Yasharn, Implacable Earth

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.

Latest Decks as Commander

Yasharn, Implacable Earth Discussion

DawnsRayofLight on And The Dead Keep It, The Way Is Shut

1 week ago

I might consider going flat out zombies for this list. mono White, mono blue Urza, green white, or bant tend to do tax lists a bit better. I get the reasoning with rooftop storm, but it isn't enough.

If you want to do zombies, U/B is great because you have 3 solid generals to choose from between Grimgrin, Corpse-Born, Gisa and Geralf, and Wilhelt, the Rotcleaver

If you want to focus on Stax, maybe look into Urza, Lord High Artificer, Derevi, Empyrial Tactician, Hokori, Dust Drinker, Michiko Konda, Truth Seeker, Yasharn, Implacable Earth, Sigarda, Host of Herons, etc. All make great Stax commanders and have easier colors to work around the orb and tax effects (Opposition, Glare of Subdual, Seedborn Muse, Urza, Lord High Artificer, etc). Black can allow for reanimation for smokestack and the like white also has the potential along with plenty of ways to generate tokens.

You can do whatever you feel like, it is certainly your list, I just wanted to maybe offer the advice that this list is trying to do too much which keeps it from doing either of its game plans effectively. I speak from experience trying to make a Naya list that could be stompy and run tokens which didn't work well.

GangstaFranksta on Heroes of the Weatherlight

3 weeks ago

I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.

I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.

These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.

There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.

Real quick, I notice the deck doesn't have much draw. Consider adding something like Beast Whisperer or more expensively Mangara, the Diplomat.

Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.

Hope this helped!

griffstick on Yasharn or Ondu Giant?

2 months ago

Yasharn, Implacable Earth seems like the better choice because of the second effect. Keeping your opponents from sacrificing or paying life can slow your opponents down 2 to 3 turns on average. And that can feel like ramping without ramping.

Gidgetimer on Yasharn or Ondu Giant?

3 months ago

(In case it wasn't clear, between the two I am in favor of leaving Yasharn, Implacable Earth in.)

DemonDragonJ on Yasharn or Ondu Giant?

3 months ago

I have a copy of Yashan, implacable earth in my Chulane, Teller of Tales EDH deck, but I am contemplating replacing it with Ondu Giant, because, as great as it is to search for two lands from my deck, I would rather put a single land onto the battlefield that put two into my hand. Yasharn has higher power and a restrictive ability, but the ability is highly situational, and the difference in power shall rarely matter, since that deck rarely wins via combat damage.

What does everyone else say about this? Should I replace Yasharn, Implacable Earth with Ondu Giant?

seshiro_of_the_orochi on Hoof-Hearted

3 months ago

Krosan Tusker is another pretty good boar. Animal Sanctuary is an on-flavour land. Yasharn, Implacable Earth is powerful and combines nicely with Ilharg. Capricopian invites everyone to a little game of hot potatoe, and Pathbreaker Ibex is just insane.

Phule451 on Landfall that desperately needs card draw

4 months ago

Beast Whisperer, Rishkar's Expertise and Keeper of Fables are all great ways to draw cards in green. I also think with a landfall deck you should be running at least 4 or 5 more lands. Terra Eternal helps to protect your land creatures. Yasharn, Implacable Earth can get lands into your hand while also shutting down some of your opponents’ strategy. Those are just a few ideas for ya, have fun with the deck. May you draw well…

Omniscience_is_life on Yasharn?

4 months ago

Yasharn, Implacable Earth won't stop you from having to sacrifice Underworld Breach, because what causes you to do so is a triggered ability. Triggered abilities use the words "when" or "whenever" or "at". Activated abilities are written as "[cost]:[effect]".

Tale's End, however, can stop triggered abilities; so you will be able to keep Breach until your next end step... where it will trigger again.

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