Win on any turn with the closest thing to a cEDH Yeva. With this build you can kill a table, wipe everything asymmetrically, or Mill a table at instant speed for a win.

$200 budget version here; It's only a turn or two at most slower.

Before we go into this, I would like to let you all know that THIS IS NOT A TRUE cEDH DECK, nor am I trying to pass it off as one. If you would like to play Mono-Green at that level please take a look at the Wanderer's Song or Selvala Brostorm. This list was my attempt at the most optimized and competitive deck for Yeva and this was the route it took. At its absolute best Yeva can maybe give them a run for their money, but Yisan and Selvala are on another level entirely. However, don't let this deter you from sitting at a cEDH table, Yeva would definitely be a formidable underdog.

Notable decks it has defeated Show

Yeva, Nature's Herald plays with Blue's Draw-Go strategy in mind, except its early turns are spent ramping up as fast as possible which is where the "Grow" part comes from. While ramping you play value creatures that net you card advantage and leave bodies behind that can become relevant later with cards that take advantage of them i.e Gaea's Cradle / Earthcraft Once you reach the 7-8 mana production threshold you can start looking to either thwart an opponent from winning, or looking for the perfect moment to sneak in Yeva along with a big mana dork. The deck is very misleading as it never tells your opponents what direction it's going since you keep your strategy concealed in your hand up until you know you can safely start executing it. In the early turns you can threat the table by ramping into a big mana dork forcing them to have to use their early turns dealing with it, since the deck can usually win if just ONE big mana dork makes it through Summoning Sickness and the deck always throws you a back up. Once you have your big mana dork established you look to find a way to set up infinite with it by abusing untap effects. Infinite mana enables loops that inevitably kill a whole table while making it borderline impossible to stop you since you can react at instant speed to thwart anything they could possibly throw at you.

This deck is for you if:

  • You don't mind playing a land and ending your turn
  • You like infinite combos
  • You like toolbox decks
  • You like winning on any turn or phase
  • Don't mind waiting on the perfect opportunity to strike
  • Think combat is boring in green
  • Don't mind saying "EOT" A LOT
  • Don't mind memorizing a whole deck
  • Want to remember what it was like to play Prophet of Kruphix  in EDH

Tags Show

We play Yeva over other generals to play within pockets and phases of the game where people could least interact with you, but at the same time reserving resources to have on your turn for what you truly need to resolve. This playstyle fosters a win/win mentality, where you can set up a less optimal line of play (Plan B) on your opponent's end step forcing them to interact with you then, instead of on your turn. If Plan B resolved unhindered, play off of it until it is thwarted before ultimately pivoting to Plan A. This is honestly the most addicting aspect of the deck, which is its ability to pivot from what seems like a viable strategy in the eyes of your opponents' to an entirely different one.

At the cost of playing her out, Yeva gets to play on anyones' turn and reactively. Rather than dumping as much of your hand at Sorcery speed and hoping that it survives a round at the table, you can keep your cards safely in hand to ensure they resolve at the end of the turn before yours. By doing so, Yeva gets to avoid having critical combo pieces on board for a turn pass that need to wait out summoning sickness. This means we can flash in our powerful combo dorks like Priest of Titania and Karametra's Acolyte without our opponents being able to tutor answers or wipe our built critical mass.

The deck is also very deceptive as its boardstate always looks like it's much less developed than it actually is. You can respond to someone trying to stop you by legitimately winning. The ability to win at instant speed on top of interaction while people are tapped out is a strong tool to outplay your opponents.

Yeva also gets to play value creatures as instant speed answers. Cards like Reclamation Sage can blow up a combo piece when it otherwise couldn't. Manglehorn can flash in to respond to fast rocks being played and also blow up other important pieces while nullifying an Isochron Scepter on the stack. Prowling Serpopard can eat a hostile counterspell off the stack while creating a save zone to resolves creature based combos. Temur Sabertooth can jump in to protect vital pieces by returning them to hand in response to interaction. Combine these with creature-based tutors like Fierce Empath , Woodland Bellower , or Fauna Shaman or instant speed tutors like Summoner's Pact , Worldly Tutor with draw creatures, or Chord of Calling and you have very good toolbox potential to control the game while working towards your endgame.

The credit to the addendums and the profound expansion of this section was all the work of ShaperSavant. He took the time to help in a moment where I was incapacitated and I am eternally grateful for it. Thanks dude!!

The first person I'd like to thank is Iansisle for being an integral part of the developmental stages of my deck. The second person I'd like to thank is ShaperSavant, thank you for opening my eyes to the world of cEDH. He helped me improve as not only a player, but a deckbuilder. I'd also like to thank him for contributing to the last couple changes I made and for being so kind as to help me the first moment you got. I also want to thank all of my loved ones. I can't tell you how much I have gushed, droned, and just straight up annoyed the living bejeezus out of all them talking about Yeva. Last but not least, the aesthetics are all the work of the lovely user:scotchtapedsleeves.

Link to Iansisle's Yeva list

Linvala, Keeper of Silence - Currently the deck uses Mouth of Ronom , Beast Within , Kenrith's Transformation , and Song of the Dryads to hit it. If this is a problem in your meta, consider more creature removal that hits her like Lignify , Kraul Harpooner , Pounce , Somberwald Stag and Band Together  

Humility  - Only Nature's Claim , Force of Vigor , Beast Within , and Song of the Dryads hit it, so you might need more non-creature based enchantment removal like Krosan Grip or Unravel the Aether if this is a problem.

Teferi, Mage of Zhalfir - Cram every form of fight mechanics to kill this guy. Unless you got a Yisan out, you better hope you draw into the fight night guy you need or the Beast Within. If he's in your meta Yisan, the Wanderer Bard , Elvish Piper , Norwood Priestess and Skyshroud Poacher are ways around him. Otherwise you need the whole fight package. Every option to kill Linvala works on Teferi as well.

Tocatli Honor Guard / Hushwing Gryff : When the deck first started out a mere Torpor Orb would basically shut us out for god knows how long. Multiple changes later rendered this card to just an annoyance. Unfortunately, this pain in the ass has come to avenge Torpor. Boy are these guys hard to kill; Mouth of Ronom , Beast Within , Kenrith's Transformation , and Song of the Dryads are your only solutions.

These guys can be played at sorcery speed since they can fly under the radar until they become problematic. They also push us into our mid/late game as fast as possible.  

These guys should only be played at Instant speed and at the end of the turn of the opponent to your right. The biggest weakness this deck has is summoning sickness, so unless you have Thousand-Year Elixir , or you have two of these guys (one in hand as back-up), OR know with certainty that they'll survive until Summoning Sickness wears off (usually T2 drop ain't bad, since the deck will most likely give you another one), these guys should always stay in your hand until you see a clear opportunity to play them unhindered. The exception to the aformentioned is Earthcraft You'd like to try and develop a moderately sized field before attempting to storm off with Earthcraft

  • Priest of Titania :  She depends on a mass field, so remember that all the elves you play becomes fuel for her. NOTE: Priest counts your opponents' Elves.

  • Selvala, Heart of the Wilds / Marwyn, the Nurturer : These girls LOVE Great Oak Guardian These don't need a mass field to pop off. Just a big beat stick for Selvala or Multiple Elf triggers on Marwyn.

  • Voyaging Satyr : This guy is super sneaky since you can sneak in a Cradle on the turn you think you can pop off or sneak it in with Crop. Otherwise, this guy is just a Small Dork that flies under the radar.  

  • Karametra's Acolyte : She builds up devotion really fast,  and doesn't require a specific type of cards, just mana symbols.

  • Earthcraft : Arguably the best of the bunch as it turns all your dudes into hasty dorks, get enough of them out and one untap effect sets you up for a win. Earthcraft is ridiculously powerful, so make sure no one can stop you when you plop it, cause once it's on the field you'll see how broken it is to play a creature, tap it for mana to play another to tap it for mana to play another to tap- You get the point. Let's also not forget about how we can give ourselves double mana by enchanting basic lands with Utopia Sprawl / Wild Growth Last thing worth nothing, Great Oak Guardian 's etb can be responded to with Earthcraft to get more out of your untap.

I tried to fit in every viable tutor in the deck. From extensive testing, I have found that Temur Sabertooth is one of the most sought-after cards to tutor for when closing, so always be aware of that when using a tutor that COULD tutor for the Cat for something else, since every other creature card in the deck is objectively easier to tutor for, or it has an equivalent. Also, with the exception of Eldritch Evolution , Worldly Tutor , and Green Sun's Zenith , every tutor can be abused in some way to start a storm chain. With enough mana, you can start a tutor chain by looking for E-Wit using her to get the tutor and then looking for the Cat to start looping tutors at instant speed.

Every card here has only one purpose: Dig. The more of the deck you see the closer you are to a win condition.

  • Duskwatch Recruiter  Flip: With infinite mana, it wins the game, otherwise it sits there either strategically lowering the cmc of our cards, or helping us refill our hands with options.

  • Elvish Visionary : Infinite drawer once you have infinite bounces. Visionary is an elf, so it goes with everything else that makes use of that. Otherwise, it's the deck's Think Twice

  • Runic Armasaur : This dino has been a godsend, I've drawn so many cards thanks to this guy. He draws to fetch lands and a ridiculous amount of creatures.

  • Oakhame Adversary : It's like a weaker Tymna in a deck that starved for cards. Typically, people don't block with their mana dorks/important creatures, so the viper can typically net us 3-4 cards. We can also flash it in to stop a Tymna . It's also an elf.

  • Generous Patron : Instant Speed Divination with a body, that can also become a dork. It can also make Marwyn, the Nurturer +2/+2 stronger at the expense of not drawing one card. Oh yeah, it's also an Elf. If you somehow lose to a +1/+1 counter, you messed up, bro.

  • Beast Whisperer : It's a Glimpse of Nature on an elf stick. Outlet to win, and it turns everything we play into cantrips.

  • Regal Force : Usually what we go for once we have an engine but no steam or to look for the engine itself.

  • Genesis Hydra : At worst it can net us any piece we could need with a butt-load of mana, at best it's an outlet that literally gets us whatever we need. It's our 100% guarantee that we win. Since we can loop until we assemble any wincon in the deck. Including Thousand-Year Elixir + Shaman of Forgotten Ways This is also theoretically the strongest creature in the deck for Selvala, Heart of the Wilds as well.

  • Sylvan Library : Obvious, we need the card advantage. Top of the deck manipulation is also not bad.

  • Skullclamp : Repurposes our dorks into draw so we can sift through the deck and find the pieces we need. We don't have value in the command zone, so we need to dig through as much as possible. Clamp just adds to it. Early game it's in our best interest to even sac dorks, the more we dig the better our lines get to win.

This is your hefty arsenal of hate pieces meant to slow the game down, secure your combos, or thwart opponents from winning. The only other cards missing in this section that belongs here are Mouth of Ronom and Noxious Revival (in a pinch it becomes gravehate).

  • Reclamation Sage : I also use it to slow down the faster combo decks on the table. Once you use him, enjoy him as a dork/elf/sac.

  • Manglehorn : More control for a deck that plays reactively is wise and the ability to top fast mana is quite key in stopping some steamrolls. Stops Isochron Sceptor + Dramatic Reversal on the stack.

  • Ulvenwald Tracker : Kills a lot of threats, controls the board and also serves as a finisher when we pop off. We wipe the board with him and infinite untaps before finishing the table off with Shaman of Forgotten Ways

  • Caustic Caterpillar : Instant speed one-drop that gets rid of Torpor Orb or any problematic artifact for that matter.

  • Prowling Serpopard :  the funniest thing you can do to a blue player and at instant speed. Ex: Cast Regal Force to draw a buttload of cards, Blue player: Counterspell , Resp(w/ Yeva out): cast Prowling Serpopard. Doing this, you can "Counter" counterspells with Serpopard , so always keep it in your hand to secure a win. Or tutor him at instant speed and spring him out if I am going for a win. Always keep this guy in mind when going for a kill, he can make it so it's inevitable. NOTE: The counter does NOT fizzle, it just can't counter its target, however, if it has additional effects like Cryptic Command / Rewind , those effects do resolve. 

  • Veil of Summer : My meta has adapted and has resorted to things like Fire Covenant , Reality Shift / Pongify Also secures our combos by making it uncounterable while cantripping.

  • Force of Vigor : 4 mana for 2 at worst or 2 for 2 at best for 0 mana.

  • Nature's Claim : 1 drop removal, gets rid of Cursed Totem , Torpor Orb , or Staff of Domination

  • Beast Within : 3 drop removal being able to kill anything. Also loopable for infinite beast tokens and full field destruction.

  • Root Maze : This has proven to be super useful against the amount of fast mana there is in my meta. I always wanted it, but during the deck's inception my pod was still growing. Now it's borderline full-on competitive, so this little stax piece has proven to be devastating.

  • Kenrith's Transformation / Song of the Dryads : We're green and our cost-effective options to remove creatures are rather scarce, so I put these in to be able to deal with problematic permanents. Side note: when popping off, and you're trying to wipe the board but a creature has Hexproof/Shroud, you can cast Genesis Hydra to cheat out either Song of the Dryads or Kenrith's Transformation to get around it.

How to get your important pieces back. Please note that Finale of Devastation is your third recursion spell. These are not to be used lightly. Once they're gone, you have no way of reseting the grave and/or winning if an integral piece is gone for good.

  • Noxious : All the credit to Shaper, target grave-hate in a pinch or get me something back... for free.

  • Eternal Witness : Bring something back, do it infinitely with Temur Sabertooth when you hit infinite mana. This is low-key a lynchpin in the deck, since you need it for so many loops to work. If you find that your opponents are wary of that, I would consider adding Skullwinder as a back-up.

These are the pieces that help you pop off. These guys enable your ability to win, if Cloudstone Curio and Temur Sabertooth are gone (exiled) from the deck, you might as well scoop. Otherwise, once you hit infinite with an outlet, there's nothing you can't play out of the deck or graveyard at instant speed. If that is a common accurance, consider running Riftsweeper

  • Thousand-Year Elixir : This replaced Touch of Vitae , since I prefer giving haste to all of my creatures and I still get an untap out of an important one (i.e Yisan, the Wanderer Bard , Priest of Titania ).

  • Quirion Ranger : Untap that big mana dork to have more mana or untap that Yisan, the Wanderer Bard to get a double verse. It's also an elf and it costs 1 mana....

  • Wirewood Symbiote : Same as the Ranger, however, you can strategically save key elves from spot removal. You can also go infinite with Temur Sabertooth if you have enough mana to bounce Symbiote to reset his "once a turn" clause. 

  • Great Oak Guardian : Mass untap and helps you storm off. Remember it has reach if that's something you need and it also has flash to go infinite without Yeva on the field. 

  • Seedborn Muse : The very reason I made this deck. My love for Prophet of Kruphix spawned this bastard of a deck. When the deck first started out Seedborn was a lynchpin of sorts, but the deck sort of outgrew its dependency on Seedborn, but it's too strong of an effect to remove, so in it stays. Oh and rest assured, if Seedborn doesn't eat a spot removal after being summoned, you will most likely close the game out before the last guy can ever get to do something. Also perfect for baiting out counters or spot removal.

  • Temur Sabertooth : This is, unfortunately, the lynchpin in the deck, with this card you break SO many ETB effects I'm not going to even bother listing them at this point. This is your main win con since you can tutor for it, once you establish how you plan on making a TON of mana, you tutor the cat and abuse an untap effect.

  • Cloudstone Curio : This is Sabertooth's less dependable back-up since we can't tutor it and we can only hope that we draw it or we cheat it out with Genesis Hydra , but it's stronger than Sabertooth in that we don't need mana to bounce.

  • Staff of Domination : One-piece combo to get infinite without needing Temur Sabertooth , just a big mana dork producing 5+ mana.

  • Umbral Mantle : All you need with Mantle is a mana dork producing 4+ mana and an outlet to win.

Only weird thing that might stand out is the amount of colorless lands. Which was to keep Warping Wail as consistent as possible. However it's been removed for a time now and we've attempted to minimize as many colorless lands in favor of efficiency.

Everything here either didn't make it in cause there were better optionns or I swap them in for specific metas. Everything here furthers the deck, but is superfluous in the grand scheme of things.

  • Collector Ouphe : This guy is constantly in and out of the deck. He shuts down many decks, but he also shuts out some of our strongest closers. I hope one day he can be a main part of the deck, but for now he's our benchwarmer. Instant speed Null Rod is not a joke.

  • Lignify : 2 mana to nullify a problematic creature, this might go back to the deck at one point, but at the moment Kenrith's Transformation is just objectively better. I will keep exploring the possibility of this returning.

  • Ravenous Slime : this used to be put in if I was expecting a flash hulk deck. It's slow and more often than not inefficient. Flash Hulk decks are so fast, it's better as a proactive play rather than responsive as getting Yeva online before Flash can come down is borderline impossible.

  • Scavenging Ooze : This used to be a main part of the deck for a VERY long time. Swap this in if recursion decks are rampant in our meta.

  • Band Together : I actually believe this is the best creature removal accessible in our color. Unfortunately, this card puts too much weight on Eternal Witness to close. Please note that it doesn't fight and if you have A LOT of problematic creatures feel free to put this in as another creature removal.

  • Krosan Grip : This one is pretty obvious, I just couldn't find a slot, and I prefer more cost efficient or combo synergetic piece of removal.

  • Natural State : Another cost efficient piece of removal that it hits almost everything relevant in a competitive meta.

  • Scryb Ranger : If this was a Yisan deck this would be an auto-include but it isn't, so it's been relegated to something I wish was in the deck. Untap effects are phenomenal in this deck.

  • Benefactor's Draught : Strong as hell. 2 drop instant ritual with enough creatures tapping for mana this card can win games and it's a cantrip. Another Eternal Witness reliant closer. We wanted to move away from it as it was fragile.

  • Emerald Charm : If someone could give me a good slot for this, I'd love them forever. This can loop Gaea's Cradle , kill enchantments, and it's just a one drop. This is one of my pet cards, unfortunately and it has to stay out until further notice.

  • Vitalize : Read Benefactor's Draught , though it's one less, doesn't draw, and it doesn't untap your opponents' creatures.

  • Riftsweeper : If your meta has a lot of Exile effects or you go against Jhoira of the Ghitu a lot, this is a great piece to get back any important combo pieces you need.

  • Skullwinder : Read Eternal Witness . A second copy is recommended if spell looping is your major goal.

Honorable Mentions:

  • Touch of Vitae : Only card in monogreen that can give us Haste at instant speed and an untap and a draw.... Boy do I wish I could run this. Thousand-Year Elixir is just better unfortunately as it helps us storm off and this is just a one-time use.

  • Ambush Commander : This was in up until we lowered the land count to 30 which made him very inconsistent, but he was definitely one of the best lines in the deck, if not the funnest.

  • Elvish Archdruid : We only need 5 dorks after that they start cluttering the deck from more important pieces and it only checks your elves making it harder to turn on

  • Elvish Guidance : This is basically another big mana dork, especially if we get a land untapper or we turn the forest it's attached to into a creature(I recommend you only enchant forests).

  • Growing Rites of Itlimoc  Flip: It nets us card advantage and it it's easily transformed by Yeva's ability to sneak in her army before your turn. Sylvan Scrying was better since it was straight to the point and cheaper.

For the first 3 turns you should be ramping along with playing any of the cards that yield you card advantage i.e Sylvan Library , Runic Armasaur etc. Only play one of your big mana dorks if you have back-up one in your hand. Otherwise, just wait until the end of the turn of the player to your right to sneak one of them in with Yeva. If the big mana dork sticks and no longer has summoning sickness, you have effectively left the Early game and are now in the mid/late game. Make sure to use your removal to stop the faster combo decks, getting ahead of everyone is the goal, so playing at instant speed never makes us lose tempo.

  • Always try to keep our hand stocked.

  • We only race to get out of the early game, otherwise, we like to play reactively.

  • We want to ramp up to about 7/8 mana, which is the sweet spot.

  • Never waste your removal on anything, unless it's for something game-breaking that adversely affects you, exception would be to slow down a faster combo player.

  • Hold mana rocks until that moment you want to push out of the early game. Only play them in the early turns if you actually have something to accelerate to, or anticipate an opposing Root Maze

  • Don't be afraid to Skullclamp aggressively in the early game, the deck is repetitive enough and sifting through the deck is worth your time.   

We hit late game once we have a creature(s) that produces about 7-10+ mana not counting the untap shenanigans you might have in your hand. While sitting on this mana engine your field should look relatively non-threatening with the exception of whatever is netting you the most mana. Which in most cases looks like nothing since your field usually looks like an assortment of non-impactful creatures that did their part already ( Patron , Visionary , etc.) just waiting to be repurposed by cards like Earthcraft or Gaea's Cradle

Once you have that set up, you should look to respond to something that can threaten your board or something that could thwart your plan.  Never shoot for the win until your hand is forced, remember to leave out enough mana outside of the combo for interactivity. Try to win on end steps or the moment they target a key piece of the engine. Once you hit a certain mana threshold, the game will feel as though you've entered god-mode.

Note: Due to the nature of competitive games and the eventuality of your opponents becoming versed with the deck, I can't stress enough how important it IS to wait till the ABSOLUTE last second. Basically, if you have a win in your hand, wait until you know for sure that you'll get the drop on them and use anything else in your hand as canon fodder to bait out counters. Remember, Infinite Mana/Outlet is all you need, any other interactions you want to humor for fun would be a detriment to the overall strategy if you lose sight of this goal.

How to Win:

We need to assemble infinite mana, or enough to do anything the deck could possibly want to do to safely assemble infinite mana. The most common and effective way is by using Temur Sabertooth to bounce cards that allow us to repeatedly untap our mana-producing creature(s) ( GoG / Symbiote). Once infinite mana has been assembled we win via kill loops, more often than not they include bouncing E-Wit (w/ Beast Within ) to infinitely kill all permanents and/or fight all creatures with Ulvenwald Tracker using infinite untaps.   

Cat + GoG + Creature(s) tapping for 9:

  1. Tap creature(s) for 9 mana
  2. Play GoG for 6; untap all
  3. Pay 2  to bounce GoG with Cat ; 1 mana left in pool
  4. Repeat from Step 1

This nets us 1 mana every time for infinite.

Cat + Symbiote + 1-Drop Elf + one dork tapping for 5 mana:

  1. Tap a big mana dork for 5 mana
  2. Bounce 1-drop Elf with Symbiote untapping the big mana dork
  3. Pay 2 to bounce Symbiote with Cat ; 3 in pool
  4. Use 2 mana play  Symbiote and the 1-Drop Elf; 1 in pool
  5. Repeat from step one.

This nets us 1 mana every time for infinite mana while circumventing Torpor Orb Bouncing Symbiote , resets the "once a turn" clause.  

NOTE: It doesn't have to be a 1-drop elf to go infinite, it could be 2/3/4/5 CMC, but the big mana dork would have to tap for 6/7/8/9 mana.

Cat + Thousand-Year Elixir + any big mana dork producing more mana than it costs to cast and bounce it.

  1. Tap Karametra's Acolyte for 7/ Priest of Titania for 5/ Voyaging Satyr for 5 etc.
  2. Bounce the dork with Cat
  3. Recast the dork
  4. Repeat from Step 1, since Thousand-Year Elixir gives them haste.

Curio + Wirewood Symbiote + 1-Drop Elf + any big dork tapping for 3 mana:

( Curio 's ability is a "may" ability, so its triggers will be left out of the until explicitly mentioned)

  1. Tap a big dork for 3 mana
  2. Bounce 1-drop Elf with Symbiote ; untapping the big dork
  3. Play the 1-Drop Elf, bounce the Symbiote with Curio ; 2 mana in pool
  4. Play Symbiote ; 1 mana in pool
  5. Bounce 1-Drop with Symbiote to untap the big dork
  6. Repeat from Step 1

Note: This bypasses Torpor Orb

Curio + GoG + 1-Drop + Creature(s) tapping for 8:

  1. Tap creature(s) for 8 mana
  2. Play GoG for 6, untap all; 2 mana in pool 
  3. Play a 1-Drop and bounce GoG with Curio ; 1 in the pool
  4. Play GoG for 6, untap all; 1 mana in pool
  5. Repeat from Step 1

Curio + Earthcraft + Symbiote + 1-Drop Elf + any random creature:

  1. Tap Symbiote , Elf, and random creature for 1 mana each using Earthcraft ; 3 in the pool
  2. Bounce 1-drop Elf with Symbiote to untap the random creature; 3 mana in pool
  3. Play the 1-Drop Elf, bounce Symbiote with Curio ; 2 mana in pool
  4. Play Symbiote ; 1 mana in pool
  5. Repeat from Step 1

Curio + Earthcraft + Utopia Sprawl / Wild Growth on a forest + 2 1-Drop creatures (one in hand, or another creature is needed to proc curio once):

This one is pretty easy. Each one drop gives you 2 mana, and they cost you a total of 2 mana to play each but each are tapped for 2 mana for a total of 4 every time. We get a net plus of 2 mana every per loop.

Alternate Pieces:

  • Staff of Domination : Any creature producing 5+ mana makes infinite mana and draw, it's the simple ones that get me.

  • Umbral Mantle : Any creature producing 4+ mana makes infinite mana. This one needs an outlet.

Once you have infinite mana you need to find the Kill Loop using the many outlets in the deck:

So, this subsection will include cards mentioned before, however, the purpose of this section is to create a list of cards that can be used to assemble your Kill Loop(win-con) once you've obtained Infinite Mana. It will be divided into two sections, cards that require you to have Temur Sabertooth or Cloudstone Curio for infinite bounces, or cards that require no bounces to sift through the deck somehow.

Bounce Outlets

Beast Whisperer : This one requires that you bounce any random creature repeatedly to get draw triggers off of it.

Elvish Visionary / Generous Patron / Regal Force : These all draw you the deck with infinite bounces, try to draw until you reach the most efficient piece of the combo to continue without drawing. Some cards we can't play at instant speed. However, that can easily be fixed if you draw into Crop Rotation and use it for Emergence Zone

Eternal Witness : The main reason Skullwinder is in the maybeboard. This card is one of my favorite infinite bouncers as it can give you infinite tutors or draw ( Veil of Summer / Elvish Visionary The only tutors it can't hit are Green Sun's Zenith and Eldritch Evolution

Genesis Hydra : Best outlet in the deck, hands down with its ability to get you anything once infinite mana is assembled and with bounces it can get you anything infinitely.

Selvala, Heart of the Wilds : This one requires you to bounce the strongest creature on the field, definitely the most conditional, but possible if you have the strongest creature when you go infinite.

Woodland Bellower : This one can start a number of chains. You can tutor a cantrip elf and bounce it infinitely, or you can get Duskwatch Recruiter  Flip and that's all she wrote, or Eternal Witness for its aforementioned reasoning.

Infinite Mana Outlets

Duskwatch Recruiter  Flip: Dig for and cast every creature in the deck. We go for the hydra almost always since it's our most efficient closer.

Genesis Hydra : While this can be bounced as an outlet, it can also be used one time to get anything you want out of the deck to keep sifting through the deck. Ex: Infinite mana achieved though non-bounce, so you cast genesis for infinite to look for the outlet you DO need or the bouncer you need to close.

Survival of the Fittest : With just one creature, you can start a tutor chain.

Staff of Domination : Can do the mana part as well as sift through the deck to get you a kill loop going.

Tracker Loops:  

If needed at instant speed, you need Thousand-Year Elixir via Genesis or Finale of Devastation via Emergence Zone . If a creature you need to fight has Hexproof or Shroud, you can use Genesis Hydra to get Kenrith's Transformation / Song of the Dryads which gets around targetting.

Once you kill all creatures you can play Shaman of Forgotten Ways and Thousand-Year Elixir using Genesis as the outlet and win.

If Elixir is stuck in your hand you can use Geier Reach to discard it and recur it with Noxious then Genesis for it. If Geier Reach and Elixir are both stuck in your hand, you can Genesis for Mox Diamond and discard Geier Reach (if Mox Diamond is on the field, destroy it and then Noxious). Use Crop to get Geier Reach from the top of the library onto the field. If every piece is drawn into inadvertently, you can keep drawing till you hit Crop Rotation for Emergence Zone , this would solve any possible issue you could run into. This will also allow you to cast Finale of Devastation to get haste without needing Elixir.

What if we need to win at instant speed BUT Ulvenwald Tracker was exiled:

Cat + E-Wit + Noxious + Crop + Chord + Dryad Arbor + Ronom = Kill all creatures

  1. Tap for Ronom 's effect
  2. Use Noxious to return Ronom to top
  3. Sac Dryad Arbor to Crop for Ronom
  4. Use Noxious to return Dryad Arbor to top
  5. Use Chord for 0 to get Dryad Arbor
  6. Use Cat + E-Wit loops to get back Noxious , Crop , and Chord
  7. Repeat from Step 1

What if we need to win at instant speed BUT Shaman was exiled:

Cat + E-Wit + Noxious + Crop + Geier Reach (Field, Graveyard, or Deck) = Mill the table

  1. Tap for Geier Reach 's effect
  2. Sac it to Crop for any land
  3. Use Noxious to return Geier Reach to top
  4. Use Cat + E-Wit loops to get back Noxious and Crop
  5. Crop to get Geier Reach
  6. Repeat from Step 1

If Geier Reach is stuck in your hand, you can use Genesis for Mox Diamond and discard Geier Reach (if Mox Diamond is on the field, destroy it then Noxious).

We can use Noxious infinitely to keep us from milling ourselves out. Also, while we can protect almost every facet of our engine at instant speed, be aware that while we're milling our opponents, they might run into some interaction, so be aware of the ones that might have mana open. Very few things can stop us at this point.

Last but not least, Voyaging Satyr with infinite untaps and Geier Reach achieve the same thing. Without needing the Crop Rotation except to tutor the Geier Reach if you don't have it out. This still require Eternal Witness and Temur Sabertooth loops to keep getting back Noxious Revival . Each draw trigger can be responded to, so you can effectively mill the table while weaving in Noxious Revival at instant speed to prevent decking out but at the same time nullifying graveyard triggers from cards like Kozilek, Butcher of Truth or Gaea's Blessing .

ALL OF THESE LOOPS HAPPEN AT INSTANT SPEED, THANKS TO YEVA. For everything else, you have Emergence Zone

Suggestions

Updates Add

So these changes were major in a minor way.

Currently testing: Keen Sense over Skullclamp . (10/4) This was a bust,so we're thoroughly testing out Heartwood Storyteller . So far it's been ridiculously good and almost always left unchecked due to its group hug nature. Also forces Isochron Sceptor to deal with it before going infinite.

Updates have been condensed so the most recent update is the one you see and all previous updates have been neatly compiled in the 'Changelog' below. The maybeboard has been moved to the Card Selection section with explanations for their consideration. Hope you guys like the way this looks as there's WAY less scrolling. So far the only new card worth exploring is Once Upon a Time , but I don't like that it tucks important pieces, so this might not even make it in. Will keep an eye on Eldraine and post an update if something changes.

  • Out: Scavenging Ooze was getting to a point where I felt super lucky if I got to use him. His purpose was to make sure to stop Kozilek, Butcher of Truth and/or Gaea's Blessing effects when using the Geier Reach Sanitarium line, BUT as it turns out I can just respond to their triggers at instant speed and keep milling. I will keep it in the maybeboard/sideboard. If I felt like graveyard decks become much more important, I will probably swap it back in.

  • In: Ohran Viper : After playing my deck into a bunch of cEDH decks, I've come to the realization that Viper is basically a weaker Tymna the Weaver since no one ever wants to block with their mana dorks or utility creatures. The Viper can also be used to block priority threats at instant speed like Tymna herself.

Welp, as the description says, Somberwald Stag is officially out of the deck for Ulvenwald Tracker . You won me so many games, thanks for being a reliable closer. You will be sorely missed buddy.

Making a return from earlier iterations of the deck is Tracker . At one mana he comes down way faster than Stag and is repeatable for early control. When we pop off, we have infinite untaps to wipe the board using Yeva , Temur Sabertooth , or Genesis Hydra as the fighter and we give the Tracker haste with Thousand-Year Elixir or Finale of Devastation (via Emergence Zone ). This is ALSO a bounceless loop which pushes further in line with the deck's philosophy: Infinite Mana + outlet = Instant speed win. Last but not least, this lowered the AVG CMC from 2.27 to 2.21 and reduced our reliance on Eternal Witness significantly. I gotta say I'm hella proud of how much I've grown as a player with this deck. It's off the rails guys.... I'm going along for the ride now.

All of Ulvenwald Tracker 's loops have been added to the primer, a new description for a combo that was present in the deck, but not previously noted with Voyaging Satyr and Geier Reach Sanitarium has been added as well. The categories have been renamed for clarity and accuracy, I apologise for the mess I had before.

I just wanted to say thank you all for the Views, Upvotes and Saves! If it wasn't for all the support you guys have given me, Yeva would not have picked up as much steam as it has. Thanks to you guys, Yeva Draw-Grow is now the best Yeva deck on T/O and tops Google searches when looking for "Yeva Competitive". I wanna give a huge shout out to: ShaperSavant Soren841 Abzkaban SynergyBuild

You guys helped me push this deck to its final frontier and for that I am eternally grateful.

Well this one took me a while, sorry guys!I've been wracking my breain to make these changes and I finally settled on one that will help me sleep at night. I wanna give a shout out to mah boy, Abzkaban, he really helped me serrtle on the changed I was torturing myself with.

  • Paradox Engine : Boy did I have fun with this card, unfortunately the casuals in the RC have deemed this too strong. To that I say, "That's cool, man". Cloudstone Curio is reborn from the ashes of Pegine. Cloudstone is exactly the combo piece we need in the light of losing a strong piece, one could argue that shit is even better. This is our new/old contingency plan now, which allows us to remove our Primal Command .

  • Shared Summons : This is just better than Primal Command in every. In fact, in our deck it's pretty broken, since we can assemble a combo at instant speed. Something that was much harder to accomplish with out 1 for 1 tutors. Losing Primal, makes us lose our contingency bounceless loop, but Cloudstone Curio replaces it as another blunce alternative.

  • Veil of Summer : Strictly better than Autumn's Veil as it ca draw and makes our spells uncounterable from any source along with giving us hexproof. My only points of contention are that we really should have oth of these, that and the hexproof from Veil of Summer is only applied to the permanents on the field unlike Autumn's Veil .

  • Growing Rites of Itlimoc  Flip: Even though I appreciated the CA this provided, I also hated when it would tuck an combo piece I needed, so I have replaced this with Sylvan Scrying . It's one mana less, straight to the point and there are no requirements to get the land onto the field.

  • Benefactor's Draught : This really only made a lot of sense when we were at critical mass or if we had Earthcraft , otherwise, when we really need it, it never shows up. In its place, we're putting in the last piece of ramp the deck needed from the beginning: Emerald Medallion , lowering the curve of this deck puts it in the realm to stave off faster decks.

  • Vivien's Arkbow : I loved this card, but we have way more consistent outlets and they are repeatable, with the loss of Paradox Engine it is even weaker. I rather have free removal in the form of Force of Vigor .

Alrighty then, when I first made the first of these updates I vowed to never post an update unless I had an actual change to the list with its reasoning. Sigh Unfortunately, I am stumped. The deck is what I'd like to consider near perfect, with any change made to be at the pilot's discretion. I believe the following cards belong in the deck, in place of what? I have no idea. Maybe you guys can help.

Veil of Summer : Better than Autumn's Veil in literally every way, so out it goes. Down the line I might remove Prowling Serpopard for Autumn's Veil , but I have to do some testing first. Will keep you guys up to date. 7/3/19: There's one caveat to note, Veil of Summer only gives the hexproof to permanents I control upon resolution and Autumn's Veil is for the remainder of turn.

Shared Summons - Can't say I am too sad at this prospect, but this will be replacing Primal Command as soon as more testing could be done I won't make it definitive, but it most likely will be the case.

Emerald Medallion - It upsets me, that I never included this since the beginning, now I am at a loss and I don't know what to remove for it.

Force of Vigor - I've considered many swaps and quite frankly I don't know what to take out for this wonderful piece of removal. I believe it's also a necessity in the deck. (6/19/19): I am still struggling to find a slot for this beautiful piece of removal.

Collector Ouphe - This one will be going in one way or another. This is TOO good, and it's irrelevant to me that it shuts down some of my cards if it means I shut out every artifact in my meta. (6/19/19): Ultimately, I decided this was not going in, I can't run the risk of ruining some of my main combos and the only way to mitigates its effects when necessary are by either sacrificing to a tutor ( Eldritch Evolution / Natural Order ) or bouncing with Temur Sabertooth , none of which seem like practical choices if I am ever in a situation where I need to break parity to win. It makes me sad, but I will revisit this again at a later point.

Prismatic Vista - This is one is more of a low impact decision. Only hurting us if Root Maze is ill-timed. I'm was little indifferent about this one to be honest, so I wanted to hear arguments on both sides. dingusdingo was kind enough to convince me.

Dingodingus' reasoning Show

With War of the Spark completely spoiled, I am delighted to say major changes have been made. I'm happy to say the deck is currently in its most completed stage and the strongest it's ever been. On that note: I will be laying off of it for a bit and take a break because the amount of time I take obsessing over this deck is bordering on unhealthy. I will be here to answer any and all questions, but I am going to stop brewing it until Modern Horizons spoiler season begins. Hope you guys like the changes and thank you all for the support! <3

Custom Categories added! Outlets section and a No-Bounce-Needed Kill Loop has been added to the Kill Loops (Win-Cons) section.

Cloudstone Curio : It's sad to say goodbye to what was considered an absolutely necessary card. RIP, Cloudstone Curio you will be missed. The purpose behind Cloudstone Curio was to use it as a back-up plan if Temur Sabertooth ever got removed before he could ever get into play or if he was Trickbinded and removed.The way we used to pivot to it was by drawing as much as possible, which was effective in most cases. There were moments where drawing into Cloudstone Curio often meant we were poised to win without ever worrying about tutoring Temur Sabertooth . It proved to be very effective when it came up, however, the deck has evolved in a matter to where achieving infinite mana is possible without the use of bounces. Making the bounces to be better used to end the actual game. Now we can win without bounces using Primal Command + Eternal Witness + Beast Within loops, to find out how you can check out the loop explanation in the Kill Loops (Win-cons) section.

Elvish Archdruid : I almost never need him, unless I am looking for a random 3-drop elf, he does help Marwyn, the Nurterer, but ultimately we don't care. We already have 5 Big Mana dorks and other ways of going infinite with mana without needing him.

Wirewood Lodge : With Elvish Archdruid gone, that leaves us with only 3 viable targets for this land, making it too narrow, so I opted to take the land out for an actual card and drop the land count to 30, which is probably the lowest I will go.

Finale of Devastation : In the place of Cloudstone Curio , we get a tutor to further facilitate our combo. Another Green Sun's Zenith that digs the graveyard, does everything our deck could possibly ever want in a tutor. Having another Haste enabler in the deck is also a nice back up to Thousand-Year Elixir and for those who keep asking for Craterhoof Behemoth , there you have it. Now the deck has an alternative combat win.

Root Maze : The inclusion of this card is long overdue and since its been in, it's been ridiculously oppressive, while remaining super easy to break parity with it.

Vivien's Arkbow : RNG Yisan. Turns our dead draws into board advantage without giving away any information. Another way of bringing out creatures without worrying about them getting countered and with our low curve, the most we have to spend on average is 4 to hit the majority of our worthwhile targets.

Once again, the combos Yeva enables never cease to amaze me. So, Blighted Woodland has been removed. Blighted used to be in to net us the extra land we needed to keep looping Mouth of Ronom with Crop Rotation . Turns out the deck could do that all along using Chord of Calling to get Dryad Arbor .

Currently Testing:

Emergence Zone in (Woodland's slot)

The ability to cheat in anything opens the final door the deck has had no access to, hopefully this card isn't a "fun" card and it's something the deck makes complete use of... as it should. I believe this land is perfect in the deck, but I still need way more testing. I've played 3 games with it and it hasn't shown up. Crop Rotation still going for Gaea's Cradle , of course.

Primal Command in Brutalizer Exarch 's slot.

It does everything Exarch does for one less mana, but the tutor sends it to your hand and a gy reset is comforting when E-Wit and Noxious were carrying all that weight.

EDIT: It may be a little premature, but I won a game thanks to Primal Command on the first night trying it, it was also a situation where Brutalizer Exarch would've been a dead draw. Safe to say, I love the card, will post updates regarding this swap on this update until the change is final (though, it might be). If Emergence Zone ends up being a main part of the deck, Primal stands to be even stronger.

- Mosswort Bridge is out and replaced with another Forest . I promised myself that if it ever screwed me out of a game, I would take it out. Last night was that night. Genesis Hydra fulfills its role anyway.
During the deck's inception I refrained from using these updates since it would've blown up people's inbox while I was constantly making changes. Currently the deck is what I deem to be most completed version for the time being. I will be using these updates from now on, but keep the subsection as it tells an intricate timeline of how the deck got to how it is now. I also promise that these updates will not be made unless a change to the actual decklist is made with the changes' reasoning

Every section has been polished to be aesthetically easier to digest. Specifically the combo lines have had each of the combo pieces' name shortened for clarity, while maintaining a link to the card to remain informational.

Special thanks to scotchtapedsleeves for helping my page looks super dope, though my tinkering has caused it to stop working from time to time, so if you don't see the wallpaper, it's probably my fault.

Yeva Draw-Grow is born.

  • 12/03/18: After getting in contact with ShaperSavant he helped me refine the rough edges of the deck, please refer to the change-log. Tappedout deck will be updated shortly.

  • 12/05/18: I have uploaded the deck to Tappedout. The deck will be submitted for Tier Evaluation as soon as the new Ravnica Set is completely spoiled. I would like to see what Simic and Gruul can bring us. 

  • 12/07/18: Still working on making this guide more aesthetically appealing all while being as informative as possible. Lands description coming soon and a "Why Yeva?" section.

  • 12/10/18: Touch of Vitae is coming out for Thousand-Year Elixir Elixir is basically another Earthcraft effect and fulfills the same niche Vitae was filling. In fact, more often than not, when I was popping off I had already won and the Vitae was just a win-more effect. I never actually got a draw out of it so that part is irrelevant. Elixir also gives us an untap, which is NOT negligible in our deck. Currently trying to find a slot for Birchlore Rangers Last but not least, "Why Yeva" section and Lands description should be up by tonight, sorry guys! Smash Ultimate took up my whole Friday and Sunday.

  • 12/12/18: "Why Yeva?" Section is up. Lands Description and Maybeboard incoming, some time today or tomorrow. Sorry for not fulfilling my last deadline, personal matters came in between me and spreading my love for Yeva. Fixed a lot of grammar, added more details to every section including, but not limited to the Weakness Section and Back Story

  • 12/13/18: Citanul Hierophants and Nullmage Shepherd have been removed. Citanul was a pretty easy cut for Birchlore Rangers lowering the average cmc, while being able to use the effect without summoning sickness. Nullmage Shepherd was a little difficult, since Torpor Orb is thing... a scary thing, however we still get an elf with Beast Whisperer that can bypass torpor orb and could hopefully allow us to find our Nature's Claim or Beast Within If this fails, I will find room for Caustic Caterpillar or a Natural State

  • 12/19/18: After a lot of hours put into the deck, only a couple of things seemed to be the deck's shortcomings, which were card advantage and disruption. So, on that note we're trying out:

    • IN: Skullclamp OUT: Grim Monolith Given the amount of ramp we've added, Grim has been staying tapped and with a lack of luster, I rather turn my dorks into 1 mana/draw 2.
    • IN: Runic Armasaur OUT: Polukranos, World Eater This one is going to take some testing still, since it's very niche, outside of its combo, Polukranos doesn't do much, so he's coming out for something that could net me card advantage.
    • IN: Somberwald Stag OUT: Ambush Commander This one hurt, a lot. The stag is in, since it effectively replaces the Kamahl and Polukranos combo once we start looping it with the cat. While I will miss Ambush Commander, he might come back if I find another slot for it eventually.
  • 12/21/18: Runic Armasaur removed for Ambush Commander This was a difficult decision, but Ambush is just WAAAAY too much of an asset to the deck.

  • 12/31/18: Runic Armasaur came in the mail and I felt bad not having a spot for him, so I decided to swap out Wood Elves for the dino. Needless to say it was a house. It a