: Gain .
: Gain or . Yavimaya Coast deals 1 damage to you.
|Have (3)||metalmagic , Mortiferus_Rosa , pskinn01|
|Want (6)||Etinifni , Purple_Peach , Flunatic , Suicune , sillemans , MrPibbo|
Printings View all
|Commander 2019 (C19)||Rare|
|Magic Origins (ORI)||Rare|
|Magic 2015 (M15)||Rare|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Yavimaya Coast occurrence in decks from the last year
All decks: 0.07%
Commander / EDH:
All decks: 0.09%
GU (Simic): 1.8%
RUG (Temur): 2.54%
GWU (Bant): 1.08%
BUG (Sultai): 0.82%
Yavimaya Coast Discussion
2 days ago
ShaperSavant I strongly suggest swapping Yavimaya Coast with either Volcanic Island or a Badlands because of Dockside Extortionist. Sorry for the double post, but I just had another game (this time it was my opponent) that was unable to cast him and basically win the game with it.
5 days ago
Hey, consider new Destiny Spinner? It's a good two drop enchantment creature for enchantment strategies. It can give you a backup evasive creature who has the same ability as Tuvasa. Darksteel Citadel is worth playing with Spinner. Consider Rancor and/or Favor of the Overbeing? Low CMC auras that can give Tuvasa evasion.
Of the combos I don't like the Tunnel combo. I don't think you need it and it seems too risky, not being able to do it at instant speed. At sorcery speed it gives your opponents too much opportunity to response with graveyard hate. What happens if Replenish or Open are countered? Other than the Scry lands which are subpar you don't have a way to setup Vision.
The manabase is good except the Battle lands and Scry lands. With only six basic lands the two Battle lands don't seem worth it. Consider cutting them for Exotic Orchard and City of Brass? Consider the Pain lands: Brushland, Yavimaya Coast, Adarkar Wastes? I think they're better here than the Scry lands because Pains will ETB untapped which is helpful with three drop Tuvasa.
Good luck with your deck.
6 days ago
totterygrain: You generrally want to prioritise U/G mana to increase your chances to it early game. So you want more lands that can produce both of those. And with a reduced requirement for white mana you don't need Arid Mesa, as its two targets are generally going to be Savannah/Tundra to get your U/G. So in its place you're just better off with another source like Yavimaya Coast.
3 weeks ago
Hey, you're welcome. I like the changes.
Good choices to cut mill because not taking enough advantage of self-mill and opponent mill is subpar. Without an infinite mill combo, opponent mill is risky of a strategy when graveyards are a huge resource in Commander. Opponent mill isn't worth it unless winning the game with infinite mill combos from Altar of Dementia or Altar of the Brood where you mill all your opponents libraries on your turn and then each opponent one at a time on their turn dies because they can't draw a card. More self-mill is something to consider later on if you want to take more advantage of Muldrotha with Yarok. Causally Yarok and Muldrotha is a great a team.
I think you can cut some of the high CMC threats. There's some that are not as good as the others. Oblivion Sower, Oran-Rief Hydra, Rampaging Baloths, The Gitrog Monster. Out of these Gitrog is the better one, but I don't think it does enough here because not comboing with it and you cut Excavator. Some cards that could replace these are Diabolic Intent, Fierce Empath, Neoform, Lotus Cobra. With Yarok Empath can tutor for your best two 6+ CMC creatures.
There's too many basic lands in the manabase to support Field of the Dead without having Scapeshift. Flooded Grove, Exotic Orchard, Twilight Mire, Llanowar Wastes, Yavimaya Coast are some options. Flooded is good with the Shrieking + Cloud combo because it can make .
1 month ago
Hello! I'm glad I can help! Of course, you can adjust your lands to have more variety and help give more triggers to the Field of the Dead! You are worried about placing tapped lands but don't stay! Take a look at your mana curve, as you can see is not very fast: only 4 cards of 1 mana cost, and 10 cards of 2 mana cost which gives you 14% of the deck ... You can invest in some tapped lands like the dual lands Simic Growth Chamber and Golgari Rot Farm. Evolving Wilds to double (or quadruple with yarok!) the Field of the Dead trigger ... The Opulent Palace ... And also some untapped ones like Yavimaya Coast or Llanowar Wastes ... I'm giving you low cost options but you can see other solutions on my decks ...
1 month ago
Ohh boy do I love me some Oko in this deck! Had a cEDH game the other night. It was me on Banana man, 2x Urza and Emry.
I lost the dice roll, but got to go after the Emry player. My opening hand was as follows:
Emry player went first with an Island go. Then my turn. I lucked out and drew a land to play out Mox. Dropped Yavimaya Coast, Sol Ring, Mox Diamond and Carpet of Flowers into 0 counters in that order and passed. Next up was the 2 Urza players. First one dropped island into Sol Ring and passed. Next one played island go.
Back to the top of the turn the Emry player played another island and dropped a mana rock (I forget which one) and passed to me. On my turn I named the Emry player for my Carpet of Flowers trigger. Now I had 2 blue mana to hold up for a fight to put out Oko, Thief of Crowns. No one fought over it, but did moan a lot. I then elk'd the first Urza player's Sol Ring and passed.
They played island into Mana Crypt into urza. I wasnt sure about Urza hitting the field this early so I started a counter war. To act like I has come big play I cast Mana Drain which they responded to wit ha Force of Will then I hit em with a Stubborn Denial and the counter war was over. They pass to the next Urza player and another island go.
This goes on for numerous rounds until Emry gets cast and I elk it. I cast Tasigur, the Golden Fang on turn 3 to fend off the elks I've been making. Eventually I get to a point where I active Tasigur and they gave me a mana drain which I later used to counter their Urza lol.
About turn 4 Emry player drops a Mesmeric Orb which was amazing for me as I get cards from the yard and I had Carpet of Flowers up for mana I needed. The Urza players kept milling good cards and counters.
On about turn 8 or so after I've used Damnation to wipe out the elks and things I don't like I cast a Mystic Remora and pass with about 4 lands and a few rocks open. Next turn the first Urza player tried to go off, but I stop urza from hitting the field again and in the process draw about 5 cards. Next turn next urza tried to go off again and I keep countering key things and draw about 10 cards from that exchange. Emry player cast their general again and a few other spells drawing me even more cards.
Having a huge grip by the time my turn hit I let Mystic Remora die and tried to go off. One of the Urza players had a Rhystic Study and luckly I had draw a Narset, Parter of Veils with enough mana from carpet to cast it and go off. We fought over Narset as he saw what I planed to do, but she eventully resolved. I knew they has a Pact of Negation in hand, but had my own for backup. I then dropped Jace and made my library disappear winning the game.
Sorry for long story, but it was a great game that I controlled from the start and it showed just how useful(broken) Oko can be when you get him out early and no one can deal with him. Its these kind of games that make me really appreciate the deck and everyone who has put some much work into making it. I never would have thought with so much blue and counters at the table I could have won much less controlled it like I did. Also My deck list is always up to date with the primer with the exception of running Timetwister. I own one, but find it hard to carry it around so I've got Echo of Eons in its place as for me it works just as well when I need it.
TL;DR Oko is a must vs creature strats and will win you the game.
1 month ago
Hand of the Praetors is good way to repeatedly give your opponents infect. Praetors triggers on cast of an Infect creature which can take advantage of the interaction of Shrieking Drake with Yarok. With Yarok Drake gets two bounce triggers, first one bounces itself and the second can bounce any other creature you control with Infect.
Yarok + Shrieking Drake + Cloud of Faeries + four lands equals infinite mana by tapping and untapping those four lands with two Cloud triggers. Use this infinite mana with Viral Drake/Merfolk Skydiver for infinite proliferate after you have given all your opponents a poison counter. You're constantly casting both Cloud and Drake meaning that each time can you trigger Inexorable Tide as another way for infinite proliferate.
Should consider adding a few more dual lands and cutting some basic lands. Cabal Coffers is displayed twice in the manabase which is not allowed in a Commander deck. Sandsteppe Citadel has white mana in it's color identity which isn't allowed because Yarok doesn't have white in it's color identity. Llanowar Wastes,Yavimaya Coast,Breeding Pool could replace three Forests since they can be tapped turn one to make green mana. Hinterland Harbor and Drowned Catacomb are the other Sultai Check lands and they could replace two Islands. With 34 creatures Guardian Project can be good repeatable draw especially since it triggers Yarok, you draw two cards when the creature ETB.
Good luck with your deck.
2 months ago
You have a cool flavorful concept with Vorel of the Hull Clade. If I may suggest a great resource for starting out in commander, the Command Zone has a great video for this: https://www.youtube.com/watch?v=yJ6m_3J1hjI
The general ratios they suggest like 10 ramp, 10 card draw, 5 single target removal etc are pretty good to go by in EDH.
Looking at your decklist, you may want to lean more into green's natural strength of land-based ramp as opposed to artifacts like Simic Cluestone or Manalith. Cards like Rampant Growth, Farseek, and Cultivate are format staples as they are some of the most efficient ways of ramping/fixing mana, and your mana dorks like (Llanowar Elves are susceptible to a creature wrath/board-wipe like Wrath of God. As well, if you are looking to synergize with Vorel of the Hull Clade, cards like Pyramid of the Pantheon or Astral Cornucopia fulfill dual purpose of matching the theme and ramping out your big hydras.
For card draw, your list seems to be a little on the light side, however luckily since you are in blue, you have the best options available to you. Going along with the +1/+1 counter theme with Hydras, a card like Tezzeret's Gambit may serve you well by both drawing cards and enhancing the creatures you have on board. Since your list includes so many big creatures, a card like Rishkar's Expertise or Soul's Majesty will be overperformers, drawing you 5 cards or more at a time.
You do have a healthy number of Mana dorks, but even still your curve is a little on the high-side, as most of your hydras will actually be cast for 5+ mana. I would bring up your land count to 37 or 38, and some great lands that could fill those slots are Hinterland Harbor, Yavimaya Coast, Oran-Rief, the Vastwood, and Blast Zone. If you have the budget for it, Breeding Pool is always nice, and can be fetched with Farseek directly into play.
With regards to cards to cut to make room for these, The Chain Veil is one of the first I question being on the list. It is fairly overpriced and doesn't interact with your hydra theme. A card like Open the Gates is the perfect card to replace with Rampant Growth or Farseek as in EDH, a land directly to the battlefield will be better at most parts of the game.
Overall, I'm not sure what your meta is like with regard to competetiveness or what your background in Magic is like, but I think the suggestions above will enhance your list. Definitely do your research and I'm sure you will find cards that are better than the ones i've suggested.
I hope I didn't come off as overly-critical as that wasn't my intent. Welcome to the format! And happy brewing!