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
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Latest Decks as Commander

Yavimaya Elder Discussion

Flodder on Selesnya Doggos

2 weeks ago

Cool idea, I've never seen wolf tribal before! :-) I'm not familiar with wolf tribal, so I won't recommend specific tribal cards. But I will comment on the general deck structure:

  1. Run more lands. I recommend 35-36. Remove Reliquary Tower and maybe add Ash Barrens and Exotic Orchard as budget color fixing.

  2. I count 15 Ramp spells, but 10-12 are enough. Since you have access to green, you might prefer land ramp over artifact/creature ramp. (Lands are less likely to be destroyed and fetching lands out of the library waters down the odds to draw something more usefull.) I recommend cutting out Selesnya Keyrune ; Selesnya Cluestone ; Skyshroud Claim ; Heraldic Banner ; Elvish Mystic and Fyndhorn Elves . (Maybe keep the evles, if you use them for combat in the late game). Then add Myriad Landscape ; Kodama's Reach and Cultivate .

  3. I count only 3 card draw spells / card advantage effects. Again you should aim for 10-12, but that's though in Selesnya colors on a budget, so maybe 8ish do the trick?! Some suggestions: Garruk, Primal Hunter ; Shamanic Revelation ; Regal Force ; Beast Whisperer ; Yavimaya Elder ; Return of the Wildspeaker . None of these are super budget friendly, but thats as cheap as it gets. You can cheat a little by counting Tranquil Thicket + Secluded Steppe + New Benalia as 1.

  4. I count 6 single target removals and 3 board wipes, which generally is good. But since you play lots of creatures yourself, you don't like board wipes too much. Make it 9ish single target removals and 2 board wipes. I recommend removing Akroma's Vengeance and adding some of the following: Prey Upon ; Collector Ouphe ; Ghost Quarter ; Beast Within ; Scavenger Grounds .

  5. I like the ammount of wolf creatures (and wolf token generatores) and I like the ammount of pump spells (like Collective Blessing ) too. However if you must cut some cards to make space for more card draw/removals/lands, then better cut some pump spells rather than cutting wolf creatures.

cheers

OmegaAura113 on Beledros Witherbloom EDH

1 month ago

I have a couple of ideas!

Izoni, Thousand-Eyed - you only really get one activation of her token ability, and you have a couple of enchantments that already perform her sacrifice ability

Decree of Pain - pretty high costed boardwipe, when there's others that won't nuke your boardstate in the process

Reap can be replaced with Road of Return , since both do similar things, but Road can interact with your commander directly

Tragic Slip - Abrupt Decay is much better

Profane Command - there's better X spells that aren't too expensive, like Genesis Wave or Torment of Hailfire . I noticed you're going a heavy mana ramp direction with the deck, which is perfectly fine, just also remember to try and include cards that let you play extra lands if you can (cards like Azusa, Lost but Seeking , which recently was reprinted, and Exploration )

And something else pretty important is that beside ramp spells, you'll also want a few rocks/dorks to supplement yourself. There's a lot of them in-budget, like Elves of Deep Shadow , Llanowar Elves , Elvish Mystic , and the Sakura-Tribe Elder you have in already. Another similar ramp one is Yavimaya Elder for fetching basics and such. For rocks, Golgari Signet , Fellwar Stone , Commander's Sphere , and Talisman of Resilience are cheap in both CMC and price, so see if you can slide any of those in too.

It's probably my hardest suggestion to apply, but as you run through and make edits, try and choose a direction to take the deck as a whole - tokens, or lands - as a focus. Once you start narrowing down the archetype you wanna follow, the cards you need to cut to streamline it will start looking more and more obvious!

BeeZak on Zaxara's Infinite Death

1 month ago

All aboard the Selvala, Heart of the Wilds / Kinnan, Bonder Prodigy train! Choo choo!

Seriously though, this looks sweet as hell. The infinite mana angle seems nasty, but not overly pushed, which should lead to good gameplay. Freed from the Real tends to be a surprisingly loud threat and my guess is that it's likely going to be a bit too greedy, especially considering you have fairly limited protection. Pemmin's Aura is good enough because the protection is built-in, and the added evasion will help you close some games. I've also found that cards like this tend to suffer quite a bit to the Chaos Orb s in our meta but YMMV.

The first thing that stood out to me was that you have significantly less interaction than you typically play, and I'd bet that it'll feel a bit uncomfortable having to be so selective with your answers. I'd recommend adding Windgrace's Judgment and Assassin's Trophy to improve your flexible removal, and some number of Erebos's Intervention , Battle at the Bridge , Profane Command , and Black Sun's Zenith to up your creature removal and creature count (Hydra tokens) at the same time. Also, these do really well against indestructible threats (cough Blightsteel Colossus + Ulamog, the Ceaseless Hunger cough) like gods and such.

You could probably also use another counterspell or two, but if you don't want to lean too hard that direction, that's understandable.

The second main thing I noticed is your mana ramp package—I'd look at it fairly critically and consider your goals. For example, I'd keep all creatures that tap for 2 or more mana ( Bloom Tender , Incubation Druid , Selvala, Heart of the Wilds ) as they give you more paths to going infinite. I'd cut the ones that only make 1 mana ( Birds of Paradise , Manaweft Sliver , Leyline Prowler ) as they tend to be a bit of a liability compared to land fetch spells and you aren't inherently taking advantage of the fact that they are creatures.

I'd also focus on the curve of your mana ramp. I think you should prioritize 2 cost spells like the three on-color signets, and the land fetch spells Nature's Lore , Farseek , Rampant Growth , and Sakura-Tribe Elder . Swapping these for your 3-5 cost mana ramp will give you more chances to cast Zaxara on turn 3 and get the ball rolling on both bigger mana and generating hydras. The way I see it, you could have a signet + Zaxara to use on turn 5 or spend that same turn casting a Gilded Lotus which is the same mana output but a turn slower. Basalt Monolith is the exception here as it goes infinite.

The final thing I'd encourage is to play more land. You really need to always hit Zaxara early for your deck to do it's thing, and maximizing your potential to consistently hit 4 mana on curve is going to pay dividends. At 34 I'd say you're 2-3 short of what I'd recommend for a mana-hungry deck like this, and you're actually at 33 right now because Winged Temple of Orazca starts as a Hadana's Climb  Flip and likely shouldn't be counted as a land.

Here are the baseline swaps I'd recommend:

Out - Birds of Paradise - Manaweft Sliver - Leyline Prowler - Yavimaya Elder - Freed from the Real - Capricopian - Seedborn Muse - Chromatic Lantern - Darksteel Ingot - Replicating Ring - Gilded Lotus - Opulent Palace

In + 2 Forest + 1 Island + 1 Swamp + Farseek + Nature's Lore + Sakura-Tribe Elder + Golgari Signet + Simic Signet + Dimir Signet + Profane Command / Erebos's Intervention + Windgrace's Judgment / Assassin's Trophy

These aren't super exciting changes but they'll massively help your initial consistency. I'd play the deck a buch before deciding what swaps would be best beyond this.

Stoked to see the deck in action!

Grind on Kodama & Ravos

1 month ago

Cool deck!!!
If you want to focus on etb then maybe you are right about trying yarok.
However abzan recursion can be a blast and you have a cool commander pair picked out.
I really like creatures that can be their own sac outlets so they can perpetualy generate value when you recur them, like with ramos or Phyrexian Reclamation .
Some of these creatures are Sakura-Tribe Elder , Caustic Caterpillar , Yavimaya Elder , Restoration Specialist , and Sidisi, Undead Vizier , for example.
Then your deck is less likely get hosed when your opponent plays Torpor Orb or Hushwing Gryff . Anyway, just something to think about.

heftyschlumpf42 on Ever-Playful

3 months 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

4 months 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]

4 months 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.

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