introduction

This is my Yisan deck. The deck is built to be very flexible. Changing to suit your opponent, meaning its naturally a difficult deck to pilot. But, it cant be that hard if I can play it. I built this deck to be legal in both 1v1 commander and multiplayer commander, hence the absence of sol rings ect. The deck is built to be played online, for two reasons. Firstly, playing the deck in paper would take hours, because you have to search your library every two seconds, and I can make the deck on a reasonable budget for online.

Ive been working on this deck for a while, I think its quite strong, and is quickly become one of my pet deck. Id love to hear your suggestions on how to improve the deck! I especially like help with the mana curve, at the moment, its a bit all over the place. The main game-plan is to go wide, and then go big.

How to use the deck

To determine whether you should keep your hand is rather easy. You ideally want a way of getting Yisan out on the battlefield by turn two. We want to make our board state as safe as possible as soon as possible, a weakness in most creature decks. Casting Yisan on turn two results in a low likelihood of a counterspell, and, once he is no longer summoning sick, we can use him to tutor for some protection.

The rest of your hand doesnt matter too much, as long as you have 2-3 lands, and a way to get Yisan out by turn two, you should be able to keep.

Yisan is a very strong, and more importantly reliable commander option. Although, he does require a lot of skill to play, and a good sense of timing. You are most likely going to want to use his ability on your opponents end step, allowing you to keep up blockers, and reduce your opponents reaction time for what you just tutored. Using Yisan effectively is easy. Youll need a bunch of mana, and a way to untap Yisan. It gets more complicated when you need to decide whether you should use Yisan ability though. For example:

Occasionally, you can tutor an additional time before your next turn. Lets say you have access to six mana, and have access to a further three from another source, you can use Yisan on your turn to tutor for a creature, then use Quirion Ranger to untap Yisan, and use him again, using all mana, from the six-mana source. Then you pass the turn, with a tapped Yisan, and a source of six mana also tapped. This leaves you more susceptible to attacks. On one of your opponents end steps you can use Quirion Ranger again to untap Yisan, because its a new turn. Enabling you to use Yisan an additional time, before your next turn. You must consider whether its better to have some additional blockers, and mana. Or, if having the ability to tutor an additional time that turn is worth it. Also, you must consider whether you have enough lands to keep up this sequence of untapping with the ranger without slowing down. Finally, you must decide whether its worth it to indefinitely become the arch enemy. Most of the time, an additional activation of Yisan is the way to go however.

To play the deck to its full potential you need to be able to find obscure ways that you can abuse the cards on the battlefield, and be good at maths/ have a calculator (I normally choose the calculator option) to ensure youre maximising Yisans capabilities.

Youre going to want to use Yisan almost every turn, to make the deck more reliable and efficient. With that being said, you should also play out your hand when you can, you may as well make use of the cards youve drawn, and dont just rely on Yisan.

tutor paths

Dont get too excited, but there is an infinite combo the deck can perform, if you can pull it off, its spectacular. Most of the time you cant. The deck isnt built around the combo, hence the absence of tutor. Also, were in green, hence the absence of tutors. However, the combo does exist.

The combo requires a source of haste. Im using Lightning Greaves, Thousand-Year Elixir and Concordant Crossroads You could also use Swiftfoot Boots, however you will need an additional mana to pull the combo off with the boots. Youre going to need a creature that can tap to add mana equal to its CMC and an additional three mana. For example, the easiest option is Priest of Titania with four other elves on the battlefield, meaning she can tap for a total of five mana.

The next step is to use Yisan to tutor for Seeker of Skybreak and Temur Sabertooth then we have effectively won. We can tap our mana dork to produce enough mana to bounce it back to our hand, using Temur Sabertooth then recast the creature, with one mana to spare. This give you infinite mana, and an infinite storm count. Do with that information what you will. With this deck, the best option is to use Yisan to tutor a bunch of creature onto the battlefield. We can use the seeker to untap Yisan, then bounce the seeker back to our hand before recasting it, allowing us to use its ability again with haste. We use the same trick with Yisan, if we want to reset the verse counters on him. We can bounce him back to our hand, before recasting him.

The fastest way to win from this position with Thousand-Year Elixir is to tutor for Kamahl, Fist of Krosa, you can overrun an infinite number of times, with your infinite mana. and attack each opponent with just one creature to win the game. It should happen quick enough for you not to time out. If you have a normal haste effect, you can just tutor a bunch of creatures, before craterhoofing your opponents to death.

Wirewood Symbiote although not infinite, due to its once a turn clause, still has strong synergy with haste, using it as a replacement for the sabretooth.

This strategy requires you to use a tutor line that some would call elf tribal, and they would be right. Its the quickest way we can reliably win with the deck, but its very fragile, having no way to protect itself. With that being said, it can be quick enough to kill your opponents before they have any significant amount of time to react.

The best one drop is Quirion Ranger. In some circumstances, he can ramp us. More importantly though, he can untap Yisan, allowing us to use him multiple times a turn. Dont forget, you can also use his ability on your opponents turn as well.

The best two drop is defiantly Priest of Titania. This is one of our strongest creatures, if youre every facing this deck, and you have the option of killing Yisan or the priest. The answer is usually the priest. We get so much value out of her over the game. There is also an argument to find Scryb Ranger instead of priest at this point, and then at the three slot, find Azusa, Lost but Seeking was less explosive than the elf tutor line, and more vulnerable compared to the protect yourself line. So, I ruthlessly cut her out of the deck.

The third slot is when things are guaranteed to begin getting spicy. We can use Yisan to find any elf, most of the time its Reclamation Sage to deal with an artifact /enchantment, or Elvish Archdruid. Archdruid seems very good, but in reality, we only need six mana a turn, to activate Yisan twice. we which we can get from the three mana weve used already used to cast Yisan, and our priest, now with three elves on the battlefield. He can be useful to help play the other cards from your hand though, so Ill give him that. In 1v1 he is better, because he can allow you to use Yisan an additional time before your next turn, in multiplayer, you dont need that additional tutor to be on track to kill your opponents, in 1v1 it helps a bunch. Anyway, we now have three elves on the battlefield as a minimum, and we have the three mana we have use to cast Yisan as a minimum. We use three mana to tutor with Yisan, finding the three slot. Then we use Quirion Ranger to untap Yisan, before using Priest of Titania to activate Yisan again. At this point were going to most likely become the arch enemy at a multiplayer game, activating Yisan twice a turn, at a minimum. So, ensure you have a board state that can keep you safe.

For the forth drop, mostly just take whatever you fancy. Karametra's Acolyte can help you if a mana dork has died, or you need an absurd amount of mana for whatever reason. No judgment here promise. Oracle of Mul Daya is another good option if youve used Quirion Ranger too much, like usually do, and need some more lands on the board to bounce them back. Hes effectively another version of Azusa, Lost but Seeking in the deck, but at a more convenient CMC. Yeva, Nature's Herald is surprisingly useful, when you dont want to leave your defences down, but you also want to cast creatures in your hand, to increase your creature count Yeve to the rescue.

At the five-mana slot the best option is to go with Seedborn Muse, meaning we can effectively have an additional turn in between our opponents turns. However, if youre expecting a board wipe soon, a better option is to go with Whisperwood Elemental. We can sack it in response to a board wipe, minimizing the impact, and occasionally even helping us, depending on what we get.

The sixth slot is very flexible. If you didnt find Seedborn Muse at the five slot, Great Oak Guardian is an acceptable replacement, untapping all your creatures, and letting your opponents see first-hand why we chose to use the Yisan as our super commander of awesomeness, tutoring an additional time in the same turn again. Kamahl, Fist of Krosa is another valid option, he can fulfil two purposes. Firstly, he can act as a win-con, with his overrun abilitys, and he can also act as board-wipe hate. Turning your opponents lands into creatures, that immediately die to their own board wipe. hilarious. Woodland Bellower is my personal favourite option at this point, allowing you to cheat out a card. I believe the best option for this ability is to find Shaman of Forgotten Ways, If youre already the arch enemy, why not? Hes especially useful at killing pillow fort players you cannot attack.

The best seven drop is almost always Hornet Queen, she give us protection from most creatures, and ups our creature count by a significant amount. Regal Force is mostly included to tutor for if the queen isnt in our library for whatever reason, and we dont want to lose value on our Yisan triggers.

This is where the game ends, congratulations on ruthlessly killing your opponents. All bow down to the mighty Craterhoof Behemoth because why have an original win-con when we can Craterhoof all our enemies at once.

If youre going up against a deck with large amounts of removal, most creature heavy decks would be scared, but not the all-powerful Yisan. Firstly, youre going to want to keep a land / ramp heavy hand.

With the first tutor with Yisan, Id recommend finding one of the more expensive cards in the deck, Sylvan Safekeeper. Sacking a land to keep our vital creatures safe from signal target removal is all ok in my books. It can set us back a bit. But, if you kept a hand with a lot of ramp, or lands, it shouldnt disturb you too much.

Normally, for the second tutor with Yisan, youd normally go with Priest of Titania, to gain access a bunch of mana. However, were not going to be capable generating many elves with this tutor line. Thus, the better option is Scryb Ranger, providing you the ability to untap Yisan, thereby allowing you access to use Yisan multiple times a turn.

The third tutor is quite flexible. I personally enjoy finding Omnath, Locus of Mana and use him as a mana store, to prepare for an upcoming explosive turn. He is a big threat for most people, so you may become more of a target, depending on the board state. The same is true with Shaman of Forgotten Ways. We can cheat both of these creatures onto the battlefield later, so the safest option is most likely to go with Reclamation Sage, although not always being as impactful, it occasionally may be your best option, if youre wanting to stay a minimal threat. In 1v1 Id most likely just take whatever suits the occasion most, no need to wonder how it will affect your opponents view of you.

The fourth drop is the most impactful for this tutor path. Karametra's Acolyte. is going to give us a good chance that to win the game This card will guarantee that we can use Yisan multiple times a turn with scryab ranger also in play, resulting in the next few tutors happening very quickly, and at this point youll quickly becoming the arch enemy in a multiplayer game.

At the five-mana slot the best option is to go with Seedborn Muse, meaning we can effectively have an additional turn in between our opponents turns. However, if youre expecting a board wipe soon, a better option is to go with Whisperwood Elemental. We can sack it in response to a board wipe, minimizing the impact, and occasionally even helping us, depending on what we get.

The sixth slot is very flexible. If you didnt find Seedborn Muse at the five slot, Great Oak Guardian is an acceptable replacement, untapping all your creatures, and letting your opponents see first-hand why we chose to use the Yisan as our super commander of awesomeness, tutoring an additional time in the same turn again. Kamahl, Fist of Krosa is another valid option, he can fulfil two purposes. Firstly, he can act as a win-con, with his overrun abilitys, and he can also act as board-wipe hate. Turning your opponents lands into creatures, that immediately die to their own board wipe. hilarious. Woodland Bellower is my personal favourite option at this point, allowing you to cheat out a card. I believe the best option for this ability is to find Shaman of Forgotten Ways, If youre already the arch enemy, why not? Hes especially useful at killing pillow fort players you cannot attack.

The best seven drop is almost always Hornet Queen, she give us protection from most creatures, and ups our creature count by a significant amount. Regal Force is mostly included to tutor for if the queen isnt in our library for whatever reason, and we dont want to lose value on our Yisan triggers.

This is where the game ends, congratulations on ruthlessly killing your opponents. All bow down to the mighty Craterhoof Behemoth because why have an original win-con when we can Craterhoof all our enemies at once.

answers to questions you probably dont have

Some cards in the deck may need some explaining, so here we go

We have Dryad Arbor as another way of casting Yisan on turn two. We can us Green Sun's Zenith for a signal green to tutor for arbor ramping us, however we dont want to draw it, it asks effectively as a tap-land, because of summoning sickness, with that being said, it also ups our creature count.

Scavenging Ooze is tutor-able graveyard hate, occasionally hard countering your opponent(s).

We also have a staxs package, because it doesnt affect us too much once we get going, so why not? With that being said, you must be careful when you play your staxs effects.

Tajuru Preserver can rarely shut down a large component of an opponents deck, making it a powerful card.

We have Eldritch Evolution and Birthing Pod because our deck coincidentally is built for them.

Eternal Witness is used to bring back something important from the grave, such as a Craterhoof Behemoth thats been caught up in a board wipe/ discarded. We do have Kamahl, Fist of Krosas overrun ability as a fall-back win-con. But, it no-where near as effective.

Fierce Empath to tutor for an additional card from the same CMC bracket, for example, you may want to have both Duplicant and Kamahl, Fist of Krosa on the battlefield, well, the empath can help.

Nullmage Shepherd is very powerful against some popular deck, think of it as a sideboard card, in the main deck.

Acidic Slime is the only land hate in the deck, as well as some other stuff.

Thragtusk can gain us some life when we need it the most, mostly its there because we needed another five drop in case we run out of ones to tutor with Yisan.

Duplicant is very good at removal, when you need it most. It even gets through indestructible.

Regal Force because card draw.

Loaming Shaman if amazballs. If youve been board wiped, and youre back using Yisan, but need to get some of the cards in your graveyard into your library, shaman to the rescue. You could also use him as graveyard hate.

I can see some cards that could be cut, but Im not sure what to replace them with. Id love to hear any suggestions you have.

Nature's Claim I dont think Ive ever cast it, I have tutor-able creatures that can do the same thing.

Wirewood Symbiote its good with haste, but I dont think haste Is common enough in the deck to run it.

Unravel the Aether I never need it, I have creature that can do the same thing, I dont think Ive ever cast it.

Fierce Empath I dont often find myself using it. Its good in theory, giving you guaranteed access to two creatures of the same CMC. But,but because the CMC over six makes it rarely used. If it was five or above, Id be all over it, as it stands, its replicable.

Kamahl, Fist of Krosa Is a fantastic card in theory, in practice I havent had a need to cast it yet. Whisperwood Elemental gives me batter board wipe protection, sooner. Its also not a very good win-con compared to the all mighty Craterhoof.

Umbral Mantle I rarely cast it. It might just be me, not wanting to spend that much mana on that effect, it could be good. Using Yisan four times before your next turn sounds sweet. However, when you do have the spare mana to cast it, I think youll attain the same amount of progress investing that mana into Yisan, over a long period of time its obviously better. But, considering the timings I think Its not necessary.

Thousand-Year Elixir another card I never cast. I just dont want to spend the mana on it, when I wont gain anything from it right away. Its useful for the combo, but, I dont think the combo is strong enough to include a card thats dead in your hand 70% of the time. When its on the battlefield, it has a massive impact, but, I struggle the justification needed to pay the mana, to get it onto the battlefield.

Garruk Wildspeaker I already own this card so I thought Id try him out. The trails did not go well. I like his ramp. I didnt use his minus all too often. His ultimate is strong, but I found myself wanting to keep up my defences until I was sure I could kill someone, usually with a Craterhoof, resulting it me rarely using it. I think a good four mana creature, I can tutor for could take his place, but Im struggling for find one I think is better.

Thragtusk for the most part is useless Life gain Hes there as a fall-back target, if Ive ran out of other creatures in that CMC to tutor for, thats it, for the most part, useless.

Copperhorn Scout can act as a mini Seedborn Muse, one of the best cards in the deck.

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

27 - 0 Rares

20 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.92
Tokens Beast 3/3 G, Insect 1/1 G w/ Flying, Deathtouch, Manifest 2/2 C
Folders original (edh), Edh Deck
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