Yavimaya Dryad

Yavimaya Dryad

Creature — Dryad

Forestwalk

When Yavimaya Dryad enters the battlefield, you may search your library for a Forest card and put it onto the battlefield tapped under target player's control. If you do, shuffle your library.

Browse Alters

Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Time Spiral (TSP) Uncommon

Combos Browse all

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Tiny Leaders Legal
Highlander Legal
Legacy Legal
Penny Dreadful Legal
Oathbreaker Legal
Casual Legal
Leviathan Legal
Magic Duels Legal
Noble Legal
1v1 Commander Legal
Commander / EDH Legal
Canadian Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Modern Legal
Unformat Legal

Yavimaya Dryad occurrence in decks from the last year

1v1 Commander:

All decks: None%

BUG (Sultai): None%

Unknown:

All decks: None%

BGW (Abzan, Junk): None%

Highlander:

All decks: None%

Golgari: None%

Legacy:

All decks: None%

Green: None%

Duel Commander:

All decks: None%

Green: None%

Oathbreaker:

All decks: None%

RG (Gruul): None%

Unformat:

All decks: None%

RG (Gruul): None%

Casual:

All decks: None%

Commander / EDH:

All decks: None%

Green: None%

RG (Gruul): None%

Golgari: None%

GU (Simic): None%

GW (Selesnya): None%

RGW (Naya): None%

BRG (Jund): None%

GWU (Bant): None%

RUG (Temur): None%

BUG (Sultai): None%

BGW (Abzan, Junk): None%

UBRG: None%

BRGW: None%

Yavimaya Dryad Discussion

0rc on Tatyova, Guardian of Nature

5 days ago

You’re right. I don’t know why I wrote “artifact ramp” when in fact I meant “artifacts with activated abilities.” Whoops.

It would be foolhardy not to include Sol Ring in any EDH deck.

Now that we’ve got that squared away, the answer to the ultimate question: Because Collector Ouphe is busted.

As for dorks there’s great options that don’t tap for mana (so losing them is less detrimental): Wood Elves Or Yavimaya Dryad would be great. So would Sylvan Ranger, Skyshroud Ranger, and Elvish Pioneer.

Also, I see that you’re running broken bond—-amazing value in that one card!!! It has bailed me out and gotten me ahead in many games :)

ShadowAblaze on Enlightened Bantchantress

1 month ago

Given that you are playtesting this deck against other cEDH decks, I am going to assumer you are also building a cEDH style deck. This is sort of hard to do on a budget and will cost a pretty penny. I only am wary because your deck is only ~$400 right now. I am not a cEDH player but I do understand enough to make these suggestions...

For a cEDH build you want low 30's in lands. For example, some you would want right now: Gaea's Cradle, City of Brass, Mana Confluence, the fetch lands, and the shock lands. Almost no land can enter tapped in competitive (take out the temples). The ramp would include some rocks but also mana dorks because they synergise well with the Cradle. Examples of ramp: Arbor Elf (really good for enchanted forests), Llanowar Elves/Elvish Mystic, Noble Hierarch/Birds of Paradise, Mana Crypt, Mana Vault, Carpet of Flowers (this works because in multiplayer one player almost always is in blue and it is also an enchantment!), Chrome Mox, and Mox Diamond.

Two Bant cEDH decks on tapped out that I would look at for examples are The Bant Hammer [cEDH] and Estrid Stax cEDH. The Rafiq deck is very similar to yours and you could probably use from cards from that list.

If you aren't planning on cEDH, ramp is much more forgiving since games last longer more often. In that case I like creatures like Wood Elves, Yavimaya Dryad, Viridian Emissary, and Sakura-Tribe Elder because land destruction isn't as common and lands usually survive board wipes.

I hope this is more helpful!

PhoenixHDGaming on Mayael EDH

2 months ago

I would try and improve the pod chain from 2-6. I don't see too many creatures that you would like to pod into and pod away. I would also suggest some more land ramp. To reach both of these goals I would personally add some of these cards: Wood Elves Yavimaya Dryad Eternal Witness Karmic Guide Reclamation Sage Knight of Autumn Restoration Angel Felidar Guardian Eerie Interlude (To protect from Board Wipes, while also getting ETB triggers again) Ghostway (Same as Eerie Interlude) Kodama's Reach Cavalier of Thorns Vexing Shusher Selvala, Heart of the Wilds Natural Order Nature's Lore Green Sun's Zenith

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

fmastrome2008 on Basic Yarok Lands

2 months ago
  1. Bojuka Bog provides graveyard hate without affecting consistency.
  2. Farhaven Elf and Yavimaya Dryad provide great ETB landfall triggers to complement Wood Elves and company.
  3. Ob Nixilis, the Fallen loves landfall and is a beat stick.
  4. Nature's Lore and Rampant Growth accelerate you and provide extra landfall triggers. This would fit your theme better than Arcane Signet and Sylvan Scrying.

fmastrome2008 on Yarok, the Desecrated EDH

3 months ago

You're missing a lot of the best ETB creatures for card advantage and utility spells.

  1. Shriekmaw kills 2 things for 2 mana.

  2. Mulldrifter draws 4 for 2.

  3. Thassa, Deep-Dwelling and Panharmonicon help you further abuse ETB effects.

  4. Prime Speaker Vannifar and Birthing Pod are great tutors for toolbox decks like this.

  5. Wall of Blossoms, Ice-Fang Coatl, Elvish Visionary, and Baleful Strix are great at churning through your deck early. Combine with Deadeye Navigator to draw your entire deck in one turn. Bounce with Thassa, Deep-Dwelling to draw 2 more each turn.

  6. Sire of Stagnation is straight gas and draws 8 cards off 1 opposing fetchland.

  7. I would add Kodama's Reach and Rampant Growth to have the full suite of spell acceleration cards.

  8. Wood Elves and Yavimaya Dryad give you additional ways to get 2 lands into play.

fmastrome2008 on Yarok Lands

3 months ago
  1. Farhaven Elf and Yavimaya Dryad would benefit in this landfall type deck.

  2. Sire of Stagnation is straight gas and draws 8 cards off 1 opposing fetchland.

  3. Cards like Wall of Blossoms, Elvish Visionary, Baleful Strix, and Ice-Fang Coatl really help you chug through your deck.

  4. You should have at least 1 of Reclamation Sage and Acidic Slime.

  5. Panharmonicon and Thassa, Deep-Dwelling will help you further abuse ETB effects.

fmastrome2008 on Yarok

3 months ago
  1. Since most casual groups outlaw mass land destruction, and since you already run the suite of land acceleration spells (Cultivate, Farseek, etc...), I'd switch the dual color signets for more ETB land effects similar to Wood Elves. Springbloom Druid, Yavimaya Dryad are good options and let you get further value off Yarok.

  2. Thassa, Deep-Dwelling and Prime Speaker Vannifar will give you extra value alongside Birthing Pod and Panharmonicon.

  3. Adding in the Elvish Visionary, Wall of Blossoms, and Ice-Fang Coatl will allow you to draw your entire deck in the same turn when combined with Deadeye Navigator. Cast Thassa's Oracle to win. Generate infinite mana with Palinchron.

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