This deck is fairly straightforward: it combines Yarok's absurd ability with a toolbox of ETB effects (mostly creature-based, but with some landfall), to out-value opponents, deal with any of their threats, and then close out the game with some big finisher.

Early in the game, we want to play small creatures that ramp (e.g., Birds of Paradise, Lotus Cobra, Wood Elves) and draw cards (e.g., Baleful Strix, Fblthp, the Lost, Ice-Fang Coatl). Once we've amassed enough mana, we want to get Yarok out quickly and then start playing more impactful value cards such as Hostage Taker and Kenrith's Transformation. Usefully, these value pieces tend to deal with opponents' threats as well as advance our board state. Cards like Uro, Titan of Nature's Wrath and Callous Bloodmage are good without Yarok, and become very powerful when he's out.

Later in the game, we can use Crop Rotation or Ulvenwald Hydra to grab Field of the Dead and start cranking out a lot of zombies, as well as - if needed - Bojuka Bog, Mystic Sanctuary, Alchemist's Refuge, or Dryad Arbor. Each of these lands can help us to achieve a certain goal we might want to achieve; specifically, if we want to have creatures to block or go on the offensive, exile an opponent's graveyard, recur an important spell, or have the ability to trigger an ETB on an opponent's turn, we can access any of that utility using this one creature. Massacre Wurm is a pretty good sweeper - while it might not hit everything, when Yarok is out it removes all creatures with toughness 4 or less that we don't control, and has the nice benefit of hitting opponents' life totals in proportion with their board state. Finally, Agent of Treachery is a very powerful late-game bomb that can grab big threats or combo pieces from other players.

Finishing the game is possible by several routes. Gray Merchant of Asphodel has such strong synergy with Yarok, in combination with other enabling effects such as Panharmonicon, Thassa, Deep-Dwelling, and clone spells, that it may just allow you to drain everyone to death on the spot. Combo wins are another possibility: Cloud of Faeries + Shrieking Drake + Yarok, the Desecrated generates infinite mana, and infinite mana/ETB combos can be set up with Ghostly Flicker + Mystic Sanctuary , in the presence of a third, mana-producing piece - Lotus Cobra or Tireless Provisioner - and something that draws cards, e.g., one of the ETB-draw creatures, Guardian Project, or Tatyova, Benthic Druid. Although this is a four-card combo, it is pretty flexible with respect to the pieces it can use, and it can be carried out at instant speed, without Yarok needing to be out.

All of the above is enabled by a package of tutors, recursion effects, flicker effects, and interaction (e.g. counterspells, single-target bounce spells, Veil of Summer, etc.). In total what we have is a resilient and powerful deck that plays well at most EDH tables.

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89% Casual

Competitive

Date added 3 years
Last updated 2 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

46 - 0 Rares

22 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.13
Tokens Bird 1/1 W, Copy Clone, Food, Pest 1/1 BG, Timeless Witness 4/4 B, Treasure, Zombie 2/2 B
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