solid mid-sized creature with a pretty good upside. If you're looking for a big beater that can win games, consider something like Demonlord of Ashmouth or Titan Hunter. What's the downside to running a lot of sacrifice effects? Well, cards like Yasharn, Implacable Earth can really slow down your whole deck until you find that Terminate or similar. As a new player, I wouldn't worry too much about this. Play your theme, play it to your heart's content, and worry about how your opponent is going to stop you once you have some more games under your belt.

Welcome to the game! There's a lot you can learn. Try to have patience with yourself as you discover your own favorite way to build decks and play. Feel free to ask any questions you have.

AstroAA on Should I Keep Luminarch Ascension …

5 months ago

Luminarch Ascension is just slow. I used to run it in my Sythis, Harvest's Hand enchantress prison deck as a backup method to get beaters out, and most of the time I'd play it and it'd just sit there as I'd use my mana for other things. It's not worth it most of the time.

I do not know why you aren't already running Esper Sentinel. In your deck you're running a bunch of anthems, and Esper Sentinel can easily draw you a ridiculous amount of cards rather quickly if his tax gets up to 4~5 mana. He's easily one of the best white cards in Magic, and your deck seems likely to support him. Plus he's only one mana, and you have an absolutely ridiculous CMC of 3.87 with only seven mana rocks - two of which are 4+ CMC.

My advice? Fuck Smothering Tithe. I personally think the card is overrated and is one of the most "kill on sight" cards in Magic. A quarter of the time you play it and it's countered. Another quarter of the time you play it and it gets blown up immediately. Another quarter of the time you play it and it does nothing. The last quarter of the time it does something. If you wanted to play some cheaper "kill on sight" cards to bait out counter magic and kill spells, Food Chain, Survival of the Fittest, and even something like Grafdigger's Cage against certain decks. But, take what I say here with a grain of salt - I just don't like Smothering Tithe, and I think the CMC of it won't help you that much since you don't run a lot of ramp. I'd honestly rather run Yasharn, Implacable Earth over Smothering Tithe in your deck right now.

Now, you asked for feedback and suggestions, so here are my main suggestions. I'm not sure your budget, but considering you're asking us to decide between two $20~$30 cards, I'll assume it's higher than the average Magic player's. Here is a basic list of things you can do to improve your deck:

  • Go through your deck and individually look at every card in it. Think to yourself "How often do I play this card? Does this card make an impact whenever I play it? Is it just immediately answered? How does this fit into my game plan?" etc. Cut cards that you think aren't up to par or properly fit into your deck.
  • Your deck seems to lack a proper direction. You say you want to pillowfort and focus on building up an army. Cards like Windborn Muse and Ghostly Prison can help you prevent people from swinging at you. If you wanted to prevent people from swinging at all, Crawlspace and Dueling Grounds can work, and you can just pop them with a Nature's Claim or something before you want to start attacking. If you wanted to focus more on the army aspect, you could go with stuff like Avenger of Zendikar, Rhys the Redeemed, or Tendershoot Dryad.
  • Lower your Converted Mana Cost. You currently have a CMC of 3.87, which is rather high. In addition, you are only running seven pieces of ramp - all mana rocks - and two of them are four or more CMC, which does not help you much. Cut cards that don't do much and replace them with either cheaper mana rocks or mana dorks. A few that I immediately see that I would cut are cards like Treva, the Renewer, Skyward Eye Prophets, Empyrial Archangel, and Archon of the Triumvirate. Cards you should add are like Avacyn's Pilgrim, Birds of Paradise, Sylvan Caryatid, and Noble Hierarch. This will lower your CMC and provide additional mana ramp.
  • Lands. You are currently running 38 lands, which is definitely on the high end. However, I think this is a product of having a CMC of 3.87. I think should you end up reducing your CMC to around 2.75 to 3.00 while adding in at least ~7 sources of mana acceleration you can go down to 32~33 lands, which is much more reasonable. However, I also want to talk about your land choices. You aren't running any fetches and many of your lands have a chance to enter tapped. I would look at adding in more fetches such as Prismatic Vista, Windswept Heath, Misty Rainforest, and Flooded Strand at least. In addition, I'd also look at lands such as City of Brass, Mystic Confluence, and the Battlebond lands such as Bountiful Promenade, Rejuvenating Springs, and Sea of Clouds should you reliably play with 3+ people pods. Cut cards like Seaside Citadel and the check lands, as they're kind of feelsbad turn one plays.
  • Removal. You aren't running much removal to deal with threats. Cheap removal such as Nature's Claim, Swords to Plowshares, Path to Exile, Return to Nature, and On Thin Ice are all super good in EDH. I would definitely look at improving your removal suite outside of 3+ mana counterspells. Also, look at cheaper counterspells. Cards like Mana Drain would be super good here as it provides you mana acceleration while stopping your opponents.

There is more I would like to add, such as talking more about card advantage, but I've spent damn near close to an hour typing this so I'm gonna call it here. Now, take what I've said with a grain of salt. I'm a high-powered player; I like to optimize my decks, and with optimization comes homogenization. I.e; your decks become less unique. You've got a pretty unique deck here, and if you like it then you like it. Ultimately it's up to you on making that call of whether or not you want to optimize and change everything. If you need more help, feel free to ask. Good luck, and sorry for the wall of text.

mx439 on Torens's Onslaught

5 months ago

In:

Sakura-Tribe Elder, Tireless Provisioner, Shanna, Sisay's Legacy, Yasharn, Implacable Earth, Abundant Harvest, Gilded Goose, Lotus Cobra, Scale Up.

Out:

Jiang Yanggu, Wildcrafter, Armorcraft Judge, Resplendent Marshal, Kyler, Sigardian Emissary, Vorinclex, Monstrous Raider, Enduring Scalelord, Hamza, Guardian of Arashin, Sigarda's Summons.

The +1/+1 counter theme mixed with the token theme looks good on paper but I think it's bad in practice. Although I haven't played this against people yet, doing shuffle and hand tests felt clunky and some cards wouldn't have much value when it came time to play them. So I took much of the +1/+1 counter theme out and replaced it with ramp (or cards that draw me lands) and a few threatening cards that are just cheaper but possibly better.

Alookeva on Pleasures and Treasures

7 months ago

I think narrowing some focus on what you're going after for a win-con is something to fix up here.

I would suggest looking at current Rakdos Artifact decks and Mono-Red Goblins for some ideas.

Fable of the Mirror-Breaker  Flip is expected to be a red staple and has been in the last week. Oni-Cult Anvil can turn your treasures into pingers that come back as 2/2 cats that will also get you full value out of Gala Greeters. Additionally, this allows you to sac those tapped treasures and get that value instantly. If you do go this route Experimental Synthesizer will allow you to dig faster.

Probably need some one-drops as well such as Goblin Javelineer or Voltage Surge. Voltage Surge will help against Yasharn, Implacable Earth which shuts down sac what I'm suggesting as well as those with Casualty... Ob Nilixis, the Adversary is my main concern. He looks like he's taking out not only the 5 families but going for the Emperor too.

Jetmir is nasty and I would put him over Ziatora or vice versa. Just so we're not running only one of each.

Honestly, this is a great concept and I might build a version of this myself! Thanks for sharing!

Seiva on Can Yasharn, Implacable Earth only …

10 months ago

Can Yasharn, Implacable Earth only search for basic lands such as Plains or can it also grab lands such as Hallowed Fountain?

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