Yawgmoth, Thran Physician

Yawgmoth, Thran Physician

Legendary Creature — Human Cleric

Protection from Humans

Pay 1 life, Sacrifice another creature: Put a -1/-1 counter up to one target creature and draw a card.

, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

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Trade

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Printings View all

Set Rarity
Modern Horizons (MH1) Mythic Rare

Combos Browse all

Legality

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

Yawgmoth, Thran Physician Discussion

darkone8 on The Deathly Hallows

1 week ago

Yawgmoth, Thran Physician would also make a good addition

Azeworai on Die! Die! Die!

1 week ago

Ah, yes. I have a Jund sacrifice deck myself with Mr. Oakenshield at the helm, though Korvold is quite the powerful engine.

I see a few things problematic with the decklist. First, a distinct lack of ramp. Two, a lack of early game, which can be fixed by ramp. Three, there are a lot of places to fit creatures to die.

So, what I would recommend:

Mana dorks are fantastic in aristocrat decks, for they can be sacrificed if they must. Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Elves of Deep Shadow, and Boreal Druid each fill the best role at one mana. I've enjoyed Skull Prophet greatly, for it fills the graveyard with fodder.

Other than that, two mana ramp is best. But you're in Green! Get those Arcane signets out of here. Rampant Growth, Nature's Lore, Into the North (try a few snow basics), Cultivate, and Kodama's Reach are all lovely.

Then, of course, there are some includes that should go in most aristocrat lists:

  1. So, Yawgmoth, Thran Physician is the single greatest card for this style of deck. It offers draw, murder, sacrifice, and cannot be tapped by Aphetto Grifter. Run it despite the ten-dollar price limit.

  2. Midnight Reaper and Grim Haruspex each fill a smiliar role, though Liliana's Standard Bearer is one I have much enjoyed. Dark Prophecy does much.

  3. More sacrifice outlets! Goblin Bombardment is fantastic, Carrion Feeder is cheap whiles growing massive, New Erebos draws some cards, Rankle is an engine by itself, and Yawgmoth is the best.

  4. There are some things that offer much to die. Goblin Rabblemaster and Legion Warboss each fill the board apace.

  5. So, let's add far more creatures than is deemed sanely necessary. Satyr Wayfinder, Gatecreeper Vine, and Sylvan Ranger can fill the slot of a land. Reclamation Sage can be a removal spell.

  6. Liliana, Heretical Healer  Flip transforms far too eath in strategies such as this. Grisly Salvage can fuel graveyard chicanery. And Once Upon a Time is something I put in literally every green deck I own, for it is most potent.

  7. Living Death ends games. It gets back all from the bin, then murdering all opponents withal Blood Artist.

Alright, now upon what I would ablate:

Chittering Witch is too slow for fodder and the sacrfice ability is not gratis. Thrashing Brontodon is too much mana. Mazirek just doesn't do enow; she wishes to put counters upon creatures that are meant to die. Deathsprout is too much mana. Deflecting Swat seems lacking. Find / Finality is just too much to cast. Taste of Death is actually just useless. Witch's Oven is too limited.

Okay then. That shall be all from me! You may peer upon my list here if you care.

Happy snuffing!

Snowmen1 on Undying Retribution

2 weeks ago

Ok, so I did some testing with the deck and some of the changes, and here's my findings: on going up on additional copies of Eldritch Evolution: Having the card is still awkward, and I think that it all just comes down to what this decks trys to capitalize on the most: Speed and very efficient card advantage. Though Eldritch Evolution has a spot in the deck because it does allow you to essentially play additional copies of your "toolbox cards", playing it really is counter to what this deck is trying to do because of the higher converted mana-cost relative to the rest of the deck (which is hard for the deck to support), That you need to sacrifice a creature to play it (which is hard to do at that mana cost and because it is not at instant speed), and because you don't want it in every situation. To further explain that last point because the mana cost is so high and you have to pay three mana and sacrifice a creature for it, this spell can be really over-committing for the deck, especially if you are getting a creature that isn't going to have the highest impact.

As for the inclusion of Surrak, the Hunt Caller: Unfortunately, in testing I found this card to bring a few issues to the table. With this deck, I cannot justify playing more than just the two four drops in the deck, both of these slots belonging to Yawgmoth, Thran Physician, because the deck cannot support an aggressive, low to the ground style and reliably cast a four drop on turn four without playing mana dorks or detracting from the main gameplan. Following that logic, I removed one of these yawgmoth's in place of Surrak, the Hunt Caller. This lead to a number of issues. The first of which is drawing either of these cards, especially drawing Yawgmoth, Thran Physician. A lot of what makes Eldritch Evolution so good is the ability to basically play these cards for three mana. If you draw either or you already cast one, or the card was even discarded to a spell, you lose access to playing these cards off of Eldritch Evolution, which just makes it so much worse. This pretty much forced the deck into playing the two Yawgmoth, Thran Physician over other four drops. If you were to make this deck and go that route however, I would recommend looking at Questing Beast as a potential option for this slot as well.

Two changes for the deck however have stuck: Blood Artist over Zulaport Cutthroat: There are some matchups where you start to stabilize with Retribution of the Ancients, but cannot get to a stable position because you are low on life. This is part of the reason for playing Zulaport Cutthroat, but I have had more than a few games where not being able to gain life off of killing an opponent's creature would have been much more relevant than that one power. I think that playing Blood Artist also plays more into why the deck wants this effect: as mainboard lifegain and reach if needed.

The fourth Village Rites: This card has felt very good, and it feels like you cant really get flooded with this card surprisingly. cut a Viscera Seer, and it has felt good.

Anyways, that's what I got for now. I will be updating the list accordingly. I think that at this point the main deck feels really solid. I think that the sideboard needs work, but I am on the right track. Still, if you have suggestions, I will certainly love to hear them!

Snowmen1 on Undying Retribution

2 weeks ago

Xica, Thank you for the comment!

On your first point, I completely agree with you about decks getting underneath the strategy. I do think think that it is hard to find an elegant solution to this problem though. While I have heard suggestions of playing additional cards like Fatal Push, which certainly helps the deck to stabilize in situations where that early interaction is a must, you don't want to dilute the deck too much by playing too many. I think if you try to lean into the route of jamming in more removal, you will end up with wrong half issues that mid-range and rock decks face (like only drawing beaters, or creature removal, or discard spells). I think that solving this problem comes down to evaluating what matchups specifically this issue, and seeing if there are cards that address those specific issues while still playing more into the deck's core gameplan (such as having a one of Plague Engineer to search up off of Eldritch Evolution in the sideboard). I do think I will have to do more testing before I can make an informed change to the deck though.

About what you said about Eldritch Evolution, this card has a lot of the same curve problems that I mentioned earlier when discussing the card Liliana of the Veil. That alongside the introduction of Village Rites was the driving force for playing down to two copies. This change has felt really good, but when I reflect on this decision and what drove me to make it, I realized a few things: Eldritch Evolution is only as good as the creatures in you're deck, and I think that I was doing the card a disservice in playing the mainboard toolbox cards that I did. To explain what I mean, I play Scavenging Ooze as a search target, but it is so bad to search up, and I really only cast the card if I draw it, and it doesn't have immediate impact unless I have Mana to dump into it. This brings me to your suggestion if playing Surrak, the Hunt Caller, I think playing this card makes Eldritch Evolution so much better. In the past, Eldritch Evolution has felt anemic, and really only helped if I was fetching for a silver bullet or a Yawgmoth, Thran Physician. Playing surrak gives the deck more mobility in choosing between going fast or playing the long game, additionally, this just gives Eldritch Evolution a lot of potential to just have a lot of raw power to tap into whenever you want. This was a great suggestion, and I will try this out!

On your point about Life's Legacy, I 100% plan on going to four village rites, but I don't think I will be running Life's Legacy. I think that Life's Legacy gets easily outperformed by Village Rites because the card not being instant speed and being two mana as opposed to one means it can't really perform the same function that village rites does. Being able to sacrifice creatures in response to removal at the cost of leaving up only one untapped land is a huge feature of this card. With the ability to do this, you can use this card very effectively even without even depending solely on undying creatures. I think that Life's Legacy's inability to let you do that is the biggest hindrance for the card. I also do not think you can reasonably expect to draw more than three cards off of life's legacy, which doesn't really seem that good when compared to Village Rites. Definitely adding in the last Village Rites though.

Once again, thanks for the comment!

As for SynergyBuild, I can't believe I didn't know that! I guess I have been playing against this card wrong for years. Don't think I ever targeted one with an ability, so I guess it never came up. As for the actual matchup against eldrazi tron, I keep going between thinking it is entirely beatable and it will be near impossible, so I'm just going to see how my first match against it goes and let you know how the current list feels against it. With that, I'd like to ask a question. Should I keep a log of matches I play and add them into the deck tech? I keep a log of wins/losses along with some notes about games just to inform decisions on the list, and I think it may be helpful for people who may be interested in looking into it.

Anyways, thanks for the comment!

Xica on Undying Retribution

2 weeks ago

The idea is sound, however i would suggest to not limit the focus of your deck to dealing with creature decks, by reliying solely on +1/+1 based shenanigans.
As there are decks that will be faster than you if you cannot present interaction with other permanent types - since this deck is not particularly fast.

I would go as far as to say that Eldritch Evolution is the beast card in your deck.
As it is always the creature you would need the most, be it a hate card, or something that speeds up your clock. I would strongly recommend running a full playset.
(maybe at the price of taking removing 1x Unearth & 1x Yawgmoth, Thran Physician - as evolution is yawgmoth if you need it to be yawgmoth, and unlike unearth its not dead to graveyard hate)

And run a copy at least a single copy of Surrak, the Hunt Caller in your 75. In any matchup where you must have a fast cock - like against tron, the card is a miracle worker.
T2 geist (swing for 2), T3 Evoltion, sacrificing geist, get Surrak (formidbale active)), give itself haste, swing with both surrak & geist for 8.
Op is likely at 10 or less life if we count fetching, by the end of t3.




And if you make your sideboard into a compilation of creature based hate cards, even if you only run a single copy of each, they will act as 5 effective copies, thanks to Eldritch Evolution

Blood Artist is leagues better than Zulaport Cutthroat, as the life leech from the opponen'ts creatures getting removed is far more relevant than the ability to swing for 1 dmg.


You may also want to consider playing Life's Legacy beside Village Rites - as drawing cards not only means not sitting empty handed once the initial 7 runs out, but also that you will have more chances to find the cards you are looking for, be it the 4th land you need to cast yawgmoth, something to sacrifice or whatever else.
I would run between 4-6 of such cards.

smilodex on Atraxa Experience Extravaganza

2 weeks ago

I also play a experience counter atraxa similar to yours. It's so much fun because you have so much synergies in the deck! I can highly recommend:

TristanCVena on Demon Artist

2 weeks ago

This deck really would like some removal. I would recommend the obvious Fatal Push bumped into the mainboard, but I also think Dismember is neat cus ur mono black, and also should have a pretty healthy reserve of life to spend. Not sure if Bontu's Monument is really a big help here. I don't know if theres a lot of turns where you feel great just playing that, and it's a pretty dead draw a lot of the time. Also, Yawgmoth, Thran Physician might be a nice sacrifice outlet, and a way to get more gas, which this deck seems to be wanting a little bit. You could even toss in a couple Geralf's Messengers so that you have that combo potential on the top end, and also just because they're great creatures to have and sacrifice. Cool deck!

Last_Laugh on Marchesa, Karate Chop Surprise!

2 weeks ago

You really need to drop some of your 5, 6, 7, and 8 drops. You'll notice a significant uptick in consistency by having more creatures come down before Marchesa. You should be shooting for 3.3 avg. cmc or less (you're realistically at about 3.6 counting Blasphemous Act as a 1 drop instead of the deceptive 9 it's technically counted as).

My suggestions would be more draw, ramp, and ways to immediately protect your creatures.

Draw: Midnight Reaper, Liliana's Standard Bearer, Necropotence, Yawgmoth, Thran Physician, and Consecrated Sphinx are your best options you don't already run. Forcing your opponent's to discard can also serve to equalize hand sizes, consider Vindictive Lich and Sadistic Hypnotist.

Ramp: I'd get all 3 Signets in here for more turn 3 Marchesa chances.

Immediate Counters: Spark Double can copy Marchesa for double dethrone or it can be used to abuse any etb/death trigger on everyone's turn instead of once per round. Haste enablers are great for getting +1+1 counters to immediately protect your creatures, consider Ogre Battledriver and Urabrask the Hidden. Mikaeus, the Unhallowed is like having a 2nd commander if you limit the number of humans you run. Spellskite is excellent for protecting key creatures and it's ability can be used as many times as needed to redirect the same spell/ability on the stack to lower your life where you want it.

Low Cost Sac Outlets: Diabolic Intent is arguably better than demonic tutor here (run both). Goblin Bombardment is an excellent sac outlet that only white/green can deal with consistently. Viscera Seer great sac outlet that sets up your draws.

Feel free to check out my list for more ideas. It's one of the top rated Marchesa lists on this site and has over 80 comments to sift through for more ideas. Upvotes on any of my decks are appreciated. Every Masochist Needs a Marchesa To Love Them

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