Yavimaya Elder

Yavimaya Elder

Creature — Human Druid

When Yavimaya Elder dies (is put into the graveyard from the battlefield), you may search your library for up to two basic land cards, reveal them, and put them into your hand. If you do, shuffle your library.

, Sacrifice Yavimaya Elder: Draw a card.

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Legality

Format Legality
Commander / EDH Legal
Highlander Legal
Pauper Legal
Duel Commander Legal
Oathbreaker Legal
Tiny Leaders Legal
Custom Legal
Unformat Legal
Casual Legal
Canadian Highlander Legal
Legacy Legal
2019-10-04 Legal
Pauper EDH Legal
Leviathan Legal
1v1 Commander Legal
Limited Legal
Vintage Legal

Yavimaya Elder occurrence in decks from the last year

Latest Decks as Commander

Yavimaya Elder Discussion

heftyschlumpf42 on Ever-Playful

1 month ago

Upgrades

Beast Whisperer -> The Great Henge

Yavimaya Dryad -> Yavimaya Elder

Nissa, Steward of Elements -> Nissa of Shadowed Boughs

Cut:

Capricopian würde ich wohl kicken

Illusory Ambusher ist mir zu teuer

Vorapede GGG, da gibts für 5cmc sicher schönere, oder?

Propaganda

Maybe

Heroic Intervention

Assassin's Trophy

Uro, Titan of Nature's Wrath

Voracious Hydra

Pollywog und Sea-dasher sind stark genug um sie zu spielen. Carddraw/Filter und Flash sind nicht zu unterschätzen mit Mutate

A55Destroyer69 on general tazri commander in progress

1 month ago
some of these cards are control cards, put into an aggro deck. So they may be good in some situations, yes, but in a general circumstance they're more likely to be a hinderance than anything

Wrath of God is an okay boardwipe, but really you don't want to potentially devastate your board AND have to wait a turn to rebuild. Most of the time something cheaper will be better - Pyroclasm if you know you're going to face weenies or RDW or something of the like, or Blasphemous Act for just more general decks. Frankly, Blasphemous Act will potentially be worth a mere most of the time against Krenko or Thalisse even. Plus it hits them as well.

Idyllic Tutor finds you an enchantment, but what enchantment do you need? Again, you're playing an aggro deck so you shouldn't be taking your turn 2 or 3 to set up for later; you should be butting heads with anyone and everyone.

Torment of Hailfire is looking so shady here. It's a mid-lategame card that's meant to be used in tandem with heavy removal and attrition, and you're just chucking it in here as what? some sort of a finisher? Sure, it could be a finisher, but I think it needs to be somewhat built around / synergised with to actually be a viable pickup.

Replace Yarok, the Desecrated with Panharmonicon. cheaper and not colour-reliant. Harder to deal with than just a creature

Rootborn Defenses is to make your stuff indestructible. First off, there's cards that do the same thing for less, and there's even cards that do more for the same price - Make a Stand, Flawless Maneuver, Ready / Willing or even Heroic Intervention. Populate is going to be pretty inconsistent in this deck too, as there's only a small handful of token generators in the deck, so why not swap it out (or remove it, even) for something more efficient

Cinder Glade is a tapland so you might as well replace it with Sheltered Thicket. I think, regardless, switching to Sheltered Thicket will be more beneficial - fetch and eot, on your turn it enters untapped, or it's in your hand and you treat it as you would treat a Barren Moor: cycle if you don't need it, or play if you do.

Jegantha, the Wellspring is 5 mana for a max of 3 mana per turn (estimate). With so few early ramp cards, how do you expect to consistently hit 5 mana on turn 5, 4, even 3? He may be neat, and help you ramp but you need to get him in play first. I just don't think he's worth in this deck. It's a 5-colour deck, but doesn't have a strong mana base. Also an aggro deck, so a 5 mana mana dork will kinda throw off your tempo anyway

Evolving Wilds, Fabled Passage, Terramorphic Expanse, Renegade Map, Burnished Hart, Solemn Simulacrum, Yavimaya Elder, Sakura-Tribe Elder all find little to nothing. Maybe if you add in some more basics, keep Fabled Passage and Solemn Simulacrum but not the others. The reason for these caards is to thin your deck, but thin them from basics, so if you have minimal basics to begin with you're not really consistently thinning (given that the chance of drawing all your basics is exceptionally higher than it would be with, say 10+ basic lands). Fabled Passage and Solemn Simulacrum give, for sure, the highest value so that's why I suggest to keep just them.

MagicMarc on Joe Land matter/ stompy gruul [need Help]

1 month ago

Hello, I have some suggestions for you. I don't know how cEDH competitive you want the deck to be but some of these are great cards:

Zendikar's Roil is an extremely baby version of Omnath, Locus of Rage and will produce elementals that will trigger the damage ability.
Springbloom Druid: It may only net you 1 land but it causes 2 landfall triggers when it ETBs.
Fertilid: Can also create 2 landfall triggers in the same turn. It's also an elemental for an Omnath trigger when it dies.
Ulvenwald Tracker: Repeatable fight activations is amazing. Especially if you get token creatures you don't mind losing.
Migration Path: Puts 2 lands into play tapped. And can cycle though for this deck that isnt any real value until very late game. Another good ramp card you may want to consider.
Myriad Landscape: Puts 2 lands into play from your library for more triggers.
Yavimaya Elder: Gets two lands into hand and can sac for a card draw.
Beast Within: Strict upgrade removal card. Would be better than your artifact/enchantment removal cards. And you don't care if someone gets a 3/3 given your decklist.
Kazuul's Fury  Flip: The new Fling!
Vastwood Surge: Can get you both mountains and forests. The kicker is nice if it happens.
Journey of Discovery: Good modal card depending on how far the game has gone.
Perilous Forays: Provides a sacrifice outlet if needed for creatures and turns token/unneeded creatures into more land.

MapPsycho on Forest of Equilibrium

2 months ago

Greetings snackelwolf! I think you've done a great job narrowing down your options. As for the combo, I think you have the right idea by removing it. It's a smart and solid combo, but like you said, those slots might be better served adding to your land gain and creatures. Dropping Crashing Drawbridge IS a bit of a bummer, but it makes sense overall. My suggestions on what to remove would be Armillary Sphere for Yavimaya Elder as it accomplishes pretty much the same goal but with potential card draw. Even under the worst circumstance you still get your lands without having to tap for extra mana. Second, Ram Through is very useful because it's essentially creature spot-removal if you've got a heavy-hitter out plus a permanent power boost and potential direct damage for just 2 mana. I would consider dropping either Wild Growth or Spine of Ish Sah. Both are excellent choices, with Wild Growth always being a solid turn 1 card. And Spine of Ish Sah being a powerful late game weapon. My arguments against them would be that one is useful in the early game, and not so much mid to late game. You're running a healthy amount of lands for Azusa(which is great)but you've got a ton of ramp as well which may minimize the effect of it's absence. And the second being great mid to late game, but unplayable in early game due to the higher cmc. With Azusa, you don't have to worry about waiting until turn seven to cast it, but you're going to be spending a lot of mana to use and reuse it. Depending on the circumstances, Running something like Beast Within would be a solid play early, mid, and late game due to it's lower cost. These are just my thoughts and opinions, the deck looks great as-is. Your opinions may differ, especially with you having experience actually playing it.

All the best!

snackelwolf on Forest of Equilibrium

2 months ago

Greetings MapPsycho I've worked on this deck tonight. I'm unsure about keeping the Elephant Grass + Scuttlemutt combination of abilities to protect me from an attacker designated as black. It is fairly situational and those two slots take away from the land gain, large creature theme.

These are the cards I have added thus far:

Dryad Greenseeker Bonders' Enclave Nylea's Intervention Ulvenwald Tracker Thaumatic Compass  Flip Evolution Charm Nissa's Triumph Lay of the Land Primal Might and Spore Frog

The cards I removed tentatively are: Buried Ruin, Blighted Woodland, Consign to Dust, Scattershot Archer, Crystal Chimes and Crashing Drawbridge. this last card I was reluctant to take out -- granting haste is such a fun surprise and option with big monsters entering the battlefield. Regardless, The cards I still am curious to add are: Yavimaya Elder, Traverse the Ulvenwald and Ram Through but I am uncertain what to remove. Should perhaps the above mentioned combo depart from the picture?

Thanks in advance if you have any time to evaluate.

MapPsycho on Forest of Equilibrium

2 months ago

Abundance was a smart choice with Azusa as the commander. You may want more cards that get lands into your hands such as Adventurous Impulse or Thaumatic Compass  Flip. Yavimaya Elder can nab lands to your hand upon leaving the battlefield. Other good land grabbers in green are Caravan Vigil, Lay of the Land, Evolution Charm, Realms Uncharted, and Traverse the Ulvenwald. Also I always recommend Colossal Majesty in mono green for more card draw. Blighted Woodland, Fertilid, Far Wanderings and Veteran Explorer can all nab lands as well. Although instead putting them onto the battlefield, which would at least still trigger your landfall effects.

Overall this build is pretty good! Just bouncing some ideas.

SirHerpaderp on Meren The Undying

4 months ago

Hey man! so far I really dig your list and it's already looking pretty good. Some suggestions I`d make are:

Adding more low CMC creatures who can sac themselves especially activated for no mana cost are good with Meren to get experience counters faster without needing a sac outlet. Especially Dawntreader Elk and Diligent Farmhand are more optimal than Yavimaya Elder or Viridian Emissary. Other options are Blood Pet or Apprentice Necromancer.

I see you're running the Mike + Trike combo, so I'd add some protection like Sylvan Safekeeper, Heroic Intervention or Veil of Summer to prevent interuption. If you're going for a more controlly attempt I'd further more add some instant speed interaction like Krosan Grip, Beast Within or Assassin's Trophy.

All in all I'd try to lower the average cmc a bit, by cutting some of the high cost cards like Butcher of Malakir to speed up overall game play.

Good luck and stay safe!

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