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Run the most competitive list for Yeva, Nature's Herald . Win on any turn, control the game, and do it all in Mono-Green.

Yeva Top 6 the cEDH Timetwisted Tournament 4, below is Day 1 Round 3 (bottom left; Yeva is cut off).

Break down of the win, which starts at 4:54:35:


This is arguably the most complex mono-green deck in the format, very few players can properly pilot this deck to its true value, if you master it, you will steal many unsuspecting games.

Discord Link here! A resource to find out what changes are coming or being considered, how to pilot the deck, mulligans, budget/meta-swaps, or when I will be playing it.

For about $300, the budget variant is only a turn or two slower: Yeva Draw-Grow (Budget).

Introduction

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 5-6 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 an infinite mana dork, nykthos, or cradle with crop. 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 an infinite mana dork forcing them to have to use their early turns dealing with it, since the deck can usually win if just a single infinite mana dork makes it through Summoning Sickness and the deck always throws you a back up. Once you have your infinite 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 and long turns or stacks.
  • You like toolbox decks, that can answer a lot of different threats.
  • You like winning on any turn or phase, even in response to an opposing win!
  • You don't mind waiting on the perfect opportunity to strike.
  • You think combat damage is boring in green.
  • You don't mind saying "in response" and "end of turn".
  • You don't mind memorizing a whole deck.
  • You want to remember what it was like to play Prophet of Kruphix  in EDH!

This deck isn't for you if:

  • You like casting spells on your turn.
  • You like short, fast turns.
  • You don't like infinite combos.
  • You don't like shuffling or tutoring.
  • You enjoy combat damage based wins.
  • You don't like responding to spells or playing reactively.
  • You enjoy playing multiple colors, or different colors!

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.

Make sure you know the deck in and out, learn the tutor chains, recursion loops, infinite combos, and specific cards like Survival of the Fittest , Yisan, Wanderer Bard, and Eternal Witness .

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 Selvala, Heart of the Wilds 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. Allosaurus Shepherd can eat a hostile counterspell off the stack while creating a save zone to resolves our 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 instant speed tutors like Summoner's Pact , Worldly Tutor (with cantrip), 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 scotchtapedsleeves.

Link to Iansisle's Yeva list

No individual matchup is terrible for Yeva, it has a vast majority of matchups well-thought-out and built against already, and further information on meta calls for those decks as well as a variety of additional options of gameplans against them are available!

Matchups involving an entire, or nearly entire table of fast, nonblue, uninteractive decks at the table are the worst possible Matchups. We can often handle farm and artifact decks quite well, however with no blue decks at the table, and non-blue turbo decks, it's increasingly hard to win the game with this deck, as Yeva is slower.

Cards to be wary of:

The deck is well equipped to deal with these if necessary, but they certainly throttle the deck until the answer is drawn or looked for.

Card Selection

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 it's safe to power these out early if 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.

  • Circle of Dreams Druid : Cradle on an elf body? Need I say more?

  • Selvala, Heart of the Wilds : With her we don't need a mass field to pop off, just a big beat stick for Selvala. Also draws us cards since we can respond to big bodies by casting our own.

  • Argothian Elder : This guy and Ashaya, Heart of the Wild alone are infinite mana once the Elder doesn't have Summoning Sickness. It can also go off using Temur Sabertooth and Kogla, the Titan Ape lines using Wirewood Symbiote or Hyrax Tower Scout with a Cradle land out. Last but not least, it can also go infinite with Wirewood Lodge and any land producing 2 green plus.

  • Hope Tender : Same as Argothian Elder and Ashaya, Soul of the Wilds with the exception of needing a creature-land producing 2 mana. Ancient Tomb works as well, but gives you as much mana as you can afford to pay life. Tender also works with Temur Sabertooth and Kogla, the Titan Ape and a Cradle land out.  

  • 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

  • Destiny Spinner : 2 mana for blanket protections against counters for your creatures and enchantments, while also being able to animate Gaea's Cradle or Nykthos, Shrine to Nyx , effectively making them a big mana dork that can be untapped with creature untappers. Honestly, this card deserves a thank you letter to wizards. This card ensures that we can TRULY win at instant speed. You see, before this card was printed we were bound by Summoning Sickness(SS). If we had an infinite dork with SS out when we draw out off of a Heartwood Storyteller , we had to jerry-rig a way to give the creature haste. Usually, it was very mana intensive hail maries in the form of Genesis Hydra looking for Thousand-Year Elixir or Crop Rotation into Emergence Zone to play out the elixir or Finale of Devastation . Again, very MANA INTENSIVE and not very feasible. In comes Destiny Spinner , which turns our Gaea's Cradle into a hasty mana dork even if it just came in with Crop Rotation . Which means, it takes a total of 6 mana to flash in a hasty infinite dork(bonus points if you manage to make a couple of counters fizzle); add an untapper and you got yourself a storm going on.

I tried to fit in every viable tutor in the deck. From extensive testing, I have found that Ashaya, Soul of the Wild or Temur Sabertooth are 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 either of them 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 Worldly Tutor , Green Sun's Zenith , and card:Elritch Evolution 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 Eternal Witness using her to get the tutor and then looking for the Temur Sabertooth 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  : 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.

  • Heartwood Storyteller : Mystic Remora on a stick for the table. This card is insane. This decision was actually quite tough for me, but upon winning against an Urza who used Timetwister , I realized he spent three mana to get blown out. If cEDH has room for symmetrical effects that could possibly lose them the game, I thought to myself; Why not this? We always have an advantage as we can spring a boardstate at any moment. Now, using this card is a little difficult and its success usually stems from waiting until you've successfully set up an infinite mana dork or a big enough boardstate that Crop Rotation can give us a good Gaea's Cradle . Heartwood becomes a ridiculous Mystical Remora that helps your opponents find answers to what you can't deal with.

  • Glademuse : The symmetrical aspect of this card falls in line with Heartwood Storyteller 's logic, though this is somehow better as we can keep the more threatening player from drawing by waiting for their turn to pop off only leaving two other players to reap the rewards. Like Heartwood Storyteller , timing is everything, but a cantrip for evertything we play outside of our turn is insane.

  • 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.

  • Return of the Wildspeaker : Its baseline is draw 4 for 5 mana at instant speed. After that we have Regal Force , Woodland Bellower , Kogla, the Titan Ape , and Ashaya, Soul of the Wild to look forward to.

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

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 Kogla, the Titan Ape and Noxious Revival / Endurance (in a pinch it becomes gravehate).

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 resetting the grave and/or winning if an integral piece is gone for good.

These are the pieces that help you pop off. These guys enable your ability to win, if Ashaya, Soul of the Wild , Temur Sabertooth , and Kogla, the Titan Ape are exiled, you only have combat. 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 exile effects are a common occurrence, consider running Riftsweeper , but as it stands we have enough redundancy to avoid that.

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 some 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 options or I swap them in for specific metas. Everything here furthers the deck, but is superfluous in the grand scheme of things.

  • 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.

  • 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 hits almost everything relevant in a competitive meta.

  • 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 be looped to untap Gaea's Cradle , kill enchantments (not auras), and it's just a one drop. This is one of my pet cards and unfortunately it has to stay that way 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.

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

  • Sylvan Scrying : Another Cradle tutor in a pinch or a utility land if needed.

  • Elvish Guidance : This is basically another infinite 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  : It nets us card advantage and it it's easily transformed by Yeva's ability to sneak in her army before your turn.

Piloting the Deck

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 , Heartwood Storyteller etc. Only play one of your infinite 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 infinite 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

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 ( Reclamation Sage , Fierce Empath etc.) just waiting to be repurposed by cards like Earthcraft or Gaea's Cradle

Once you have that setup, 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 interaction. 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 safely assemble infinite mana. The most common and effective ways to generate infinite mana are Ashaya, Soul of the Wild lines, but we also have Kogla, the Titan Ape / Temur Sabertooth lines as a backups. Once infinite mana is established, we perform a series of loops to either kill the table with Ram Through loops, or our infamous Mikokoro, Center of the Sea mill line. All of these wincons will be fleshed out below.

Ashaya, Soul of the Wild + Argothian Elder + Any Land (creature without summoning sickness):

  1. Tap Argothian Elder targetting itself and another land
  2. Tap said Land for mana.
  3. Repeat from Step 1

Ashaya, Soul of the Wild + Hope Tender + Any Land (creature without summoning sickness) producing 2+ mana:

  1. Tap to exert Hope Tender targetting itself and the 2 mana producing land
  2. Tap said Land for 2+ mana.
  3. Repeat from Step 1

Side Note: The land can be Ancient Tomb , which will make X colorless that can be filtered to green, based on how much life we're comfortable with paying.

Ashaya, Soul of the Wild + Quirion Ranger / Scryb Ranger + Mana dork tapping for 2/3 mana:

  1. Tap creature for 2/3 mana
  2. Play Quirion Ranger / Scryb Ranger for 1/2
  3. Bounce Quirion Ranger / Scryb Ranger to pay for itself to untap mana dork
  4. Repeat from Step 1

This nets us 1 mana every time for infinite. Ashaya making Quirion a forest allows you to bounce itself to reset the "Activate this ability only once each turn".

Ashaya, Soul of the Wild + Quirion Ranger + Lotus Cobra + Any creature without summoning sickness:

  1. Tap creature for 1 mana
  2. Play Quirion Ranger for 1; Landfall gives us one more
  3. Bounce Quirion Ranger to pay for itself to untap mana dork
  4. Repeat from Step 1

This nets us 1 mana every time for infinite.

Ashaya, Soul of the Wild + Quirion Ranger + Earthcraft (obviously a basic is needed):

  1. Tap Ashaya, Soul of the Wild for Earthcraft to net 1 mana
  2. Tap Quirion Ranger for Earthcraft to net another 1 mana
  3. Bounce Quirion Ranger to untap Ashaya, Soul of the Wild
  4. Replay Quirion Ranger
  5. Repeat from Step 1

We're producing 2 mana while it's costing us one per iteration.

Wirewood Lodge + Argothian Elder + Any Land producing 2+ green mana:

  1. Tap Argothian Elder targetting itself Wirewood Lodge and the 2+ green mana producing land.
  2. Tap said Land for 2+ green mana.
  3. Repeat from Step 1

Temur Sabertooth / Kogla, the Titan Ape + Hyrax Tower Scout + Mana dork tapping for 6:

  1. Tap mana dork for 6 mana
  2. Play Hyrax Tower Scout for 3; untap dork
  3. Pay 2  to bounce Hyrax Tower Scout with Temur Sabertooth or Kogla, the Titan Ape ; 1 mana left in pool
  4. Repeat from Step 1

This nets us 1 mana every time for infinite.

Temur Sabertooth + Wirewood Symbiote + 1-Drop Elf + one dork tapping for 5 mana:

  1. Tap a mana dork for 5 mana
  2. Bounce 1-drop Elf with Wirewood Symbiote untapping the mana dork
  3. Pay 2 to bounce Wirewood Symbiote with Temur Sabertooth ; 3 in pool
  4. Use 2 mana play  Wirewood 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 Wirewood 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 mana dork would have to tap for 6/7/8/9 mana accordingly.

Temur Sabertooth + Quirion Ranger / Scryb Ranger + Sakura-Tribe Scout + Yavimaya, Cradle of Growth + Cradle/Nykthos tapping for 4/5+ mana:

  1. Tap Gaea's Cradle 4/5 mana
  2. Bounce Gaea's Cradle with Quirion Ranger / Scryb Ranger untapping the Sakura-Tribe Scout
  3. Pay 2 to bounce Quirion Ranger / Scryb Ranger with Temur Sabertooth ; 2/3 in pool
  4. Use 1/2 mana play  Quirion Ranger / Scryb Ranger ; 1/1 in pool
  5. Tap Sakura-Tribe Scout to bring back the Gaea's Cradle .
  6. Repeat from step one.

Note: Returning the land is the cost, so you're able to respond to the untap on the stack with the land in hand if Sakura-Tribe Scout is already untapped. This is optimal, as it nets you more mana and doesn't let an untap go to waste. Also, Nykthos, Shrine to Nyx works for all of these lines as well, just add 2 more to the over all cost of each line to account for its activation. Ex. Nykthos needs to tap for 6 for the Quirion variant and 7 for the Scryb one

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 Kogla, the Titan Ape for infinite bounces/untaps.

Bounce Outlets

Beast Whisperer / Glademuse : This one requires that you bounce any random creature repeatedly to get draw triggers off of it. These work with Ashaya, Temur, and Kogla lines since most of them all require infinite casts.

Regal Force : The is one draws you the deck with infinite bounces, try to draw until you reach a more efficient outlet to continue without the possibility of decking yourself out. 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 , but be mindful of their location as combo lands ( Emergence Zone / Mikokoro, Center of the Sea are best in the deck, graveyard, or field when going off).

Eternal Witness : This card is one of my favorite infinite bouncers as it can give you infinite tutors or draw ( Return of the Wildspeaker ) The only tutor it can't loop is Green Sun's Zenith or Eldritch Evolution .

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. It needs to be Temur Sabertooth bouncing Kogla, the Titan Ape or Ashaya, Soul of the Wild . (see below why not Woodland Bellower )

Woodland Bellower : This one can be tutor chained to get anything OR get Duskwatch Recruiter   and that's all she wrote, or Eternal Witness for Duskwatch Recruiter   if it is dead.

Infinite Mana Outlets

Duskwatch Recruiter  : Dig for and cast every creature in the deck. Best outlet in the deck, and because of this any and every other outlet is trying to get to this outlet to wrap out the game.

Survival of the Fittest : With just one creature, you can start a tutor chain. We go for Duskwatch Recruiter   or a way to get it back if it's in the Graveyard

Mikokoro, Center of the Sea + Argothian Elder / Hope Tender : These require infinite untaps, but that's typically how we got here. We like to stop doing this the second we find a better outlet, as we could get interrupted by interaction. So stop at Duskwatch Recruiter   or a tutor that can get him.

Temur Sabertooth / Kogla, the Titan Ape + Eternal Witness / Endurance (draw engine needed to keep finding Ram Through ) + Destiny Spinner + Ashaya, Soul of the Wild + Return of the Wildspeaker + Ram Through = Kill the table

  1. Use Destiny Spinner 's effect on any nonhuman creature with Ashaya, Soul of the Wild on the field.
  2. Use Temur Sabertooth / Kogla, the Titan Ape + Eternal Witness loops to infinitely use Return of the Wildspeaker 's buff effect.
  3. Use Ram Through using the creature Destiny Spinner gave trample to kill a player.
  4. Use Temur Sabertooth / Kogla, the Titan Ape + Eternal Witness loops to get back Ram Through .
  5. Repeat from Step 1

If they don't have a creature to hit with Ram Through , give them one with Beast Within . If we lost access to Return of the Wildspeaker , we can Emergence Zone + Finale of Devastation for infinite p/t as well

If we lose access to Ram Through we pivot to our mill line (I recommend getting under Allosauraus Shepherd and Veil of Summer / Autumn's Veil for this one):

Temur Sabertooth / Kogla, the Titan Ape + Eternal Witness + Noxious Revival + Crop Rotation + Mikokoro, Center of the Sea (Field, Graveyard, or Deck) = Mill the table

  1. Tap for Mikokoro, Center of the Sea 's effect
  2. Sac it to Crop Rotation for any land
  3. Use Noxious Revival to return Mikokoro, Center of the Sea to top
  4. Use Temur Sabertooth + Eternal Witness loops to get back Noxious Revival and Crop Rotation
  5. Crop Rotation to get Mikokoro, Center of the Sea
  6. Repeat from Step 1

If Mikokoro, Center of the Sea is stuck in your hand, you can use Crop Rotation for Emergence Zone to be able to play Mox Diamond and discard it (if Mox Diamond is on the field, destroy it then Eternal Witness / Noxious Revival (with a draw) for it. Last but least, with Ashaya, Soul of the Wild and Destiny Spinner / Kamahl’s Will we can give Sakura-Tribe Scout haste to put Mikokoro, Center of the Sea onto the battle field. Noxious Revival can also be Endurance here.

We can loop Endurance , Noxious Revival or Green Sun's Zenith 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, Argothian Elder or Hope Tender with infinite untaps and Mikokoro, Center of the Sea achieve the same thing. Without needing the Crop Rotation except to tutor the Mikokoro, Center of the Sea 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 / Endurance 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, Nature's Herald . For everything else, you have Emergence Zone

Suggestions

Updates Add

Ashaya just keeps reshaping this deck into something stronger and faster each time... it's gotten quite nutty. With this update we're going even further into speed and sideways synergy. Also a couple of new lines and another way to deal with Hullbreacher or Opposition Agent at instant speed.

MH2 (small update, sorta):

Ashaya just put the deck in overdrive and Legends came here to further that. Speed is this updates theme as we remove costly spells for more ramp and removal in the advent of Opposition Agent and Hullbreacher , while adding more sideways synergy!

Last, but not least! I entered Yeva at the cEDH Timetwisted Tournament 4 and made it all the way to Top 6! I managed to win on top of a Kess, Dissident Mage and Korvold, Fae-Cursed King . I have included the gameplay of the latter in the primer.

Well, thanks again Wizards for breaking the deck. With this update, we're going to move further away from its reliance on artifacts for the sake of consistency and lack of dead draws on our opponents' turns (MOAR CREATURES!). This is a big one folks, so settle in:

  • Scryb Ranger : This card has been hovering around since the deck's creation and now Ashaya makes him essential. On top of all the general applications, Ashaya, Soul of the Wild making it a forest allows us to bounce it for its untap cost giving us an infinite 2 mana untapper at instant speed. That means that any dork that produces 3 mana or more go infinite and if we have Glademuse / Beast Whisperer we can even go infinite if the dork only produces 2 mana by drawing out the deck (which is enough mana for Crop Rotation and Allosaurus Shepherd ). For this we're removing Umbral Mantle, which sure... it goes infinite, but we don't have a mana dork in the command zone, it gets hit by Collector Ouphe, doesn't do anything for our storm turn, and we can't tutor it.

  • Skullwinder : Time to get ostracized by the all-knowing cEDH community, but this is going to replace Staff of Domination . Yet another artifact we can't cast at instant speed and the point still stands: We don't have a mana dork in the command zone, we have a flash enabler for green creatures. Now, I've fought tooth-and-nail to prove that Heartwood Storyteller is phenomenal. It still is, in fact, it is so good that it made me realize that we ACTUALLY like giving our opponents cards. It seems to lull them into a false sense of security, it also allows us to give them counters to stuff we can't deal with. Our instant speed lines all require Shaman of Forgotte Ways and Eternal Witness , so this gives us just another contingency and a piece of "interaction".

  • Ashaya, Soul of the Wild : This will be replacing Thousand-Year Elixir . Yep, you read that right... Ashaya has replaced our haste enabler. Ashaya lets us survive nonland hate at instant speed ( Cyclonic Rift , Abrupt Decay , etc.). The creatures we've had out become mana dorks since Ashaya is just an instant speed Cryptolith Rite which can open the door to some Great Oak Guardian lines. It also gives our Rangers ( Quirion Ranger / Scryb Ranger ) the ability to bounce themselves for the untap effect, effectively resetting their "activate this ability only once each turn". Now for my favorite part, since Ashaya turns all of our creatures into lands Destiny Spinner can "animate(lol)" them with Haste and Trample. So we still keep our Shaman of Forgotten Ways lines, except now can even be an infinite mana dork with Quirion Ranger and Ashaya, Soul of the Wild . 10/3/2020: I feel like a complete ass and I am so sorry I forgot to credit who helped me notice the haste enabling. Thank you Strayapts so much for opening the floodgates to the move away from artifacts.

  • Hyrax Tower Scout : Cloudstone Curio has met its end. At 3 mana we get a tutorable untap to keep the storm going, something we couldn't do when we'd draw Curio. We'll back this up further with the next card.

  • Kogla, the Titan Ape : It's sad to say it, but goodbye Genesis Hydra . We typically tried to make X = 4, maybe 6/7 and it was typically to get one of the above-mentioned artifacts. Now we can actually get a 6 drop that is just the biggest multi-faceted value piece we could ever want, it kills creatures, artifacts, and enchantments. And it combos with Hyrax Tower Scout giving us a tutorable contingency plan as opposed to the random nature of artifacts in monogreen.

  • Return of the Wildspeaker : This one is sketch, but we're removing Sylvan Scrying . I absolutely love getting Gaea's Cradle with it, so we might revisit this, but in another slot cause Return of the Wildspeaker is craaaaaazy. At its worst, we can get 4 cards at instant speed at its best it can hit a huge Ashaya or Kogla. Also an amazing Eternal Witness / Skullwinder target.