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Run the most competitive list for Yeva . 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 $200, the budget variant is only a turn or two slower: Yeva Draw-Grow (Budget).


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.

  • 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.

  • 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.  

  • Shaman of Forgotten Ways : This guy used to be a crappy mana dork that eventually ends the game for us. Now with Ashaya, Soul of the Wild and Quirion Ranger we can go infinite, then since Shaman is also a Forest we can filter the creature restricted mana. Once you go infinite, you can pop everyone's creatures and tap Shaman for his Biorhythm effect at instant speed during their turns. We use Ashaya, Soul of the Wild to turn Shaman into a Forest, to then give haste using Destiny Spinner to secure the win on any turn.

  • 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 a blanket counter for your creatures and enchantments, while also animating Gaea's Cradle / Nykthos, Shrine to Nyx . 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 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 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  : 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.

  • Generous Patron : Instant Speed Divination with a body, that can also become a dork. It can also block Tymna the Weaver . Oh yeah, it's also an Elf and gets us Seedborn Muse with Eldritch Evolution . If you somehow lose to a +1/+1 counter, you messed up, bro.

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

  • Heartwood Storyteller : Necropotence on a stick. 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 , 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 (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 ( Rec Sage , Generous Patron 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) ( Hyrax Tower Scout / 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 then using Shaman of Forgotten Ways to kill the table.   

Ashaya + Quirion / Scryb + Mana dork tapping for 2/3 mana:

  1. Tap creature for 2/3 mana
  2. Play Quirion / Scryb for 1/2
  3. Bounce Quirion / Scryb 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". Note: Shaman of Forgotten Ways can be an infinite mana dork with the Ranger since you can filter the creature-restricted mana into regular mana thanks to Ashaya making Shaman a Forest as well.

Ashaya + Quirion + Lotus Cobra + Any creature without summoning sickness:

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

This nets us 1 mana every time for infinite.

Cat / Kogla + 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 Cat or Kogla ; 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 mana dork for 5 mana
  2. Bounce 1-drop Elf with Symbiote untapping the 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 mana dork would have to tap for 6/7/8/9 mana accordingly.

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.

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 : 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.

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   and that's all she wrote, or Eternal Witness for its aforementioned reasoning.

Infinite Mana Outlets

Duskwatch Recruiter  : Dig for and cast every creature in the deck.

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

Mikokoro, Center of the Sea / Geier Reach Sanitarium + Voyaging Satyr : 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.

Fight Loops:  

Once you kill all creatures we use Shaman of Forgotten Ways to kill the table. If Shaman of Forgotten Ways or Ulvenwald Tracker need haste we can look for Ashaya, Soul of the Wild and Destiny Spinner to "animate" them and give them haste. There's also Crop Rotation for Emergence Zone to use Finale of Devastation

If we lose access to Shaman because it was exiled we pivot to our mill line:

Cat / Kogla + E-Wit + Noxious + Crop + Geier Reach / Mikokoro, Center of the Sea (Field, Graveyard, or Deck) = Mill the table

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

If Geier Reach & Mikokoro, Center of the Sea are stuck in your hand, you can use Crop Rotation for Emergence Zone to be able to play Mox Diamond and discard one of them (if Mox Diamond is on the field, destroy it then Noxious for it.

We can use Noxious 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, 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


Updates Add

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.

  • Autumn's Veil : This will replace Caustic Caterpillar , since Torpor Orb isn't as common anymore and we can actually win through it. At one mana we get instant speed protection for our combos, which is what we prefer now. It's not like we need anymore Artifact and Enchantment hate.

  • Turntimber Symbiosis  Flip: In for a forest, as it comes in untapped and it'd be nice to have a hail mary in a grindy situation. Also kinda nice to have a hail mary given the fact that we lost Genesis Hydra . It's also a land that can be pitched to Force of Vigor or Chrome Mox .

  • Elvish Spirit Guide : Mouth of Ronom comes out for this one. Ronom costs 6 mana for 4 damage and the only way to tutor it is with Crop Rotation and let's face it... we're getting Gaea's Cradle with Crop Rotation . Speaking of which, when we're tapped out and drawing our deck thanks to a Heartwood Storyteller or Runic Armasaur we need one green mana for Crop. That's where Elvish Spirit Guide comes in, sure we're losing a land, but it's a land we can't use when drawn into on our opponents' turn.

  • Mikokoro, Center of the Sea : This replaces Yavimaya Hollow . Frankly, it's been underperforming. I rarely use this aside from blocking which rarely happens. Without Genesis Hydra we lost our only way to get lands into the graveyard, so we need another mill line. Also another way of killing the Thassa's Oracle player or giving our opponents' that counter they put on top of their library.

  • Forest : We're going halfsies now, cause why not, we don't need snow covered for anything anymore. That, and Prismatic Vista is coming out since deck-thinning is a joke in EDH and I pay the 8 life 95% of the time with Sylvan and it nonbos with Root Maze . Unlike the other fetches, it doesn't get us Dryad Arbor .

The deck is now entirely contingent on creatures, which is our colors biggest strength. We have Ashaya, Temur and Kogla to help us assemble infinite at any point in the game. Every change made except for 2 lands can be played during an opponent's turn. I have SynergyBuild to eternally thank for how much time he's put into helping me make this update. This deck is effectively a farm deck killer that plays like a Faux Farm, IsoRev, and SushiHulk deck. (Primer will be updated soon to reflect this update)

Just wanted to say thank you all for the love, support, and patience during my sabbatical. I am also happy to say ya boy's back and actively testing again (couple friends were kind enough to continue testing in my absence). Special shout out to Abzkaban, SynergyBuild and of course Soren841 for being awesome examples of the MTG commmunity, their valued input has always been there since the beginning and I am eternally grateful. Onto the changes!! And boy are they exciting cause I am genuinely starting to believe someone at WotC is looking out for Yeva as every set since I've made the deck has given auto-includes. So , the primer itself has been ported to moxfield, don't worry I will not abandon TappedOut. The "Disclaimer" section has been removed, acknowledging this is a Fringe cEDH deck encapsulates everything said in that section.

  • Emerald Medallion out for Destiny Spinner : Medallion only hits 38% of the deck and while that's a nice number, Destiny Spinner protects 47% of the deck while also being a combo piece that solves one of the deck's most crucial flaw (summoning sickness). Turning Gaea's Cradle into a haste mana dork allows us to go infinite without needing our turn to roll around.

  • Compost out for Glademuse : This one's pretty obvious. One's meta contingent, the other's another Beast Whisperer that hits for everything on your opponents' turn.

  • Prowling Serpopard out for Allosaurus Shepherd : Another obvious swap. One drop, uncounterable, elf, and it makes 91% of the deck uncounterable. Last effect could come into play against most damage boardwipes. Thank you very much WotC, someone's looking out for Yeva.

  • Elvish Visionary out for Eldritch Evolution : This was pretty easy, since I've been looking to remove visionary for a while and Eldritch Evolution was sorely missed and quite frankly integral. Sorry for the temporary lapse in judgment there.

  • Lignify out for Tangle Wire : I think the deck's in a very healthy place when it comes to creature removal and Tangle Wire has been exceptional. It inherently breaks parity with itself and its downsides are mitigated by having flash to never lose tempo.

Final thoughts, I've been trying to see if Hyrax Tower Scout and Kogla, the Titan Ape package could be worked in. I could see it relieving Cloudstone Curio of being an unreliable contingency plan by being tutorable. Thoughts?

The good news is that the list is basically the best it could possibly be at the moment. Currently the list is being run as such:

The bad news, due to personal reasons, I am stepping away for a bit. As soon as I sort my stuff out, I will be back on here guys.Thank you for all the support and I am sorry I can't keep this as up to date as I'd like to

The deck is really coming together as a HUGE powerhouse in cEDH metas, and in my observation the more draw/control elements I have the more I can stave off the faster decks for me to catch up. Also an excerpt from Shaper's Yisan list has been added under Yisan's reasoning explaining Double Versing, as I've come to realize not many people know of this mechanic.

Currently being tested (Jan. 28, 2020):

The changes above have been performing exceptionally well, but losing Worldly Tutor and Umbral Mantle feels wrong, so I will continuously keep working on these changes until I find the best option to get the best possible outcome.

  • Fauna Shaman : At some point this just became something to add to the elf count. It doesn't tutor when it comes in and the deck has gotten to a point where I need results the moment the mana investment is made. It's not a bad card, just too slow for what we're doing now.

  • Marwyn, the Nurturer : Redundancy can be superfluous and we have enough big dorks to play for, so we're cutting the one hardest to buff. Cutting Marwyn still leaves us with 5 alternatives to get to our infinite mana and they are easier to set up.

  • Eldritch Evolution : We have plenty of tutors and this one was the best to cut out of the whole bunch, unfortunately. I will be revisiting this as I always do the moment it's missing from the deck, but at the moment as it stands this was just a weaker Natural Order .

  • Skullclamp : Decent draw engine, but it does stall us out a bit and it usually sets us back if we don't draw into something that mitigates our loss. One less thing for Ouphe to hit.

  • Compost : Another draw engine. I hope this goes without saying that it's meta contingent, so feel free to run anything else you'd like in its place if Black isn't prevalent in your meta.

  • Lignify : Coming back as I promised since we need all the interaction we can get, especially as cost efficient as this is and it deals with our biggest problem: Creatures.

  • Collector Ouphe : Instant speed Null Rod that can stop Isochron Scepter and many artifact based decks. This only hits 8% of the deck.

  • Heartwood Storyteller : I tested this for a month straight and I've won every game it's been out. This card turns the game upside down, but we always have instant speed up our sleeve. It's also another answer to Isochron Scepter as we and two players get to go infinite along with them, so if you don't find an answer they will. If this is on the field with just one big mana dork without summoning sickness, you practically have an Ad Nauseam ready to pop off. You should be 100% okay with giving your opponents answers as you should aim to win when they've exhausted all of their resources. The more of the deck you see the more inevitable it becomes that you can win the game at any point.

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