Run the most competitive list for Yeva, Nature's Herald. Win on the stack, 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 the most complex mono-green deck in the format and 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. We ramp into Stax pieces that slow the game down as well as creatures that net you card advantage and leave bodies behind that 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" A LOT.
  • You don't mind memorizing a whole deck. (Seriously necessary)
  • 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 shuffling or tutoring.
  • You don't like playing reactively.
  • You enjoy playing multiple colors, or different colors!
  • You don't mind being the underdog

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 Circle of Dreams Druid 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 lets on. 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 creatures as instant speed answers. Cards like Reclamation Sage can blow up a combo piece when it otherwise couldn't. Manglehorn and Collector Ouphe can be flashed in to nullify fast rocks or a Dockside Extortionist on the stack. Allosaurus Shepherd or Destiny Spinner can eat entire stacks of counterspells stack, while creating a save zone to resolves our combos. Temur Sabertooth and/or Wirewood Symbiote 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 (w/ a cantrip), or Chord of Calling and you have very good toolbox potential to control the game while working towards your endgame.

Tl;dr Unlike traditional green, we can go infinite whenever, and when we do there's nothing on the stack that can stop us from inevitably winning. Because we choose when to win, we can do it when no one can stop us.

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 (i.e Godo, Bandit Warlord). 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 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 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?

  • Karametra's Acolyte: Nykthos on a body? Need I say more? But honestly, yeah this and Circle of Dreams Druid are the best dorks in the list, as both can easily be used in Ashaya lines, Temur lines, and Kogla lines.

  • Argothian Elder: This guy and Ashaya, Soul 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.

  • 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

  • Concordant Crossroads: The second Earthcraft, or BETTER. We already use Yeva to bypass summoning sickness as much as we possibly can, but this allows us to combo off upon resolving those dorks. This card allows the list to storm off terrifyingly quick and enables a whole new array of lines.

  • Destiny Spinner: 2 mana for blanket protections against counters for your creatures and enchantments, while also being able to animate and give Haste to Gaea's Cradle and/or Nykthos, Shrine to Nyx, effectively making them a dork that can be untapped with creature untappers. With Ashaya, Soul of the Wild out we can also give any creature Haste.

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 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 everything we play outside of our turn is insane. Don't try to storm off on your turn if you have this out, correct play is to play anything sorc speed, land, and pass.

  • 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.

  • 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, Noxious Revival/Endurance (in a pinch they becomes gravehate), Destiny Spinner which is basically a 2 mana counter spell to us, and finally Boseiju, Who Endures.

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.

  • Ashaya, Soul of the Wild: Saves us from nonland hate at instant speed, gives us more mana with a built in Cryptolith Rite. Utility aside, by turning our Rangers (Quirion Ranger/Scryb Ranger) into Forests, they can bounce themselves for the untap cost going infinite with any mana dork that produces 2/3 mana. Now, my favorite part: Destiny Spinner effectively gives haste to any creature with Ashaya, Soul of the Wild out.This is Plan A

  • Quirion Ranger: Untap that infinite 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. Or go infinite with Ashaya, Soul of the Wild

  • Scryb Ranger: 2 mana faerie version of the above, with flash and flying.

  • Wirewood Symbiote: untaps like 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. 

  • Hyrax Tower Scout: ETB untap that can go infinite with Temur Sabertooth or Kogla, the Titan Ape.

  • Temur Sabertooth: Used to be a linchpin, now you can be way more careless with it and use it to save your creatures or get value. Helps us get infinite mana with Wirewood Symbiote or Hyrax Tower Scout by bouncing them. Once we have infinite mana we infinitely bounce our ETBs as outlets. This is Plan B

  • Kogla, the Titan Ape: Removal piece that also functions as another Temur Sabertooth with the exception that it can only loop reasonably Hyrax Tower Scout or Eternal Witness, however, unlike the cat Fierce Empath can tutor it. This is Plan C

  • 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 linchpin 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. It's not a combo perse, but 5 mana for infinite turns is something of a combo itself.

Only weird thing that might stand out is the amount of utility lands. Due to being a monogreen list, we need to eke out utility out of every single slot in the list.

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

  • Outland Liberator  : Main list is actively looking to slot this, as it gets rid of so many things but prefers a more grindy games.

  • Vitalize: 1 mana to untap all creatures is game-breaking to us, and the day we switch off of Heartwood, this might just come in,

  • 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.

  • 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 your meta, but with Endurance and Noxious Revival we have more cost effective forms of GY interaction. Only run if it's needed as more of a grind card.

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

  • Tireless Provisioner: It getting hit by Root Maze, Null Rod, Collector Ouphe, and the fact this was 3 mana kept us off this slot. Lotus Cobra has been more than enough, but this is still a worthy include.

  • Sakura-Tribe Scout: Our low land count kept this out of the list, but it still powers out 3 drops on turn 2 with the right hand and adds security to all the land lines.

  • Skullwinder: Another Eternal Witness, but it has the niche effect of giving out opponent's relevant interaction to deal with something we can't on the stack in a pinch.

  • Sylvan Scrying: 2 mana to get a Gaea's Cradle.

Piloting the Deck

For the first 3 turns you should be ramping along with playing any of the cards that yield you card advantage or lock up the board i.e Null Rod, 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 6-8+ 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

This nets us 1 mana every time for infinite.

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 the Ranger 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.

Ashaya, Soul of the Wild + Quirion Ranger + Concordant Crossroads:

  1. Tap Ashaya, Soul of the Wild for green since it has Haste to net 1 mana
  2. Tap Quirion Ranger for green 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 targeting Wirewood Lodge and the 2+ green mana producing land.
  2. Tap said Land for 2+ green mana.
  3. Tap Wirewood Lodge targeting Argothian Elder.
  4. 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.

Ashaya, Soul of the Wild + Quirion Ranger + Mana dork tapping for 1 + Glademuse/Beast Whisperer:

  1. Tap creature for 1 mana
  2. Play Quirion Ranger for 1; Draw a card.
  3. Bounce Quirion Ranger to pay for itself to untap mana dork
  4. Repeat from Step 1

The infamous Mana Neutral line. This nets us 1 card every time for infinite draw. If you're doing this with Quirion, you draw until you hit Elvish Spirit Guide + Lotus Cobra. Return Quirion one more time to get one green then exile Elvish Spirit Guide to cast Lotus Cobra, landfall gives you one green, which you use to recast Quirion Ranger. Now you get 2 mana everytime you resolve Quirion, do this until you make just enough mana to find Scryb Ranger /Temur Sabertooth/Wirewood Symbiote (if it's Beast Whisperer) to bounce the draw engine, so you can get infinite mana without decking out. Keep in mind that any loop that require infinite casts of creatures can technically be a Mana Neutral line so long as you have either Beast Whisperer or Glademuse out.

Concordant Crossroads + Temur Sabertooth/Kogla, the Titan Ape + Karametra's Acolyte:

  1. Tap Karametra's Acolyte for 7 green
  2. Use 2 mana to Bounce Karametra's Acolyte
  3. Use 4 mana to recast Karametra's Acolyte
  4. Repeat from Step 1

This nets us 1 mana every time for infinite. Note that Temur Sabertooth and Concordant Crossroads can also be used the same way with Circle of Dreams Druid making 6 mana, Arbor Elf making 4 mana (w/Yavimaya, Cradle of Growth and Gaea's Cradle/Nykthos, Shrine to Nyx), Argothian Elder making 7 mana (w/Gaea's Cradle and/or Nykthos, Shrine to Nyx), and Priest of Titania making 5 mana.

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).

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 up 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: 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. This is also the Mill Line in effect, so the correct sequence is to put infinite draws on the stack, then let them resolve one by one.

Ulvenwald Tracker + Infinite untaps + Shaman of Forgotten Ways = Kill the table

  1. Use Ulvenwald Tracker's effect to fight every creature. You can use (Yeva, Temur, or Kogla as the fighter)
  2. Activate Shaman of Forgotten Ways

Temur Sabertooth + Kogla, the Titan Ape + Shaman of Forgotten Ways = Kill the table

  1. Cast Kogla, the Titan Ape to fight a creature
  2. Use Temur Sabertooth to bounce Kogla, the Titan Ape
  3. Repeat from Step 1, until all of your opponent's creatures are dead
  4. Activate Shaman of Forgotten Ways

If either Shaman of Forgotten Ways or Ulvenwald Tracker have Summoning Sickness, we can use Destiny Spinner with Ashaya, Soul of the Wilds out to give it Haste. If we lose access to either Destiny Spinner or Ashaya, Soul of the Wilds, we can use Duskwatch Recruiter   to sort the whole list and then draw into Crop Rotation for Emergence Zone, to then be able to cast Finale of Devastation at instant speed.

If we lose access to Shaman of Forgotten Ways we pivot to our Mill Line, for which we have 3 ways to execute. For the Mill Line you should always be under Allosaurus Shepherd and Veil of Summer/Autumn's Veil before execution

The Mill Line aims to loop Mikokoro, Center of the Sea or Geier Reach Sanitarium's effect. The easiest way to reactivate their effects are with:

To prevent ourselves from self-milling we loop the following cards:

To execute the line you first activate the mill land, but before letting it resolve you reset it with another untap. You do this an infinite number of times, but you keep leaving your game state ready to put a whole new set of infinite draw triggers on the stack. This is done in this sequence in the off chance your opponents draw something that can hurt us, however this extremely unlikely as counters can't hurt us. Graveyard triggers from cards like Kozilek, Butcher of Truth or Gaea's Blessing can be responded to with more draw triggers on the stack, rendering them useless. Below you can learn how to do it without Argothian Elder, Destiny Spinner, and/or Arbor Elf (w/ Yavimaya, Cradle of Growth) by looping Crop Rotation.

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, hold priority
  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.

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.

ALL OF THESE LOOPS HAPPEN AT INSTANT SPEED, THANKS TO Yeva, Nature's Herald. For everything else, you have Emergence Zone

Suggestions

Updates Add

Slowing the game down is the priority and winning is all about finding the right pieces. This update is all about increasing the consistency of early game Stax pieces we can slap down, more tutors to find what we actually need, and more mana to make it all happen!

  • Shared Summons: Yeah, Opposition Agent sucks, but we've been able to play around it quite well, and getting 2 pieces is almost assuredly a win with the way the list is currently built. We're losing Return of the Wildspeaker in this slot. We couldn't always guarantee good draws, so we rather pay 5 mana to know what we're getting.

  • Chalice of the Void: Stax are the name of the game and we're mostly playing this out on 2 counters, which stops a whole array of relevant cards that are active threats to us. The list can luckily play through it quite easily thanks to Allosaurus Shepherd, Veil of Summer, Destiny Spinner, Yisan, the Wanderer Bard, and/or Cavern of Souls. For this we're cutting Ram Through, since it gets hit by Chalice of the Void/Thorn of Amethyst and triggers Heartwood Storyteller. Without Return of the Wildspeaker we also don't have a way of infinitely increasing a creature's power and toughness.

  • Shaman of Forgotten Ways: Wow, what a blast from the past! So Shaman is back to inadvertently make up for the loss of Ram Through + Return of the Wildspeaker. This choice stemmed from the fact that the deck already had Eternal Witness to back up the Mill Line for Noxious Revival loops, on top of Green Sun's Zenith loops, AND Endurance loops. The only argument left for Skullwinder was the niche effect of giving an opponent an interaction piece that could be used to stop something we can't, while incredibly awesome in theory, it never showed up in 5 months of testing across all the experienced pilots in the Yeva discord. When the effect was wanted, Eternal Witness was always the searched target. Now, for the cool part, Shaman can go infinite with Ashaya+Quirion, gives us more mana, and gives us a win condition that requires no recursion loops. (win-cons explained in the primer!)

  • Natural Order: It's back, baby!!! Another surefire way to get something we ACTUALLY need onto the board. It can also sacrifice Heartwood Storyteller without putting a trigger on the stack, or sacrificing Glademuse removes it from the field before your opponents get a round of priority. Out goes Elvish Visionary, which has always just been super meh, ngl...

  • Fauna Shaman: So, the list's gotten incredibly compact in terms of lines we can assemble, to a point where EOT Fauna Shaman could very well present a win. In its place we're cutting Once Upon a Time, which was really here for greedy T1 keeps. Every other stage in the game made Once Upon a Time quite lackluster, add Thorn of Amethyst, Chalice of the Void, and Heartwood Storyteller to the mix and this card just starts feeling all-around bad and non-impactful.

  • Lotus Petal: If the name of the game is putting out a Stax piece as early as possible, this ensures we can slap down some of our most oppressive Stax pieces early when they're needed the most. Tireless Provisioner comes out for this. Being affected by Root Maze, Null Rod, and/or Collector Ouphe was super rough. To make matters worse, the 3 mana cost was surprisingly restrictive, prompting us to almost always shoot for Lotus Cobra.

  • Carpet of Flowers: Another classic returning to the list! Since the list's focus has become centered around throttling players with Stax pieces as soon as possible, we want mana as fast as possible, and a lot of it. A resurgence of Islands has also prompted us to re-slot it, which has been giving us 2-3 mana on avg, which is perfect for the new sorc speed Stax and tutor suite. Sylvan Scrying takes the cut since it gets hit by Thorn of Amethyst, Chalice of the Void, and Heartwood Storyteller. It's also a card we can't cast at instant speed, so we rather have something cheaper in this slot to get us our mana quicker.

  • Boseiju, Who Endures: Umm, yes, please?! A way to kill sooooooo many pieces while dodging Counterspells and Rule of Law effects, while only taking up a land slot, THANK YOU, WOTC!!!! Out goes Prismatic Vista cause Root Maze hurts it, Tireless Provisioner is out, it can't fetch Dryad Arbor, and Lotus Cobra isn't justification enough.

  • Karametra's Acolyte: Another blast from the past. This dork is just too good to not be on it in the current variant, it goes off with Kogla lines, Temur lines, and Ashaya lines, while also giving us an exorbant amount of mana. Out goes Selvala, Heart of the Wilds, which only goes off with Kogla and Ashaya lines with a measly 4 mana production on average. The cantrip rarely became relevant too, with the prevalence of Kraum and the one green required to get the mana often became too restrictive.

  • Concordant Crossroads: Whoa... just whoa. This card is so nutty I can't even begin to describe how stupid strong this is and after a ton of deliberation, Jeweled Lotus just isn't THAT great and, well every other slot is actually pretty integral. Summoning Yeva isn't as centric as it seems either. This is basically another Earthcraft and enables storms out of no where. Adds a bunch of new lines too.

  • Sylvan Scrying: Another way to get Cradle, or one of the many lands we can now abuse if we already have Cradle out. Carpet of Flowers has been underperforming for quite some time, especially with the prevalence of alternate multicolored lands. We'll keep an eye out for this one, but for now it's been giving us 1-2 mana when we least need it.

  • Once Upon a Time: While Shared Summons is insanely good, it's incredibly expensive and we're trimming down quite a bit and making our lines way cheaper on the mana angle. OuaT allows us to keep greedy openers, while also hitting 69% of the list (Niccce).

  • Skullwinder: Another Eternal Witness that also lets us give our opponents interaction to stuff we can't deal with. Kamahl’s Will was just another instant speed answer to Hullbreacher that helped our cradle, but it was superfluous and expensive at 4 mana.

  • Tireless Provisioner: Another Lotus Cobra that lets us keep the mana we make and use it when we actually need it. Hope Tender was good, but the minor set up makes it substantially weaker compared to an Elf that can make us go off "without needing Haste".

  • Thorn of Amethyst: Long awaited stax piece. Honestly, this has been needed for quite some time. Anti-Noncreature stax in a creature-based combo deck. Natural Order feels super weird cutting, but that 4 mana and creature sac has been super rough and at sorc speed it is a tad too slow. We'll keep tabs on this, as this card is always missed every time it's cut.

  • Elvish Visionary: Non-threatening, replaces itself, and relevant elf body. It's also a neat little value engine with Wirewood Symbiote or an outlet with Temur Sabertooth. We say goodbye to Sakura-Tribe Scout which is a teensy bit sad, but our land count couldn't justify it and the infinite line was near-impossible to set up.

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):

  • Endurance: Ley Weaver was just unnecessary when we were shooting for Elder almost always, so, short-lived and that's okay. We get Endurance here, better to have an interaction piece against Underworld Breach, Thassa's Oracle, Auriok Salvager, and Reanimator. On top of being a fail-safe for our mill line.

  • Yavimaya, Cradle of Growth: Took out a forest. Makes our Rangers way stronger. Gives a new infinite line outlined in the Infinite Mana Combo section.

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!