“The Llanowar is a dangerous region, Captain. They have a decree for trespassers: ‘One bone broken for every twig snapped underfoot’.” “These forest inhabitants are foolish! They may be big, but their brains are the size of a peanut!” The sounds of crumbling foliage echo through the forest.
“But Captain…” “SILENCE! We will conquer this land! We will mutilate these filthy creatures! And we will rule the….” The ground starts to shake underneath the crew’s feet. “What the…” The barks and gnarls of a hundred trampling Llanowar inhabitants are heard throughout the whole plane as the bones of the crew are crushed underfoot. The second decree of the Llanowar Forest: “An army can be called in a blink of an eye. Best Not Blink”
Hello, my name is Kevin, but my username when playing Magic is KoDiamonds. I first got introduced to Magic in middle school, which was during the Invasion block. It was all kitchen table Magic and I never really paid attention to the game as a whole. Then, I got more into Magic around the Kamigawa/ Ravnica block and was a 60-card casual enthusiast. I only had one deck, which was a mono-green beatdown deck. Green is my favorite color in Magic because in a game that consists of Blue’s Telepathy, Red’s Fire, Black’s Witchery, and White’s God-like Powers, all Green needs is a big stick. Throughout the years since that era, I would check out the new green cards in upcoming sets and occasionally make changes to my lone deck. Innistrad rolled around and I started really getting into the game by starting to go to my LGS on a regular basis and attending FNMs. That’s where I heard about this EDH format. I didn’t like it. I hated it. I couldn’t find anyone to play 60 card casual with me anymore!
With this EDH craze going around, I had to stop being stubborn and try this format out (Early 2012). Of course I made a Mono Green Deck and I ended up choosing Azusa, Lost but Seeking as my commander. I fell IN LOVE with EDH. I loved everything about the format and I was constantly making changes to my list. Little tweaks to my list here and there which led to all my games feeling different. I completely scrapped my 60-card casual deck and embraced my new Mono-Green EDH deck. However, after a couple months, the deck became boring to play. The deck was too powerful and too good to be considered fun for me. I was either Tooth and Nailing for the win on turn 5 or Genesis Waveing for a jillion not soon after. I wanted a change.
Yeva, Nature’s Herald came around and I knew she was going to be my general. I made the switch around Mid 2013 and decided to play a different play style of Mono-Green; Draw-Go. I have never had more fun playing Mono-Green in my life. Not only do I get to play with my favorite big beaters, but I also get to flash them in whenever I wanted! End step, Upkeep, Combat, whenever! I would play test other EDH decks of various styles, but I always resort back to my Yeva deck because I just love how the deck plays. Not only does flashing in big beaters at EOT provide the element of surprise, but it also bypasses sorcery speed Wraths. The way the deck plays out, it also increases the deck’s resiliency. I will elaborate when analyzing the card selections but lets go on to the decklist.
General Yeva, Nature’s Herald – Usually a general provides an ability that the deck synergizes with. Yeva instead provides a whole new play style for the deck. She allows a green mage to experience a Draw-Go style of play. If she is in play, and I have 7 mana open, my opponent better have a plan against an EOT Avenger of Zendikar, Next turn Craterhoof Behemoth. If there is an opening, the deck will take advantage of an exposed opponent and Yeva provides the ability to have sneaky and explosive plays.
Lands Ancient Tomb - A land that provides 2 mana at a mere cost of 2 life is amazing. Turn 2 Cultivate will get you miles ahead. Accelerating your mana without having to play a spell is worth a slot in any EDH deck.
Gaea’s Cradle - A mono green staple that provides an immense amount of mana with the amount of token generators in the deck. Watchout for Wrath of God however, as it blanks the Cradle.
High Market - Provides a sac-outlet for the deck. It is another way to constantly reuse ETB effects with Genesis. Also prevents Yeva from being tucked or stolen.
Mosswort Bridge - This land fits perfectly with the playstyle of the deck. Hiding any threat and flashing it at EOT for cheap is great in draw-go. Worse case scenario if you whiff on the hideaway, it will either a) Rampant Growth you if you hit all lands and b) provide as a bluff.
Mystifying Maze - I don’t like Maze of Ith because it doesn’t produce mana and this deck wants to play lands that produce mana every turn. You’re going to be playing Draw-Go anyway so leaving mana open to have the option to maze should be more than enough to deter attackers away as well.
Nykthos, Shrine to Nyx - A Gaea’s Cradle Jr. Since the deck is permanent based, this land provides explosive plays late game. Yeva has GG in her cost so she almost already breaks even for the Nykthos. GGG in the battlefield breaks even, GGGG or more grabs extra value for Nykthos. Due note, I've had 4 colorless producing lands + Nykthos in play with Wolfbriar Elemental in hand. I actually filtered the colorless lands into Nykthos to increase the Multikicker for the Wolfbriar
Yavimaya Hollow - People underestimate the regeneration ability. This land is great and makes chump blocking a breeze. Also lets me reuse Acidic Slime when fighting with Ulvenwald Tracker.
30 Forest - I run a total of 39 land. I used to run a solid 40 but I cut a land because I felt like I could use an extra slot for a spell. Not even going to consider cutting to 38 lands though.
Creatures
Ulvenwald Tracker – Fight! Opponents don’t expect a lot of creature removal from Mono-Green but flashing this guy in at EOT for 1 mana and fighting the next makes this guy durable and essential to the control element of the deck.
Fauna Shaman – Survival 2.0 having the tutor ability on a creature is obviously not as good because you have to wait a turn and she is fragile. However, having a second option to such a powerful ability is a must.
Scavenging Ooze – Provides graveyard hate in the deck but also has the added function of gaining me back life from Sylvan Library. Surprisingly a potential giant beater late game after exiling a ton of creatures. I've had it become a 12/12 and gain be 10 life. Stellar card.
Wall of Blossoms - WoB fills the role of being an early drop, can trips, effective blocker, great EtB ability, and has amazing art.
Eternal Witness – Green staple. Kill my guy? Bring him back. Instant speed Regrowth is also unsuspecting. Also Skullclampable to get more value off her.
Ohran Viper - This card is either going to eat a removal spell, or draw you cards. A very underrated card and great for just 3 mana.
Master of the Wild Hunt – My FAVORITE card of all time. It is a little slow to get going but If it is not dealt with, it can take over games. Other Wolf token producing cards are Wolfbriar Elemental and Howl of the Night Pack and these along with the Master can provide a quick kill on a creature.
Nylea, God of the Hunt - A mono green deck cannot be complete with the Green goddess herself. She provides a solid early drop that can survive through wraths, gives your beaters trample, and makes combat miserable for your opponents.
Wolfbriar Elemental – Late game provides a bunch of Wolf tokens to overrun with. This is also a great card vs. a meta with a lot of Clones. Cloning an Avenger of Zendikar gets a lot of tokens for my opponents. Cloning a Wolfbriar Elemental is not as great.
Ant Queen – Can get out of hand by making a bunch of 1/1s, makes Skullclamp Fodder, needs to be removed ASAP. Takes full advantage of my mana doublers and extra lands late game.
Genesis – The backbone to the deck’s resiliency. It allows me to constantly recur my threats and reuse ETB abilities. The first card to tutor for with Survival of the Fittest.
Seedborn Muse – The timewalk of the deck. Allows me to play my sorcery speed spells on my turn freely then flash in threats on my opponent's EOT.
Bane of Progress - When there is more than 1 troublesome artifacts/enchantments on the board, Bane of Progress is here. There are 12 artifacts/enchantments in the deck, but only 9 would get affected. (Sensei's Divining Top can be spun, Brittle Effigy would take out a creature before Progress hit, and Oblivion Stone wouldn't be played concurrently with Bane). Thus, the deck isn't affected much by the mass wrath.
Duplicant – Note, you can’t flash this guy in. That being said, Duplicant provides solid spot removal in a deck that needs it.
Kamahl, Fist of Krosa – Overrun on a stick. Multiple overruns actually. One of the finishers in the deck. The timing of playing Kamahl is very difficult to determine. Instinctively, with a bunch of tokens in play, you would want to flash in Kamahl at the end of your opponents turn, then on your turn tap all of your lands for a huge overrun. However, if you do that line and your opponent has a Path to Exile, you just lost your win condition. There are situations where you would want to main phase Kamahl for that very reason and overrun albeit not as much.
Rampaging Baloths – Clutters the board with big beaters quicker than you would think. One of the best threats in the deck. This card is kind of awkward in the mid-late game. If you have a Baloth and land in hand, you are inclined to main phase the Baloth and play the land to have 2 creatures in play. However, if you wait to flash in Baloth at the end of our opponent's turn, you're leaving the baloth open to spot removal, leaving you with no 4/4s. Definitely something to consider when holding this card in hand.
Soul of the Harvest – Fuels the deck and allows me to constantly play those small critters while staying ahead in card advantage. Note: it does trigger off tutoring from Chord of Calling.
Steel Hellkite – Another creature that can’t be flashed in, but it’s so good, it doesn’t matter. Provides that permanent removal capability as well as being an evasive beater.
Primordial Sage – Soul of the Harvest 2.0. In my opinion, it is better than SotH since it triggers on cast, not ETB so you will draw the card whether the creature gets countered or not.
Vigor – One of my favorite cards to flash in mid combat. It is also another card that synergizes with the Fight cards in the deck. I am just waiting for the day one of my opponents Blasphemous Acts the board and I flash this guy in.
Hornet Queen – Flashing in 5 deathtouch flyers is a death sentence for most attacking creatures. Once an opponent walks into the swarm of bees, it usually deters attackers away from me.
Regal Force – Draws me a bunch of cards to refuel my hand after dumping a bunch of creatures onto the battlefield.
Woodfall Primus – The treefolk provides resiliency because of persist, is a big 6/6 trampler, and kills troublesome permanents. The great thing about it is it somewhat deters Wraths as I'm still left with a 5/5 trampler and can blow up another permanent.
Artifacts
Brittle Effigy – The deck needs spot removal and the Effigy is “good enough” to keep sleeved up. Is also a great rattlesnake type card and adds to the pillowfort feel to the deck.
Skullclamp – There are 14 one-toughness or can make x/1 creatures in the deck. Provides meaningful card draw in the deck. You can also attach it to a key creature on the board to make your opponent think twice about killing it.
Oblivion Stone – The deck is a wanna-be control and the Stone provides an 8 mana wrath when needed. Great thing about it is it kills artifacts, enchantments, and planeswalkers!
Conjurer's Closet - Being able to reuse my Enter the Battlefield effects in the deck is crucial to the durability of the deck. Drawing more cards via Regal Force, destroying more enchantments via Acidic Slime or making more tokens with Hornet Queen, the Closet has more than enough targets in the deck.
Enchantments
Survival of the Fittest – Arguably one of the best creature tutors in the game. If left on the board, I can constantly tutor up my best threats. The first thing you tutor for is Genesis, then you discard Genesis for whatever you are tutoring for, just so you are able to start your engine.
Sylvan Library – Provides amazing card draw in mono-green. Best 2 drop in the deck.
Greater Good – Best green card draw card. It allows resiliency in my big threats. If you want to kill my 7/7, I’ll just draw 7 instead.
Harmonize - Solid card draw in mono-green. 3 cards for four mana is solid enough to solidify its slot in the deck.
Hunting Wilds - Skyshroud Claim 2.0. The card is so good, I want to run a second copy. Hunting Wilds allows you to accel 2 turns ahead of everyone else. Plus, this card has the added utility of making 3/3s late game that can be very handy.
Skyshroud Claim - A great follow up to Cultimate/Kodama's Reach. The great thing about playing this card is it puts the lands into play untapped.
All is Dust – The second wrath of the deck. It doesn’t hit artifacts but there’s enough artifact destruction in the deck as to where AiD will hit everything else.
Summoner’s Pact – Provides an instant tutor that brings the creature to my hand that can be flashed in by Yeva. I don’t like this in any other mono green deck, but it synergizes so well with my general, its included and is solid.
Setessan Tactics - Instant speed wrathing your opponents board is really good. Even being able to take out 3-4 creatures at EOT is great.
Beast Within – Best removal spell in green. A must have in any deck playing green.
Chord of Calling – The most fun tutor spell in the deck. I can tap out with a bunch of tokens in play and still respond to my opponent with the Chord.
Krosan Grip – I love the Split Second on this ability and definitely worth the 3 mana.
Planeswalkers Garruk, Primal Hunter – Effective card draw via Soul’s Majesty ability while making solid 3/3s. Note: This is one of the planeswalkers where even if you had the chance to Ultimate, I would opt not to. Making a jillion wurms is game ending but a simple wrath hurts. I would much rather draw more cards and hope for a win condition in stead.
Karn Liberated – In my opinion, the second best planeswalker in the game. Also provides much needed spot removal in the deck. The best thing about it, it can exile ANYTHING!
(6/15/13)
-Krosan Tusker
-Ondu Giant
-Seedguide Ash
-Forest
+Duplicant
+Chord of Calling
+Masked admirers
+1High Market Notes: I cut Krosan Tusker because it brought lands to hand, which isn't what I wanted. I wanted cards that ramped. By that same token, Ondu Giant was too expensive for what it provided. Ramping 1 land and a 2/4 isn't great. Seedguide Ash didn't provide ramp at the right time. You would think people would attack into you and you can flash, block, and ramp. Wrong. With Yeva in play, no one wants to attack into open mana. Plus, I don't have enough sac outlets to reliably ramp with him.
I added Chord of Calling because it is one of the best tutors in the game. Tutoring any creature into play is very powerful. Masked Admirers provides effective card draw and synergies well with my Stampeding Wildebeests. Duplicant provides solid creature removal that the deck is lacking. Even though I can't flash him in, it's better than leaving Consecrated Sphinx on the board.
(6/17/13)
-1 Engulfing Slagwurm
+1 Stampeding Serow Notes: Engulfing Slagwurm just didn't do enough. It lacks trample, gets chumped easily, and the life gain is negligible. Stampeding Serow provides a second copy of Stampeding Wildebeests and synergizes well with all of my Enter the Battlefield effects.
(6/27/13)
-1 Worldly Tutor
+1 Summoner's Pact Notes: Worldly Tutor was too slow of a tutor for my liking by putting the card I need on top of my deck. Summoner's Pact is surprisingly very effective in this deck. You don't need to plan ahead with this tutor. If someone attacks you, you just Pact, flash in, and do whatever you need to do to survive/ win.
(7/25/13)
-1 Masked Admirers
+1 Master of the Wild Hunt Notes: Masked Admirers was too expensive just to draw a single card. I swapped in Master of the Wild Hunt because of nostalgia reasons. MotWH is my favorite card of all time and it surprisingly provides effective creature removal as well. It also synergizes with my other wolf token producers and can effectively lock down a board if not dealt with.
(8/11/13)
-1 Thornweald Archer
+1 Ohran Viper Notes: After plenty of playing, no one ever walked into open mana. My opponent isn't going to attack with Consecrated Sphinx no matter what. So, I figured I might as well pay the extra mana and be on the aggressive with the Viper and draw cards.
(10/24/13)
-1 Nevinyrral's Disk
+1 All is Dust Notes: When I want to sweep the board, I don't want to wait a turn to do so. All is Dust is more expensive, but I can do it right away.
(11/12/13)
-1 Beastmaster Ascension
+1 Bow of Nylea Notes: My deck has split threats. Sometimes my deck attacks with a huge monster. Other times, I spam tokens on the board and swarm. Beastmaster Ascension wins half the time, and the other half, it does nothing. Bow of Nylea should add some utility like more graveyard hate, pinging flyers, and worst case scenario, gain some life.
(11/28/13)
-1 Bow of Nylea
-1 Forest
+1 Nightshade Peddler
+1 [c]Brittle Effigy Notes: After a couple of games, the Bow gained me a couple of life, and that's about it. Pretty much it did nothing. I added in Nightshade Peddler since I can flash in a deathtoucher, whether defensively and kill a creature, or offensively and trample over a lot of damage. I also added in Brittle Effigy because I need more creature removal, even if it costs 5 mana total.
(12/8/13)
-1 Nightshade Peddler
+1 Prey Upon Notes: Prey Upon provides solid removal in comparison to waiting for my opponent to attack into me.
(12/16/13)
-1 Stampeding Wildebeests
+1 Cloudstone Curio Notes: Stampeding Wildebeests was way too slow in recurring my Enter the Battlefield effects. Cloudstone Curio on the other hand, allows me to abuse the same turn. It also provides a Cloud Cover type ability where if an opponent wants to Swords my creature, I can flash in a creature, bounce my other creature that's about to be sworded, and save it.
(1/11/14)
-1 Yavimaya Elder
+1 Krosan Tusker Notes: Yavimaya Elder constricted too much mana in the early game. I would play Elder turn 3, then turn 4, I had to use my whole turn to use his ability to get lands. AKA: I can't play Yeva turn 4. The Tusker allows me to get lands on turn 3 and doesn't bog up my next turn
(1/26/14)
-1 Boundless Realms
+1 Hunting Wilds Notes: Realms was too expensive and more often than not, I wanted a cheaper ramp spell for early/late game. Hunting Wilds provides a second copy of Skyshroud Claim and has been so good in ramping into my 6+ drops.
(2/7/14)
-1 Sylvan Primordial
+1 Brutalizer Exarch Notes: So it happened, the green Primordial has been banned. I decided to run the Exarch over SP because not only does it deal with troublesome permanents and ignores indestructibility, but it also Worldly Tutors in a pinch.
(2/21/14)
-1 Sol Ring
+1 Conjurer's Closet Notes: Sol Ring isn't fun. I personally think this card should be banned, but that's for another thread. I am cutting it for a card that can abuse my Enter the Battlefield effects even more. Worst case scenario, it provides a pseudo-vigilance ability for my big beaters.
(3/15/14)
-1 Caged Sun
+1 Harmonize Notes: Caged Sun suffered the same problem as Mana Reflection in which it would get blown up before I even had a chance to use all that mana. Cutting Harmonize recently hurt as my deck lacked card draw as a whole. Thus, I am adding Harmonize back in.
(3/23/14)
-1 Giant Adephage
+1 Archetype of Endurance Notes: Giant Adephage just didn't do enough. Having to rely on connecting with an opponent to be fully effective just isn't reliable enough. The Archetype provides protection among my creatures and it's just too much fun "counterspell"ling my opponent's targeted removal spells by flashing this guy in.
(5/15/14)
-1 Hydra Broodmaster
+1 Nylea, God of the Hunt Notes: Spamming all your mana into Broodmater just to get it killed is the worst feeling in the world. I am cutting it for nostalgia reasons as Nylea is just such a cool card. It also provides an early drop, a creature that can survive through wraths, trample for my nontramplers, and late game pump that makes combat horrible of my opponents. She is surprisingly really effective and a great surprise after enough testing.
(6/28/14)
-1 Krosan Tusker
+1 Ohran Viper Notes: I wanted more board presence in the early game so I am sleeving the Viper back up. If Viper doesn't eat a removal spell, it's drawing me cards. Both of which I am happy with.
(6/29/14)
-1 Vorinclex, Voice of Hunger
+1 Bane of Progress Notes: Vorinclex just costed too much mana and attracts way to much hate for my liking. As my deck has evolved, it has become less and less mana intensive for a green deck. That means that a mana doubler isn't necessary, especially one that costs 8 mana. Instead, I am running Bane of Progress because I needed more artifact/enchantment hate. Plus, it wraths the whole board which is a plus. There are a total of 12 artifacts/enchantments in the deck. However, Sensei's Divining Top can be spun, Brittle Effigy can take out a creature before the board is wrathed, and Oblivion Stone would wrath the board anyway so they would never be played together. That leaves 9 that would get affected. From the games I've played, getting my Sylvan Library hit for 4/5+ permanents on the other side is worth it. And that's in 1v1.
What I love about this deck is the fact that just because the main play style is Draw-Go, that doesn’t mean you have to follow through with it. Ideally, you would want to be low key, occasionally flash in those big bodies at EOT to chip away other people’s life totals while not being the biggest threat on the board. Then, when defenses on down, you want to Craterhoof Behemoth for the win. However, not every game turns out that way and sometimes the mono green player becomes public enemy #1. In that scenario, you might be forced to swing first and the deck is just as capable of doing so, playing Howl of the Night Pack, Vorinclex, Voice of Hunger, etc. and beat face. This is just a general over view, lets go into the exact turn sequences.
In a 1v1 environment and playing against a non-counterspell deck, flashing in Yeva at the end of my opponent’s fourth turn is more often than not the right play (unless you would rather play Master of the Wild Hunt or Oracle of Mul Daya.) However, playing against a deck with counterspells, a turn 4 Yeva might not be the most optimal play. If I have a key 5 drop like Seedborn Muse or Garruk, Primal Hunter, then playing Yeva at EOT4, you can bait a counterspell and land those 5 drops. If the way your hand is shaped to have a key 6 drop that you want to land, you might want to hold off on Yeva until turn 5. That way, you’ll either have your general in play and continue to bait counterspells with other cards in hand, or if Yeva gets countered, then you can land a key 6 drop. That’s the great thing about Yeva’s ability vs. counterspell heavy decks. The way the deck runs, giving your creatures Flash gives you a better chance of landing a big threat that these decks can’t handle.
In a multiplayer environment, I play the deck as a pseudo-pillowfort type deck. However, instead of wasting slots on Ghostly Prison types cards, I run cards like Vigor and Hornet Queen. For example, when a player attacks me, I will flash in Hornet Queen or a big fatty, and block your Sun Titan. These sequence of plays will deter future attacks by just having mana open. As late game comes around and life totals are dwindling, flashing in Avenger of Zendikar or Wolfbriar Elemental and overrunning with Craterhoof Behemoth or Kamahl, Fist of Krosa should seal the deal for you. They shouldn’t have blinked!
In regards to opening hands, the ideal opener of course is 3-4 lands with 3-4 spells. What you are hoping for is one of your spells to be a 3 mana ramp spell (Ex: Kodama’s Reach, Wood Elves, etc.) to get your acceleration going. Ideally you don’t want to have any of those expensive 6cmc+ in your opener and you draw into them after you ramp. However, having Rampaging Baloths in your opener for example, at least gives you an initial game plan. You can flash in the Baloth turn 6 (hopefully earlier with ramp) then play lands and develop a solid board.
That being said, I’ve kept 6 land + Kamahl, Fist of Krosa type hands before and had a fun game. Like I said, Yeva is built to be played as a pillowfort type deck without having to dedicate slots to such an archtype. You do not want to swing at the Yeva player with mana open. With 6 lands, you know you’re going to at least hit all of your land drops while you sit back and bluff a Hornet Queen ambush.
You don't want to play Combo but still want an explosive way to win
You want a deck that doesn't rely 100% on the general
You want a deck that is both capable in 1v1 and in multiplayer
Why Not Play Yeva?
You want to have an explosive early game. I suggest Azusa, Lost but Seeking. She is all about ramping out turn 3-4 and playing big threats turn 5.
You want a general that is a win condition in itself. I suggest Kamahl, Fist of Krosa because having a consistent source of overrun is very powerful.
You want a general that is better suited for a voltron strategy. I suggest Ayumi, the Last Visitor or Thrun, the Last Troll because they are either a) a 3 turn voltron kill by itself or b) a very durable general respectively.
You want to make a ton of mana and cast big expensive spells. I suggest Omnath, Locus of Mana. You can make Yeva a big mana deck since you are in green but Omnath would do a better job storing and producing mana. Omnath can also be a Voltron general if you wanted.
You don't like relying on the combat phase to do the dirty work.
Everyone has their personal preferences and playstyles. Even if people have the same general, there are minor changes and tweaks between people's lists that make all the difference in how the deck performs. That's the great thing about EDH. Here's a list of cards that I cut/don't like but are 100% worth trying out and considering when brewing your own Yeva list.
Spike Weaver - Numerous people have suggested this card in the thread, so I will list this as the top option when constructing a Yeva deck.If you need to durdle around and stall for a couple of turns in a non-combo meta, then this card will do work for you. This would also go great with Conjurer's Closet, Cloudstone Curio, Stampeding Wildebeests, Stampeding Serow, etc. so you can constantly bounce and essentially stall for the rest of the game. I play in a meta with a lot of Instant Speed removal/ Exiling effects so this card does do well for me. Thus, I'd rather run a solid removal spell in the slot (for example, Brittle Effigy). However, if your meta is full of Craterhoof Behemoths or Insurrections, this card will be amazing.
Lightning Greaves - Because you can flash in all your creatures at the end of your opponents turn, it gives all of my creatures a pseudo-flash feel. Essentially, the deck bypasses sorcery speed Wraths. Not to say you can't run the Greaves, because being able to attack with Steel Hellkite or activate Ulvenwald Tracker the turn you play it is very useful. However, I feel as if the deck doesn't need the haste and would rather use the slot on something else.
Mouth of Ronom, Scrying Sheets, and Snow-Covered Forest - Green needs all he removal and card advantage it can get. These lands provide extra utility when you need a removal spell/ occasional card draw. Having Snow Covered lands also opens the door for Extraplanar Lens for mana doubling as well.
Lignify - Solid creature removal in green. It is cheap and effective. The advantage about this card is that if you enchant an opposing general, they don't have the option to recast it in comparison to other removal.
Nature's Claim - If you want a cheaper Arti/Ench kill spell than Krosan Grip, than by all means, you have a bunch of options, the claim is just the cheapest option. There are other options as well. Another option is Slice in Twain, which draws you a card.
Fierce Empath - A solid tutor in green and can fetch any one of your fattys. It also doubles as a creature which can be abused in the deck as well.
Nevinyrral's Disk - I cut it for All is Dust because it lags a turn. I want my emergency buttons to work ASAP.
Terastodon - The current targeted Artifact/Enchantment destruction in the deck are Acidic Slime, Sylvan Primordial, Woodfall Primus, and Karn Liberated. For my personal preference, these four cards are enough with the amount of tutors in the deck. That being said, I don't see why another person wouldn't want this or something like Indrik Stomphowler or Wickerbough Elder. The main reason why I don't like Terastodon in my list is because it cost 8 mana and I got turn 5 Briberyed and my opponent got Terastodon every game and lost enough games to take it out.
Indrik Stomphowler/ Wickerbough Elder - Another option at artifact/enchantment removal that is tutorable and flashable. I can imagine cutting Woodfall Primus for it for the cheaper cost.
Engulfing Slagwurm - It is a very fun combat trick when flashed in. The life gain is also very helpful when you're constantly hurting yourself via Sylvan Library. Only reason why I don't run this is because of the mana cost. 7 mana is a lot to ask for, for essentially a vanilla 7/7.
Asceticism - The deck relies on the combat step to get most of the dirty work done. Flashing in a Primordial Hydra is going to be useless if it gets spot-removed before blockers are declared. Therefore, providing all of my creatures Hexproof is a possible way to prevent that proactively. Not to mention, being able to regenerate creatures willingly isn't a bad bonus. Definitely a card worth testing to see if it warrants a slot in people's Yeva lists.
Unyaro Bees/ Thornweald Archer/ Stingerfling Spider - Green tends to have problems with flyers. These are possible answers to have some air defense. Unyaro Bees takes advantage of all of your mana doublers and lands late game as well as having a built in Shock ability in case there are some troublesome 2 toughness creatures you want to take out. Thornweald Archer is a great creature to flash in when getting attacked since it acts as a green Doom Blade. However, with the pillowfort nature of the deck, it was hard getting hit by key flyers that I wanted to die; for example Consecrated Sphinx. No one is going to attack their Sphinx into the Yeva player with open mana. Stingerfling Spider answers the Sphinx and other flyers proactively and is a great card if there are a lot of flyers in your meta.
Khalni Garden, Tranquil Thicket, Slippery Karst - My personal limit is 2 Come Into Play Tapped lands in the list. Any more, and I feel like the deck lacks the necessary speed. Others have a higher tolerance for the CITP drawback and these are great cards for those people.
Life From The Loam + Fetchlands + Cyclers - A great card to reuse all those cycling lands and fetchlands. From a flavor standpoint, I don't like having off color fetches. A mono green deck shouldn't be able to have a Verdant Catacombs in the list. However, for more competitive and non-budget builds, these would be great since the fetchs also trigger Avenger of Zendikar's landfall ability.
Berserk - A conditional 1 mana removal in green that could lead to sudden kills in multiplayer. It is a non-budget option but people seem to enjoy these types of spells.
Conjurer's Closet - Yeva thrives off of flashing in creatures with Enter the Battlefield abilities and the Closet further abuses those abilities. I prefer the Cloudstone Curio but it is arguable that you should run both.
Yavimaya Elder - a solid card that gets you 2 lands and a cantrip while being great with skullclamp. I recently cut it for Krosan Tusker because I felt like the Elder took up 2 whole turns in the early game and missing the extra land with the Elder wasn't noticeable.
Emerald Diamond - Some people prefer to "ramp" by having their spells becoming cheaper. If you're playing multiple spells a turn, this card will do work. Also provides a turn 2 yeva if you really want to accelerate your commander onto the battlefield.
Tooth and Nail - Probably one of the most powerful spells green has to offer. I have had enough of my T&N shenanigans when playing Azusa and it is my personal choice not to play it. However, it is a powerful spell in any deck that runs green. T&N just counteracts the draw-go style of the deck and I would prefer to put it on the shelf.
Genesis Wave - Surprisingly, this deck isn't a very "big mana" type deck. This also goes under the same category with Tooth and Nail and I would prefer not to run a card that requires me to tap out since it goes against the strategy of the deck.
Mana Reflection - A solid mana doubler. The key word is doubling, for example, look at Rofellos. It will double the amount of forests you have in play.
Primeval Bounty/ Lurking Predators - Since this deck is green, most people are inclined to run "big mana" enchantments that are splashy. These 2 fit the bill and can provide a tremendous amount of value. The reason why I don't these cards is because in my opinion it doesn't do 'enough' for me when I would prefer to not tap out unless I have too. I am sure other people don't mind tapping out for these effects and is definitely worth testing.
Vorinclex, Voice of Hunger - Some consider this a green staple. 8 mana is too much for a mana doubler in a deck that doesn't need the extra mana.
Prey Upon - Another solid removal spell if you feel like your list is lacking the spot removal department.
I am constantly thinking about what I can do to improve my Yeva list. If you look at the threads I make, I am always making SCDs to get other people's opinions and expertise on certain cards that might fit in the list. Take a look at my change log and I'm averaging a change once a month of multiple cards, upgrading, making minor tweaks, etc. etc. This is why I love EDH. There will never be a perfect 99. However, I strive to make the best 99 I could make. I hope you enjoyed my *hope to be* primer for Yeva, Nature's Herald. If there are any comments, questions, issues, please let me know!
How you feel about Bane of Progress? You don't seem to play a lot of artifacts/enchants, and flashing this guy can be a real pain for your opponents.
Eot, flash him, crush Sharuum dreams and beat someone else for lethal seems good for a card.
Thank you for contributing to the thread my friend!
Bane of Progress is a solid card and would be great in any Yeva list. You are correct that there are not that many Artifacts/enchantments in the list compared to others. However, the ones I do run are pretty key. I would hate to have to destroy my Survival of the Fittest or Mana Reflection in order to get rid of my opponent's Caged Sun. Again, it is a personal preference as i would much prefer spot removal in such a case. That being said, if Sylvan Primordial were ever to be banned (not to be discussed, but just saying), then Bane of Progress would definitely be sleeved up in my list.
I can also see other people cutting Woodfall Primus for Bane of Progress just because of the cheaper cost. 8cc vs. 6cc is a huge difference. I can't make that cut because worst case scenario, Woodfall Primus can at least trample and beat for 6 while the Bane of Progress will be around a 4-6/6 w/o trample.
All in all, Bane of Progress is a solid A grade card, but I personally don't like it but would definitely recommend others to run it. Especially in metas full of artifact heavy decks like your Sharuum example.
Cool list! I have a few possible suggestions for ya:
Kalonian Hydra- Quite powerful if you flash it in at end of the turn, basically a 8/8 trample for 5 mana. Also works in conjunction with your Oran-Rief, the Vastwood.
Killer Bees- An old classic, the problem with this card is that you have to leave mana up to protect it. However, in this deck you're leaving mana up almost every turn anyway so it seems like it could be good. You're also a bit light on flying defense. I get good mileage out of carrion ants so I thought I'd suggest it.
Pendelhaven- You run a fair number of 1/1s and it doesn't come into play tapped. I don't see a reason not to run it unless you fear livonya silone's legendary landwalk
khalni garden - One of my favorite pet cards. Not spectacular but I always feel like I'm getting a good deal when I play this card.
Rancor - since you have a fair number of 5/5+ creatures that lack trample. It's usually quite a good value and would also prevent a lot of chump blocking, plus
it increases your general's clock.
Berserk - Another oldschool classic. Expensive but can just win games out of nowhere and it's a ton of fun to play.
I understand your reasons. Maybe Seedguide Ash can be good for be flashed in, acting both as a removal and a ramp spell.
Another thoughtful suggestions my friend!
I had the same thought process when I originally brewed the list. However, the Ash was one of the first cuts I made. On paper, it looks great. A big creature will attack you, you flash in the Ash and get some lands! In practice, it doesn't work that way. With 5 mana open, opponents will rarely attack you in the early game with Yeva in play. Thus, you flash in a vanilla 4/4 that won't die when you really want to ramp. Something like Ondu Giant/ Solemn Simulacrum/ or Skyshroud Claim* ends up being a better slot in the deck because you are ramping for sure in the early game.
Kalonian Hydra- Quite powerful if you flash it in at end of the turn, basically a 8/8 trample for 5 mana. Also works in conjunction with your Oran-Rief, the Vastwood.
Kalonian Hydra is a great card. I can see people oping to run this hydra over Primordial Hydra/ Giant Adephage because of the cheaper investment in the early game. The downside about this card is the fact that when you do flash this guy in, it's hard to block with it because of its 4 toughness off the bat. It's a little weak to use it as a combat trick.
Killer Bees- An old classic, the problem with this card is that you have to leave mana up to protect it. However, in this deck you're leaving mana up almost every turn anyway so it seems like it could be good. You're also a bit light on flying defense. I get good mileage out of carrion ants so I thought I'd suggest it.
Unyaro Bees is also an upgrade from this card, having the ability to Shock something. And you are absolutely correct with the deck being a bit light on flying defense. I will definitely consider it over something like Nightshade Peddler. I'll also add it to the "Possible Substitutions" list, great suggestion again!
Pendelhaven- You run a fair number of 1/1s and it doesn't come into play tapped. I don't see a reason not to run it unless you fear livonya silone's legendary landwalk
There is actually a downside! Rofellos, Llanowar Emissary and Howl of the Nightpack like having a lot of forests in play. I actually started out with 35 forests before I even had a change log and I slowly added more and more non-basics down to 32. I recently went down to 30 and I feel as if that's the limit. I cannot cut any more without making the Howl a weak card.
Rancor - since you have a fair number of 5/5+ creatures that lack trample. It's usually quite a good value and would also prevent a lot of chump blocking, plus
it increases your general's clock.
If I had a more Voltron theme or had less of a token theme, Rancor would be great. However, I win games through big beaters just as much as with a million wolves on the battlefield and Rancor wouldn't be as strong for the latter. The Swords of X & Y are also another option for the deck, especially Sword of Feast and Famine for the untap ability.
I made some more changes to the original post, adding in more depth into the content, adding more to the "Notable Exclusions/ Possible Substitutions" list, as well as made a change to the deck.
As I have said throughout my original post, the deck plays a draw-go/ pseudo pillowfort style deck. Thus, my opponents are very reluctant to swing their attackers at my direction, unless they have flyers. Sylvan Primordial is already a big enough body to deter attackers away and Hornet Queen already has death touch. This pretty much makes Nightshade Peddler a dead card. Unless I have Polukranos, World Eater, Master of the Wild Hunt or Ulvenwald Tracker, the Peddler is essentially worthless.
I am sleeving up Prey Upon over it since I essentially wanted a removal spell in the deck and it's a solid fit. Prey Upon already has synergies of its own in the deck with Vigor and Acidic Slime. Not to mention, its cheap, effective, and a solid for my draw-go strategy. Paying only 1 mana for a removal spell is an easy option when attemping to leave mana open. I originally did cut Prey Upon for Brittle Effigy because it was an unconditional removal spell. Effigy was consistent and that was what I liked about it over Prey Upon. Not to say that Prey Upon was a bad card, but was just the odd-man out. Now that there is an open slot, I feel as if it should fit the bill. If you look throughout the changes, I essentially cut a Forest for Prey Upon. Thus, cutting a land (going from 40 lands to 39 lands) for another removal spell seems reasonable.
Other than Genesis, Stampeding Wildebeests is my only other way to constantly abuse my ETB cards like Elvish Visionary, Yavimaya Dryad, etc. At first, I figured since it was a 5/4 trampling creature, it would be easily tutorable and a great beater in itself. However, it was way too slow to effectively abuse my ETB effects. While the 5/4 body was nice, I would much rather be able to durdle around with my ETB effects.
I tested Cloudstone Curio out and it blew me out of the water. I could not believe how great it was in the deck. Of course constantly bouncing my ETB creatures back and fourth is the obvious synergy with the card. The added bonus with this card is the fact that the Curio provides a pseudo-hexproof effect with Yeva's ability. If my opponent attempts to Swords to Plowshares my Soul of the Harvest, I can flash in any creature, bounce my Harvest, causing the StP to fizzle and effectively save my creature. The great thing about it is in contrast to hexproof, when facing a Wrath is I can flash in a utility creature like Farhaven Elf, bounce back a bigger creature, then recast it post wrath. My only regret is not testing/running this card sooner.
First of all let me say that I really like how you have constructed this Yeva deck. She is one of my favorite legendary creatures to be released in a while. I just love how unique her ability is for green! So from one Yeva player to another, I wanted your thoughts on a couple things.
What would you prefer to run Indrik Stomphowler or Wickerbough Elder? The Stomphowler starts as a bigger body and has an immediate effect. The Elder gets around a Torpor Orb but also gives your opponents more of an opportunity to prevent the effect. I am personally a fan of the elder as torpor orb absolutely hoses this deck and I want to have more ways to deal with it.
Would you consider running some fog affects? It seems like it could benefit your Fort strategy. Two cards i really like are Spike Weaver and Constant Mists. The weaver is nice since you can bounce him when he is about to run out of counters.
Also, one card I like for a cheap win is Timbermare. With the amount of token generation you run, it seems like dropping this right before your turn could be pretty nasty.
First of all let me say that I really like how you have constructed this Yeva deck. She is one of my favorite legendary creatures to be released in a while. I just love how unique her ability is for green! So from one Yeva player to another, I wanted your thoughts on a couple things.
First of all. I apologize for the late reply. I've been busy for the holidays and couldn't reply with an insightful reply until now. Thanks for the post, compliments, and contribution to the thread!
What would you prefer to run Indrik Stomphowler or Wickerbough Elder? The Stomphowler starts as a bigger body and has an immediate effect. The Elder gets around a Torpor Orb but also gives your opponents more of an opportunity to prevent the effect. I am personally a fan of the elder as torpor orb absolutely hoses this deck and I want to have more ways to deal with it.
Me personally, I would prefer the Elder. I like how I can just run out the elder without any targets and beat/ block for 3 if necessary with no restrictions. With the Stomphowler, if your opponents don't have any artifacts/ enchantments and you're the only one with them, you're forced to kill your own gadgets since it's not a May ability. Plus, I like the potential to throw the Elder out there to deter any future artifacts/ enchantments from being played and leave a Forest open. Kind of like leaving an Aura of Silence on the board.
Would you consider running some fog affects? It seems like it could benefit your Fort strategy. Two cards i really like are Spike Weaver and Constant Mists. The weaver is nice since you can bounce him when he is about to run out of counters.
A great suggestion. The only thing about it is EDH is full of combos and interesting synergies that sometimes fogging every turn isn't even to stall out a game. Of course if your meta is full of voltron generals, aggro decks, etc., then the Weaver would be golden. It's great at buying you turns in that scenario but I would much prefer some removal in that slot than a card that stalls.
Also, one card I like for a cheap win is Timbermare. With the amount of token generation you run, it seems like dropping this right before your turn could be pretty nasty.
This could offers interesting synergy with cards like Steel Hellkite/ Giant Adephage. But being allowed to hit with one swing usually isn't going to win the game, even with a ton of tokens. It would be hard to take out 2-3 people as you'd need a decent amount of power on the board. Aka you'd need Craterhoof or Kamahl but those cards should win on their own, regardless if my opponents creatures are tapped or not. I can see added utility in which you can also stall for a turn and flash in the Timbermare at Declare Attackers step. The card overall offers interesting tricks and I'm sure it can win games on its own when everyone's life totals are dwindling. However, I would prefer an Overrun Effect like Beastmaster Ascension over it since in my opinion, it would do a better job taking out my opponent.
Both serve the purpose of drawing lands and a card. However, the Elder ends up costing 5 mana while the Tusker costs 3 but for one less land. With how the deck runs, I think I would be satisfied with one less land for the lower cost. In the early game, it ends up taking 2 turns to effectively use the Elder. Either that or too much mana to do anything else.
Also, In all the games I have had, I have NEVER brought back the elder with Genesis in my yard. It was just too expensive of an engine (8 mana total; 3 from Genesis, 3 for elder, 2 to sac). In contrast, if Tusker was in my yard, I would recur it every time. 6 mana to buy back Divination is good on paper. Plus, if someone is attacking me, having the option to flash in a 6/5 blocker isn't bad either.
So for now, I will play test the Tusker > Elder and see how it goes. Opinions on his swap will be appreciated as well.
First of all. I apologize for the late reply. I've been busy for the holidays and couldn't reply with an insightful reply until now. Thanks for the post, compliments, and contribution to the thread!
Me personally, I would prefer the Elder. I like how I can just run out the elder without any targets and beat/ block for 3 if necessary with no restrictions. With the Stomphowler, if your opponents don't have any artifacts/ enchantments and you're the only one with them, you're forced to kill your own gadgets since it's not a May ability. Plus, I like the potential to throw the Elder out there to deter any future artifacts/ enchantments from being played and leave a Forest open. Kind of like leaving an Aura of Silence on the board.
A great suggestion. The only thing about it is EDH is full of combos and interesting synergies that sometimes fogging every turn isn't even to stall out a game. Of course if your meta is full of voltron generals, aggro decks, etc., then the Weaver would be golden. It's great at buying you turns in that scenario but I would much prefer some removal in that slot than a card that stalls.
This could offers interesting synergy with cards like Steel Hellkite/ Giant Adephage. But being allowed to hit with one swing usually isn't going to win the game, even with a ton of tokens. It would be hard to take out 2-3 people as you'd need a decent amount of power on the board. Aka you'd need Craterhoof or Kamahl but those cards should win on their own, regardless if my opponents creatures are tapped or not. I can see added utility in which you can also stall for a turn and flash in the Timbermare at Declare Attackers step. The card overall offers interesting tricks and I'm sure it can win games on its own when everyone's life totals are dwindling. However, I would prefer an Overrun Effect like Beastmaster Ascension over it since in my opinion, it would do a better job taking out my opponent.
Again thanks for the insightful post!
I totally agree with your opinion of the elder. He can definitely adjust the politics of the game. I also like what you said about the stomphowler. The fact that it isn't a may ability could definitely stink! I haven't had it happen to me yet but I'm sure it will only be a matter of time.
As for the fogs, I suppose those are definitely a meta choice on my part since I don't ever play against combo. Really the only time that someone will win off of a combo is because they stumble upon some crazy interaction using several cards at once.
Your point on timbermare is a very good one. I can see how it could be perceived as kind of a win more card. However, I haven't ever been disappointed when drawing him yet. But that could also be because of my playgroup hates when I win off of a craterhoof so another win condition is a good thing.
Both serve the purpose of drawing lands and a card. However, the Elder ends up costing 5 mana while the Tusker costs 3 but for one less land. With how the deck runs, I think I would be satisfied with one less land for the lower cost. In the early game, it ends up taking 2 turns to effectively use the Elder. Either that or too much mana to do anything else.
Also, In all the games I have had, I have NEVER brought back the elder with Genesis in my yard. It was just too expensive of an engine (8 mana total; 3 from Genesis, 3 for elder, 2 to sac). In contrast, if Tusker was in my yard, I would recur it every time. 6 mana to buy back Divination is good on paper. Plus, if someone is attacking me, having the option to flash in a 6/5 blocker isn't bad either.
So for now, I will play test the Tusker > Elder and see how it goes. Opinions on his swap will be appreciated as well.
I used to love Yavimaya Elder when I first started playing EDH. But then I found that putting two lands into your hand was usually not effective. Unless you have something in play that allows you to play more than one land per turn, chances are, you won't miss your land drops with all of the other card draw and ramp effects in the deck. Also the five mana cost for the effect is too much for the early game. While the tusker nets you one less land, saving two mana for the effect can allow for more efficient turns in the early game. Therefore, I am on board with this swap!
But still, for the sake of argument, the elder does offer some things the tusker does not. First of all it is a Skullclamp target! It can be activated during combat to mess with blockers. If you need to play more creatures the elder costs a lot less.
Always good to see another Yeva list! I dig your take here.
I run a similar list focused on reusing the ETB effects on my creatures. I'll second husky's suggestion regarding fog effects, Constant Mists in particular. While I agree they're of limited use against combo, I've found most aggro-centric and voltron strategies really have a hard time dealing with repeatable fog effects. I wouldn't include a ton of them, but its nice to have access to.
Secondly, have you considered wincons that make your team evasive outside of trample? husky mentioned Timbermare, but what I've found to be much more effective on this front are cards like Champion of Lambholt and Bellowing Tanglewurm. Being able to flash these in at EoT can enable more surprise wins then Kamahl, which often has to sit on the board for a turn before being able to overrun.
Lastly, what do you think of green's more "go big or go home," EDH-style enchantments? Things like Lurking Predators and Primeval Bounty can extract a ton of value out of your gameplan, while something like Asceticism can keep your creature plan protected.
Anywho, I like what you're doing here, just thought I'd post some food for thought.
After testing a couple games, I have officially swapped out Yavimaya Elder for Krosan Tusker. It definitely smooths out draws in the early game and late game, offers synergy with Mosswort Bridge, Greater Good, and provides a big blocker that the elder couldn't.
Your point on timbermare is a very good one. I can see how it could be perceived as kind of a win more card. However, I haven't ever been disappointed when drawing him yet. But that could also be because of my playgroup hates when I win off of a craterhoof so another win condition is a good thing.
Oh, if my playgroup banned Craterhoof, I would definitely sub in the Timbermare. He's definitely the next best thing.
I used to love Yavimaya Elder when I first started playing EDH. But then I found that putting two lands into your hand was usually not effective. Unless you have something in play that allows you to play more than one land per turn, chances are, you won't miss your land drops with all of the other card draw and ramp effects in the deck. Also the five mana cost for the effect is too much for the early game. While the tusker nets you one less land, saving two mana for the effect can allow for more efficient turns in the early game. Therefore, I am on board with this swap!
I'm glad someone else sees the same thing I am seeing.
But still, for the sake of argument, the elder does offer some things the tusker does not. First of all it is a Skullclamp target! It can be activated during combat to mess with blockers. If you need to play more creatures the elder costs a lot less.
That was actually what I thought of. Elder's synergy with Skullclamp is amazing, being able to grab me 4 cards. However, I realized that I can't tutor for clamp so no point in leaving the elder in for synergizing with one card. Especially when the Tusker is a solid play 100% of the time.
Always good to see another Yeva list! I dig your take here.
I run a similar list focused on reusing the ETB effects on my creatures. I'll second husky's suggestion regarding fog effects, Constant Mists in particular. While I agree they're of limited use against combo, I've found most aggro-centric and voltron strategies really have a hard time dealing with repeatable fog effects. I wouldn't include a ton of them, but its nice to have access to.
I agree 100%. I can imagine fogs being great in certain metas. In fact, I would suggest Spike Weaver to every Yeva player out there. However, for my personal preference, I would rather sleeve up a removal spell than a temporary solution in a Fog. ie: I would run Brittle Effigy and Prey Upon way before I run a Fog.
Secondly, have you considered wincons that make your team evasive outside of trample? husky mentioned Timbermare, but what I've found to be much more effective on this front are cards like Champion of Lambholt and Bellowing Tanglewurm. Being able to flash these in at EoT can enable more surprise wins then Kamahl, which often has to sit on the board for a turn before being able to overrun.
The thing about the Champion is I would like my Overrun enabler to work after I drop a bunch of tokens onto the battlefield. The Tanglewurm is what intrigues me the most when it comes to evasion. However, I have no room for it and just hasn't made the cut.
Lastly, what do you think of green's more "go big or go home," EDH-style enchantments? Things like Lurking Predators and Primeval Bounty can extract a ton of value out of your gameplan, while something like Asceticism can keep your creature plan protected.
The thing about my list is I would like to tap out as little as possible. The only reason why I would want to tap out my turn is to either cast a sweeper to kill off an unfavorable board (All is Dust)/ remove a problem permanent (Karn Liberated), cast a potential game winning card (Howl of the Night Pack), or a mana doubler (Caged Sun). That being said, I feel like Lurking Predators and Primeval Bounty just don't do enough for me to tap out. Lurking Predators might whiff and PB 'only' gains life or makes 3/3s or giant growths. I really wanted PB to be good since the art is so amazing. However, at the end of the day it just wasn't working for me.
Asceticism is close. I Really like Asceticism and I feel like the regeneration ability is underrated. However, there are a lot of Wraths in my meta that I feel like it's a dead card a lot of the time.
Thank you huskyseahawk and Variable both for providing your amazing thoughts, ideas, and contributions to the thread. I am sure that even though your suggestions havn't made my list, it will spark interest in other Yeva players when reading through the thread. Everyone has their personal preferences in their decks and even though I don't like running fogs/big mana enchantments/ etc. I am sure it would be a home run in other people's lists.
The benefits of Mana Reflection:
-Once you have 12 lands in play, you will break even with mana reflection. So in that aspect, if you have 12+ lands, you will "accel" that turn.
-Synergizes with Rofellos, Llanowar Emissary, Nykthos, Shrine to Nyx, Sol Ring, etc.
-Costs six.
The benefits to Boundless Realms
-Cannot be destroyed (no MLD in my meta)
-Synergizes with Kamahl, Fist of Krosa, Howl of the Night Pack, still synergizes with Rofellos.
-Synergizes with Avenger of Zendikar & Rampaging Baloths
-Actually thins the deck in contrast to Fetchlands. (Removing 1 more card from your library is miniscule. Removing 15 lands from your library is actually thinning).
The real reason why I made this swap was because Boundless Realms was just durable. Every time I played Mana Reflection, it just got blown up and I couldn't take advantage of the mana (or at least as much as I'd like to). Boundless Realms is a "permanent" mana doubler since there is no MLD in my meta. Thus, I made the swap. However, if your meta is full of MLD, you might be more inclined to run Mana Reflection.
I've seen you posting threads asking for removal in mono green before so I just wanted to suggest Lignify and Mouth of Ronom. Mouth of Ronom is basically just an overcosted burn spell but the fact it takes up a land slot and gives mono green the ability to take out quite a few creatures makes it worth playing. It requires you to play Snow-Covered Forests but that's an easy enough swap. It also gives you a reason to play Scrying Sheets - which is better in a deck that leaves mana up on an opponent's turn - and Into the North which and tutor both Mouth of Ronom and Scrying Sheets. Lignify may not be as permantent of a removal spell as you'd like but it's functionally a green Doom Blade as the creature is going to the graveyard or another card is spent to remove it and Lignify is better against opposing generals than most removal spells are.
Fierce Empath looks like a good include as well considering the amount of fat you run. It's better than Worldly Tutor in the early game and functionally the same as Summoner's Pact in the late game.
Spike Weaver is amazing too. It's capable of winning games by itself and will by you a lot of time if you also have access to Genesis and no grave hate is precent. Additionally, being able to flash him in with Yeva removes his weakness to instant speed removal and wrath effects which reduces your opponents outs to it should need a fog or two to win the game.
I've seen you posting threads asking for removal in mono green before so I just wanted to suggest Lignify and Mouth of Ronom. Mouth of Ronom is basically just an overcosted burn spell but the fact it takes up a land slot and gives mono green the ability to take out quite a few creatures makes it worth playing. It requires you to play Snow-Covered Forests but that's an easy enough swap. It also gives you a reason to play Scrying Sheets - which is better in a deck that leaves mana up on an opponent's turn - and Into the North which and tutor both Mouth of Ronom and Scrying Sheets. Lignify may not be as permantent of a removal spell as you'd like but it's functionally a green Doom Blade as the creature is going to the graveyard or another card is spent to remove it and Lignify is better against opposing generals than most removal spells are.
Lignify is a great suggestion and I will definitely add it to the notable exceptions/ possible substitutions list. I am sure people don't like how expensive Brittle Effigy is or how Prey Upon requires a bigger creature and Lignify is a fine substitute.
In the regards to Snow-Covered lands, the only reason why I don't run them is because I hate the art. I want my EDH deck to have my favorite Forest art and running Snow Covered lands prevents me from doing that. I'll also add these to the list as well, thanks.
Fierce Empath looks like a good include as well considering the
amount of fat you run. It's better than Worldly Tutor in the early game and functionally the same as Summoner's Pact in the late game.
True that. However, it can't get Acidic Slime, Yeva, Scavenging Ooze, and Eternal Witness when I really need it. So that's why I have Summoner's Pact instead. Another great suggestion though!
Spike Weaver is amazing too. It's capable of winning games by itself and will by you a lot of time if you also have access to Genesis and no grave hate is precent. Additionally, being able to flash him in with Yeva removes his weakness to instant speed removal and wrath effects which reduces your opponents outs to it should need a fog or two to win the game.
I need to highlight this card and make it apparent on my notable exceptions/ possible substations list because everyone loves this card lol
So pretty much that slot is going crazy and up for grabs at the moment. However, I will test Hunting Wilds and Courser of Kruphix and update when I make a final decision. As of now, I am heavily leaning towards Courser of Kruphix because of the added life gain that the deck is sorely missing.
Nevermind the gobs of useful information in the OP, the best part about this thread is playing "Where's Waldo" with the banner in your sig. I haven't had this much fun at work in quite some time.
I will give one more vote for the inclusion of Spike Weaver. My group has a lot of decks that like to vomit permanents onto the table and overrun the board, so having a fog-effect that you can tutor and flash in is very useful for me.
Another card that has paid for itself game after game is Emerald Medallion. It's very inconspicuous when I cast it, doesn't get blown up the way a Gilded Lotus or a mana-doubler would, but it generally saves me at least 5 mana over the course of a game. I would highly recommend at least putting it in the pile of to-be-tested cards. For even more fun like this, you might try a real oldie: Planar Gate.
Nevermind the gobs of useful information in the OP, the best part about this thread is playing "Where's Waldo" with the banner in your sig. I haven't had this much fun at work in quite some time.
Haha, I am glad you enjoyed my signature. Were you able to find everything? lol
I will give one more vote for the inclusion of Spike Weaver. My group has a lot of decks that like to vomit permanents onto the table and overrun the board, so having a fog-effect that you can tutor and flash in is very useful for me.
Looks like I need to put this card at the top of the list.
Another card that has paid for itself game after game is Emerald Medallion. It's very inconspicuous when I cast it, doesn't get blown up the way a Gilded Lotus or a mana-doubler would, but it generally saves me at least 5 mana over the course of a game. I would highly recommend at least putting it in the pile of to-be-tested cards. For even more fun like this, you might try a real oldie: Planar Gate.
I'll add the medallion and the gate to the list, thanks for contributing to the thread!
In regards to the original post, i added a Table of Contents to further organize everything and make everything easily accessible. The post overall is getting pretty lengthy so hopefully the ToC makes things easier for readers.
Hunting Wilds ramps so well and accelerates my game plan. Having a second copy of Skyshroud Claim is so good. On the other hand, Courser has better long term value. Being able to play lands off the top of my library lets me dig through my library more effectively. Essentially, it ups my hand size up by 1. Not to mention, it synergizes with Sensei's Divining Top/ Sylvan Library. Plus, since the Courser is a creature, it just fits better in the deck since creatures matter. For example, triggers Soul of the Harvest, can be pitched to Survival of the Fittest, can fight, is tutorable, etc. And this goes without saying it can provide useful lifegain throughout the course of the game.
I am really on the fence on this one, but I might just go with the Courser once it comes out. We shall see.
I am thinking about adding a "Currently Testing" list of cards because there is another card I am currently testing.
For now, I swapped out Giant Adephage for Deranged Hermit. When games go long, I've been wanting a card that spits a bunch of tokens out like Avenger or Hornet Queen. I kind of forgot about this card and only came across it randomly and it fit the bill. 5 mana to flash in 9 power is pretty threatening. Plus it makes cards that pump the team like Oran-Rief, the Vastwood and Caged Sun even better. By that same token, cards like Greater Good worse. However, that leaves 21 creatures (including cards like Primordial Hydra and Scavenging Ooze) that net me at least+1 cards when sacced. Hopefully this still makes GG worth it.
Plus, I never ever tutored for Giant Adephage when there are times where I draw a tutor and think to myself "darn, I wish I had another Avenger type card". The Adephage is a decent card, but it just didn't pull enough weight. I honestly had the card in just as a placeholder until the next big green fatty worth playing came out. For now, I'll test out the Hermit and see how things turn out.
Edit: I believe I have been overvaluing Courser of Kruphix.
I tested 3 games with the Courser and it is extremely underwhelming. First off, the card DOES NOT ramp you. Second, it is nice picking away the top card of your library if it's a land card. However, when it is not, it hurts. all 3 games, the Courser has let me play lands from the top a total of 2 times until it died. Meanwhile, it was revealing the top card of my library which effectively screws my pillowfort style. (At least Oracle can ramp and dig effectively, which is worth it). All 3 games, I honestly wished I had Hunting Wilds in the slot since the 2 lands + the ramp was definitely needed.
Thank you for confirming my suspicions about the Courser. When I first saw it, I had to re-read the text box a couple of times to make sure I didn't miss the line about playing a second land for turn. Once I saw that, the value of the Courser too a huge dump.
Thank you for confirming my suspicions about the Courser. When I first saw it, I had to re-read the text box a couple of times to make sure I didn't miss the line about playing a second land for turn. Once I saw that, the value of the Courser too a huge dump.
Yeah, I mean it's not a bad card. I just would rather run a more efficient ramp spell. The Courser is just too "cute" for me.
I am still looking for a replacement for Giant Adephage. I feel like my deck doesn't fully utilize Deranged Hermit and ends up being a weaker Wolfbriar Elemental. Instead, I am looking at other options. The problem with Giant Adephage is it just doesn't do enough. Ever since it's been in my deck, I've only made a copy just three times in a span of a couple months. It just doesn't connect. There are a couple options that I am considering for the "big beater" slot
Arbor Colossus: it's a big 6/6 body for 5 that can shoot flyers and get bigger. Plus, flashing in a big guy with reach should do enough damage already.
Moldgraf Monstrosity: closest resemblance to Giant Adephage. 8/8 for 7 that gives me value when it dies. Compared to GA, at least this card will give me some board presence after it leaves play.
Nessian Wilds Ravager: I know I know, tribute is HORRIBLE. However, in multiplayer, it can be a huge political card. "Hey bud, don't pay the tribute and let me fight the Consecrated Sphinx". In 1v1 is where I have the most issues with the card since I am pretty sure 95% I have a 12/12 for 6. But, a 12/12 for 6 is actually pretty terrifying. I can be guaranteed that no one will get through blocks if I have a 12/12 in play. Sure it gets chumped all day long, but compared to Giant Adephage, I wasn't even getting hits with that card anyway and it had trample.
I would love to hear other opinions and thoughts with my open slot.
You might give Nylea, God of the Hunt some consideration for your empty slot. She didn't seem all that spectacular when she was first spoiled, but after having given her a shot in my list, she's been fairly solid. Being able to use her as a combat trick has proven useful, and with the ramp and mana doubling effects available in monogreen, the ability to pump your team doesn't feel as overcosted as it reads. The 6/6 indestructible body at 4 mana is nothing to thumb your nose at either. She'll never be as exciting as Craterhoof or Avenger, but she's more utilitarian and just solid all around.
1. Introduction
2. Current Decklist
3. Card Selection Analysis
4. Change Log
5. Strategy
6. Why Play/Not Play Yeva
7. Notable Exclusions/ Possible Substitutions
8. Conclusion
“These forest inhabitants are foolish! They may be big, but their brains are the size of a peanut!” The sounds of crumbling foliage echo through the forest.
“But Captain…”
“SILENCE! We will conquer this land! We will mutilate these filthy creatures! And we will rule the….” The ground starts to shake underneath the crew’s feet.
“What the…” The barks and gnarls of a hundred trampling Llanowar inhabitants are heard throughout the whole plane as the bones of the crew are crushed underfoot.
The second decree of the Llanowar Forest: “An army can be called in a blink of an eye. Best Not Blink”
With this EDH craze going around, I had to stop being stubborn and try this format out (Early 2012). Of course I made a Mono Green Deck and I ended up choosing Azusa, Lost but Seeking as my commander. I fell IN LOVE with EDH. I loved everything about the format and I was constantly making changes to my list. Little tweaks to my list here and there which led to all my games feeling different. I completely scrapped my 60-card casual deck and embraced my new Mono-Green EDH deck. However, after a couple months, the deck became boring to play. The deck was too powerful and too good to be considered fun for me. I was either Tooth and Nailing for the win on turn 5 or Genesis Waveing for a jillion not soon after. I wanted a change.
Yeva, Nature’s Herald came around and I knew she was going to be my general. I made the switch around Mid 2013 and decided to play a different play style of Mono-Green; Draw-Go. I have never had more fun playing Mono-Green in my life. Not only do I get to play with my favorite big beaters, but I also get to flash them in whenever I wanted! End step, Upkeep, Combat, whenever! I would play test other EDH decks of various styles, but I always resort back to my Yeva deck because I just love how the deck plays. Not only does flashing in big beaters at EOT provide the element of surprise, but it also bypasses sorcery speed Wraths. The way the deck plays out, it also increases the deck’s resiliency. I will elaborate when analyzing the card selections but lets go on to the decklist.
1 Yeva, Nature's Herald
Lands
30 Forest
1 Ancient Tomb
1 Gaea's Cradle
1 High Market
1 Mosswort Bridge
1 Mystifying Maze
1 Nykthos, Shrine to Nyx
1 Oran-Rief, the Vastwood
1 Temple of the False God
1 Yavimaya Hollow
Creatures
1 Ulvenwald Tracker
1 Elvish Visionary
1 Fauna Shaman
1 Rofellos, Llanowar Emissary
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Wall of Blossoms
1 Eternal Witness
1 Farhaven Elf
1 Ohran Viper
1 Reclamation Sage
1 Wood Elves
1 Yavimaya Dryad
1 Master of the Wild Hunt
1 Nylea, God of the Hunt
1 Oracle of Mul Daya
1 Polukranos, World Eater
1 Wolfbriar Elemental
1 Acidic Slime
1 Ant Queen
1 Genesis
1 Seedborn Muse
1 Bane of Progress
1 Brutalizer Exarch
1 Duplicant
1 Kamahl, Fist of Krosa
1 Rampaging Baloths
1 Soul of the Harvest
1 Steel Hellkite
1 Primordial Sage
1 Vigor
1 Avenger of Zendikar
1 Hornet Queen
1 Regal Force
1 Archetype of Endurance
1 Craterhoof Behemoth
1 Woodfall Primus
1 Brittle Effigy
1 Sensei's Divining Top
1 Skullclamp
1 Cloudstone Curio
1 Oblivion Stone
1 Conjurer's Closet
Enchantments
1 Survival of the Fittest
1 Sylvan Library
1 Greater Good
Sorceries
1 Green Sun's Zenith
1 Cultivate
1 Kodama's Reach
1 Harmonize
1 Hunting Wilds
1 Skyshroud Claim
1 All is Dust
1 Howl of the Night Pack
Instants
1 Summoner's Pact
1 Setessan Tactics
1 Beast Within
1 Chord of Calling
Planeswalkers
1 Garruk, Primal Hunter
1 Karn Liberated
Yeva, Nature’s Herald – Usually a general provides an ability that the deck synergizes with. Yeva instead provides a whole new play style for the deck. She allows a green mage to experience a Draw-Go style of play. If she is in play, and I have 7 mana open, my opponent better have a plan against an EOT Avenger of Zendikar, Next turn Craterhoof Behemoth. If there is an opening, the deck will take advantage of an exposed opponent and Yeva provides the ability to have sneaky and explosive plays.
Lands
Ancient Tomb - A land that provides 2 mana at a mere cost of 2 life is amazing. Turn 2 Cultivate will get you miles ahead. Accelerating your mana without having to play a spell is worth a slot in any EDH deck.
Gaea’s Cradle - A mono green staple that provides an immense amount of mana with the amount of token generators in the deck. Watchout for Wrath of God however, as it blanks the Cradle.
High Market - Provides a sac-outlet for the deck. It is another way to constantly reuse ETB effects with Genesis. Also prevents Yeva from being tucked or stolen.
Mosswort Bridge - This land fits perfectly with the playstyle of the deck. Hiding any threat and flashing it at EOT for cheap is great in draw-go. Worse case scenario if you whiff on the hideaway, it will either a) Rampant Growth you if you hit all lands and b) provide as a bluff.
Mystifying Maze - I don’t like Maze of Ith because it doesn’t produce mana and this deck wants to play lands that produce mana every turn. You’re going to be playing Draw-Go anyway so leaving mana open to have the option to maze should be more than enough to deter attackers away as well.
Nykthos, Shrine to Nyx - A Gaea’s Cradle Jr. Since the deck is permanent based, this land provides explosive plays late game. Yeva has GG in her cost so she almost already breaks even for the Nykthos. GGG in the battlefield breaks even, GGGG or more grabs extra value for Nykthos. Due note, I've had 4 colorless producing lands + Nykthos in play with Wolfbriar Elemental in hand. I actually filtered the colorless lands into Nykthos to increase the Multikicker for the Wolfbriar
Oran-Rief, the Vastwood - Makes all of my tokens bigger, makes Yeva a 5 turn Voltorn clock, instead of a 4, and synergizes with Woodfall Primus.
Temple of the False God - A second copy of Ancient Tomb is really good. It's amazing what 1 extra mana can do.
Yavimaya Hollow - People underestimate the regeneration ability. This land is great and makes chump blocking a breeze. Also lets me reuse Acidic Slime when fighting with Ulvenwald Tracker.
30 Forest - I run a total of 39 land. I used to run a solid 40 but I cut a land because I felt like I could use an extra slot for a spell. Not even going to consider cutting to 38 lands though.
Creatures
Ulvenwald Tracker – Fight! Opponents don’t expect a lot of creature removal from Mono-Green but flashing this guy in at EOT for 1 mana and fighting the next makes this guy durable and essential to the control element of the deck.
Elvish Visionary – Draws me a card, great with Skullclamp, and provides extra pump for Craterhoof Behemoth and Kamahl, Fist of Krosa. These characteristics will be shared among my early drops.
Fauna Shaman – Survival 2.0 having the tutor ability on a creature is obviously not as good because you have to wait a turn and she is fragile. However, having a second option to such a powerful ability is a must.
Rofellos, Llanowar Emmisary – Mana doubler in the deck. There’s a reason why he’s banned as a general. Turn 2 Rofellos Turn 3 Steel Hellkite is a very strong play.
Sakura-Tribe Elder – Great early drop, ramps, and a cheap recursion target for Genesis.
Scavenging Ooze – Provides graveyard hate in the deck but also has the added function of gaining me back life from Sylvan Library. Surprisingly a potential giant beater late game after exiling a ton of creatures. I've had it become a 12/12 and gain be 10 life. Stellar card.
Wall of Blossoms - WoB fills the role of being an early drop, can trips, effective blocker, great EtB ability, and has amazing art.
Eternal Witness – Green staple. Kill my guy? Bring him back. Instant speed Regrowth is also unsuspecting. Also Skullclampable to get more value off her.
Farhaven Elf, Wood Elves, Yavimaya Dryad – Ramps and shares the characteristics listed with Elvish Visionary.
Ohran Viper - This card is either going to eat a removal spell, or draw you cards. A very underrated card and great for just 3 mana.
Master of the Wild Hunt – My FAVORITE card of all time. It is a little slow to get going but If it is not dealt with, it can take over games. Other Wolf token producing cards are Wolfbriar Elemental and Howl of the Night Pack and these along with the Master can provide a quick kill on a creature.
Nylea, God of the Hunt - A mono green deck cannot be complete with the Green goddess herself. She provides a solid early drop that can survive through wraths, gives your beaters trample, and makes combat miserable for your opponents.
Oracle of Mul Daya – Ramps and great with Sylvan Library and Sensei’s Divining Top. Draw the non-land spells and keep the lands on top to be played.
Polukranos, World Eater – A little mana intensive but does take advantage of my three mana doublers Rofellos, Llanowar Emissary, Mana Reflection, and Caged Sun. Late game, I would have enough mana to shoot down big creatures and it becomes a big beater himself.
Wolfbriar Elemental – Late game provides a bunch of Wolf tokens to overrun with. This is also a great card vs. a meta with a lot of Clones. Cloning an Avenger of Zendikar gets a lot of tokens for my opponents. Cloning a Wolfbriar Elemental is not as great.
Acidic Slime – Cheap Artifact/Enchantment/Land removal and great with Ulvenwald Tracker.
Ant Queen – Can get out of hand by making a bunch of 1/1s, makes Skullclamp Fodder, needs to be removed ASAP. Takes full advantage of my mana doublers and extra lands late game.
Genesis – The backbone to the deck’s resiliency. It allows me to constantly recur my threats and reuse ETB abilities. The first card to tutor for with Survival of the Fittest.
Seedborn Muse – The timewalk of the deck. Allows me to play my sorcery speed spells on my turn freely then flash in threats on my opponent's EOT.
Bane of Progress - When there is more than 1 troublesome artifacts/enchantments on the board, Bane of Progress is here. There are 12 artifacts/enchantments in the deck, but only 9 would get affected. (Sensei's Divining Top can be spun, Brittle Effigy would take out a creature before Progress hit, and Oblivion Stone wouldn't be played concurrently with Bane). Thus, the deck isn't affected much by the mass wrath.
Brutalizer Exarch - Replacement for Sylvan Primordial after the banning. I would consider Wickerbough Elder but the Exarch offers the extra bonus of being able to Worldly Tutor.
Duplicant – Note, you can’t flash this guy in. That being said, Duplicant provides solid spot removal in a deck that needs it.
Kamahl, Fist of Krosa – Overrun on a stick. Multiple overruns actually. One of the finishers in the deck. The timing of playing Kamahl is very difficult to determine. Instinctively, with a bunch of tokens in play, you would want to flash in Kamahl at the end of your opponents turn, then on your turn tap all of your lands for a huge overrun. However, if you do that line and your opponent has a Path to Exile, you just lost your win condition. There are situations where you would want to main phase Kamahl for that very reason and overrun albeit not as much.
Rampaging Baloths – Clutters the board with big beaters quicker than you would think. One of the best threats in the deck. This card is kind of awkward in the mid-late game. If you have a Baloth and land in hand, you are inclined to main phase the Baloth and play the land to have 2 creatures in play. However, if you wait to flash in Baloth at the end of our opponent's turn, you're leaving the baloth open to spot removal, leaving you with no 4/4s. Definitely something to consider when holding this card in hand.
Soul of the Harvest – Fuels the deck and allows me to constantly play those small critters while staying ahead in card advantage. Note: it does trigger off tutoring from Chord of Calling.
Steel Hellkite – Another creature that can’t be flashed in, but it’s so good, it doesn’t matter. Provides that permanent removal capability as well as being an evasive beater.
Primordial Sage – Soul of the Harvest 2.0. In my opinion, it is better than SotH since it triggers on cast, not ETB so you will draw the card whether the creature gets countered or not.
Vigor – One of my favorite cards to flash in mid combat. It is also another card that synergizes with the Fight cards in the deck. I am just waiting for the day one of my opponents Blasphemous Acts the board and I flash this guy in.
Avenger of Zendikar - #1 threat of the deck. Must Wrath for an opponent.
Hornet Queen – Flashing in 5 deathtouch flyers is a death sentence for most attacking creatures. Once an opponent walks into the swarm of bees, it usually deters attackers away from me.
Regal Force – Draws me a bunch of cards to refuel my hand after dumping a bunch of creatures onto the battlefield.
Archetype of Endurance - Being an Asceticism on a stick provides a great niche role in the deck. There's troublesome generals out there such as Rubinia Soulsinger, Merieke Ri Berit, Olivia Voldaren, etc that rely on targeting. Archetype hoses most of their plans on top of being able to protect your Fauna Shaman and go crazy.
Craterhoof Behemoth – The main source of flash wins. Watch out.
Woodfall Primus – The treefolk provides resiliency because of persist, is a big 6/6 trampler, and kills troublesome permanents. The great thing about it is it somewhat deters Wraths as I'm still left with a 5/5 trampler and can blow up another permanent.
Artifacts
Brittle Effigy – The deck needs spot removal and the Effigy is “good enough” to keep sleeved up. Is also a great rattlesnake type card and adds to the pillowfort feel to the deck.
Sensei’s Divining Top – Card filtering is great in a highlander format.
Skullclamp – There are 14 one-toughness or can make x/1 creatures in the deck. Provides meaningful card draw in the deck. You can also attach it to a key creature on the board to make your opponent think twice about killing it.
Cloudstone Curio - This card is amazing in decks that like to blink/abuse ETB shenanigans. Being able to reuse Elvish Visionary, Wood Elves, Acidic Slime, Regal Force, etc. over and over again gives fuel to the deck. The great thing about this card being in a Yeva deck is it also provides a pseudo-hexproof type effect. If your opponent tries to Path to Exile your Vorinclex, Voice of Hunger, you can flash in Yeva, Nature's Herald or any other creature to bounce your Vorinclex back to your hand.
Oblivion Stone – The deck is a wanna-be control and the Stone provides an 8 mana wrath when needed. Great thing about it is it kills artifacts, enchantments, and planeswalkers!
Conjurer's Closet - Being able to reuse my Enter the Battlefield effects in the deck is crucial to the durability of the deck. Drawing more cards via Regal Force, destroying more enchantments via Acidic Slime or making more tokens with Hornet Queen, the Closet has more than enough targets in the deck.
Enchantments
Survival of the Fittest – Arguably one of the best creature tutors in the game. If left on the board, I can constantly tutor up my best threats. The first thing you tutor for is Genesis, then you discard Genesis for whatever you are tutoring for, just so you are able to start your engine.
Sylvan Library – Provides amazing card draw in mono-green. Best 2 drop in the deck.
Greater Good – Best green card draw card. It allows resiliency in my big threats. If you want to kill my 7/7, I’ll just draw 7 instead.
Sorceries
Green Sun’s Zenith – Cheap and solid tutor. The only downside is I wish I could tutor Duplicant with it.
Cultivate and Kodama’s Reach - I want to play this on turn 3 every time. Solid ramp spell.
Harmonize - Solid card draw in mono-green. 3 cards for four mana is solid enough to solidify its slot in the deck.
Hunting Wilds - Skyshroud Claim 2.0. The card is so good, I want to run a second copy. Hunting Wilds allows you to accel 2 turns ahead of everyone else. Plus, this card has the added utility of making 3/3s late game that can be very handy.
Skyshroud Claim - A great follow up to Cultimate/Kodama's Reach. The great thing about playing this card is it puts the lands into play untapped.
All is Dust – The second wrath of the deck. It doesn’t hit artifacts but there’s enough artifact destruction in the deck as to where AiD will hit everything else.
Howl of the Night Pack – Army of the Damned, but with Wolves. All of a sudden, Master of the Wild Hunt because really scary and a solid removal spell.
Instants
Summoner’s Pact – Provides an instant tutor that brings the creature to my hand that can be flashed in by Yeva. I don’t like this in any other mono green deck, but it synergizes so well with my general, its included and is solid.
Setessan Tactics - Instant speed wrathing your opponents board is really good. Even being able to take out 3-4 creatures at EOT is great.
Beast Within – Best removal spell in green. A must have in any deck playing green.
Chord of Calling – The most fun tutor spell in the deck. I can tap out with a bunch of tokens in play and still respond to my opponent with the Chord.
Krosan Grip – I love the Split Second on this ability and definitely worth the 3 mana.
Planeswalkers
Garruk, Primal Hunter – Effective card draw via Soul’s Majesty ability while making solid 3/3s. Note: This is one of the planeswalkers where even if you had the chance to Ultimate, I would opt not to. Making a jillion wurms is game ending but a simple wrath hurts. I would much rather draw more cards and hope for a win condition in stead.
Karn Liberated – In my opinion, the second best planeswalker in the game. Also provides much needed spot removal in the deck. The best thing about it, it can exile ANYTHING!
-Krosan Tusker
-Ondu Giant
-Seedguide Ash
-Forest
+Duplicant
+Chord of Calling
+Masked admirers
+1High Market
Notes: I cut Krosan Tusker because it brought lands to hand, which isn't what I wanted. I wanted cards that ramped. By that same token, Ondu Giant was too expensive for what it provided. Ramping 1 land and a 2/4 isn't great. Seedguide Ash didn't provide ramp at the right time. You would think people would attack into you and you can flash, block, and ramp. Wrong. With Yeva in play, no one wants to attack into open mana. Plus, I don't have enough sac outlets to reliably ramp with him.
I added Chord of Calling because it is one of the best tutors in the game. Tutoring any creature into play is very powerful.
Masked Admirers provides effective card draw and synergies well with my Stampeding Wildebeests.
Duplicant provides solid creature removal that the deck is lacking. Even though I can't flash him in, it's better than leaving Consecrated Sphinx on the board.
(6/17/13)
-1 Engulfing Slagwurm
+1 Stampeding Serow
Notes: Engulfing Slagwurm just didn't do enough. It lacks trample, gets chumped easily, and the life gain is negligible.
Stampeding Serow provides a second copy of Stampeding Wildebeests and synergizes well with all of my Enter the Battlefield effects.
(6/27/13)
-1 Worldly Tutor
+1 Summoner's Pact
Notes: Worldly Tutor was too slow of a tutor for my liking by putting the card I need on top of my deck. Summoner's Pact is surprisingly very effective in this deck. You don't need to plan ahead with this tutor. If someone attacks you, you just Pact, flash in, and do whatever you need to do to survive/ win.
(7/25/13)
-1 Masked Admirers
+1 Master of the Wild Hunt
Notes: Masked Admirers was too expensive just to draw a single card. I swapped in Master of the Wild Hunt because of nostalgia reasons. MotWH is my favorite card of all time and it surprisingly provides effective creature removal as well. It also synergizes with my other wolf token producers and can effectively lock down a board if not dealt with.
(8/11/13)
-1 Thornweald Archer
+1 Ohran Viper
Notes: After plenty of playing, no one ever walked into open mana. My opponent isn't going to attack with Consecrated Sphinx no matter what. So, I figured I might as well pay the extra mana and be on the aggressive with the Viper and draw cards.
(10/20/13)
-1 Forest
-1 Stampeding Serow
-1 Ohran Viper
+1 Nykthos, Shrine to Nyx
+1 Scavenging Ooze
+1 Polukranos, World Eater
Notes: I cut Stampeding Serow because I felt like I had redundant copies of the Serow/Wildebeests. It was a straight swap for Scavenging Ooze since I have no way to deal with graveyards. Also provides a little bit of lifegain in a pinch. Ohran Viper got the quick axe because Polukranos deals with creatures proactively, instead of hoping they swing in with their creatures. Nykthos produces a bunch of mana so I cut a forest for it.
(10/24/13)
-1 Nevinyrral's Disk
+1 All is Dust
Notes: When I want to sweep the board, I don't want to wait a turn to do so. All is Dust is more expensive, but I can do it right away.
(11/12/13)
-1 Beastmaster Ascension
+1 Bow of Nylea
Notes: My deck has split threats. Sometimes my deck attacks with a huge monster. Other times, I spam tokens on the board and swarm. Beastmaster Ascension wins half the time, and the other half, it does nothing. Bow of Nylea should add some utility like more graveyard hate, pinging flyers, and worst case scenario, gain some life.
(11/28/13)
-1 Bow of Nylea
-1 Forest
+1 Nightshade Peddler
+1 [c]Brittle Effigy
Notes: After a couple of games, the Bow gained me a couple of life, and that's about it. Pretty much it did nothing. I added in Nightshade Peddler since I can flash in a deathtoucher, whether defensively and kill a creature, or offensively and trample over a lot of damage. I also added in Brittle Effigy because I need more creature removal, even if it costs 5 mana total.
(12/8/13)
-1 Nightshade Peddler
+1 Prey Upon
Notes: Prey Upon provides solid removal in comparison to waiting for my opponent to attack into me.
(12/16/13)
-1 Stampeding Wildebeests
+1 Cloudstone Curio
Notes: Stampeding Wildebeests was way too slow in recurring my Enter the Battlefield effects. Cloudstone Curio on the other hand, allows me to abuse the same turn. It also provides a Cloud Cover type ability where if an opponent wants to Swords my creature, I can flash in a creature, bounce my other creature that's about to be sworded, and save it.
(1/11/14)
-1 Yavimaya Elder
+1 Krosan Tusker
Notes: Yavimaya Elder constricted too much mana in the early game. I would play Elder turn 3, then turn 4, I had to use my whole turn to use his ability to get lands. AKA: I can't play Yeva turn 4. The Tusker allows me to get lands on turn 3 and doesn't bog up my next turn
(1/15/14)
-1 Mana Reflection
+1 Boundless Realms
Notes: Mana Reflection got blown up way too many times before I even got to use the extra mana. Boundless Realms allowed me to double my mana permanently for just 1 more mana.
(1/26/14)
-1 Boundless Realms
+1 Hunting Wilds
Notes: Realms was too expensive and more often than not, I wanted a cheaper ramp spell for early/late game. Hunting Wilds provides a second copy of Skyshroud Claim and has been so good in ramping into my 6+ drops.
(2/7/14)
-1 Sylvan Primordial
+1 Brutalizer Exarch
Notes: So it happened, the green Primordial has been banned. I decided to run the Exarch over SP because not only does it deal with troublesome permanents and ignores indestructibility, but it also Worldly Tutors in a pinch.
(2/21/14)
-1 Sol Ring
+1 Conjurer's Closet
Notes: Sol Ring isn't fun. I personally think this card should be banned, but that's for another thread. I am cutting it for a card that can abuse my Enter the Battlefield effects even more. Worst case scenario, it provides a pseudo-vigilance ability for my big beaters.
(2/26/14)
-1 Harmonize
+1 Wall of Blossoms
Notes: I needed more early drops and a creature that can be abused my Cloudstone Curio/Conjurer's Closet would synergize better than a one shot draw 3.
(3/15/14)
-1 Caged Sun
+1 Harmonize
Notes: Caged Sun suffered the same problem as Mana Reflection in which it would get blown up before I even had a chance to use all that mana. Cutting Harmonize recently hurt as my deck lacked card draw as a whole. Thus, I am adding Harmonize back in.
(3/23/14)
-1 Giant Adephage
+1 Archetype of Endurance
Notes: Giant Adephage just didn't do enough. Having to rely on connecting with an opponent to be fully effective just isn't reliable enough. The Archetype provides protection among my creatures and it's just too much fun "counterspell"ling my opponent's targeted removal spells by flashing this guy in.
(5/7/14)
-1 Primordial Hydra
-1 Prey Upon
-1 Rogue's Passage
+1 Hydra Broodmaster
+1 Setessan Tactics
+1 Temple of the False God
Notes: The Hydra, while big, just didn't do enough and ate a removal spell without making an impact. Hydra Broodmaster can atleast spam the board with Hydras before being dealt with. I am adding Setessan Tactics over Prey Upon because of it's ability to removal creatures at instant speed. Next, Rogue's Passage's ability was seldom used so I can't it for essentially a second copy of Ancient Tomb.
(5/15/14)
-1 Hydra Broodmaster
+1 Nylea, God of the Hunt
Notes: Spamming all your mana into Broodmater just to get it killed is the worst feeling in the world. I am cutting it for nostalgia reasons as Nylea is just such a cool card. It also provides an early drop, a creature that can survive through wraths, trample for my nontramplers, and late game pump that makes combat horrible of my opponents. She is surprisingly really effective and a great surprise after enough testing.
(6/28/14)
-1 Krosan Tusker
+1 Ohran Viper
Notes: I wanted more board presence in the early game so I am sleeving the Viper back up. If Viper doesn't eat a removal spell, it's drawing me cards. Both of which I am happy with.
(6/29/14)
-1 Vorinclex, Voice of Hunger
+1 Bane of Progress
Notes: Vorinclex just costed too much mana and attracts way to much hate for my liking. As my deck has evolved, it has become less and less mana intensive for a green deck. That means that a mana doubler isn't necessary, especially one that costs 8 mana. Instead, I am running Bane of Progress because I needed more artifact/enchantment hate. Plus, it wraths the whole board which is a plus. There are a total of 12 artifacts/enchantments in the deck. However, Sensei's Divining Top can be spun, Brittle Effigy can take out a creature before the board is wrathed, and Oblivion Stone would wrath the board anyway so they would never be played together. That leaves 9 that would get affected. From the games I've played, getting my Sylvan Library hit for 4/5+ permanents on the other side is worth it. And that's in 1v1.
What I love about this deck is the fact that just because the main play style is Draw-Go, that doesn’t mean you have to follow through with it. Ideally, you would want to be low key, occasionally flash in those big bodies at EOT to chip away other people’s life totals while not being the biggest threat on the board. Then, when defenses on down, you want to Craterhoof Behemoth for the win. However, not every game turns out that way and sometimes the mono green player becomes public enemy #1. In that scenario, you might be forced to swing first and the deck is just as capable of doing so, playing Howl of the Night Pack, Vorinclex, Voice of Hunger, etc. and beat face. This is just a general over view, lets go into the exact turn sequences.
In a 1v1 environment and playing against a non-counterspell deck, flashing in Yeva at the end of my opponent’s fourth turn is more often than not the right play (unless you would rather play Master of the Wild Hunt or Oracle of Mul Daya.) However, playing against a deck with counterspells, a turn 4 Yeva might not be the most optimal play. If I have a key 5 drop like Seedborn Muse or Garruk, Primal Hunter, then playing Yeva at EOT4, you can bait a counterspell and land those 5 drops. If the way your hand is shaped to have a key 6 drop that you want to land, you might want to hold off on Yeva until turn 5. That way, you’ll either have your general in play and continue to bait counterspells with other cards in hand, or if Yeva gets countered, then you can land a key 6 drop. That’s the great thing about Yeva’s ability vs. counterspell heavy decks. The way the deck runs, giving your creatures Flash gives you a better chance of landing a big threat that these decks can’t handle.
In a multiplayer environment, I play the deck as a pseudo-pillowfort type deck. However, instead of wasting slots on Ghostly Prison types cards, I run cards like Vigor and Hornet Queen. For example, when a player attacks me, I will flash in Hornet Queen or a big fatty, and block your Sun Titan. These sequence of plays will deter future attacks by just having mana open. As late game comes around and life totals are dwindling, flashing in Avenger of Zendikar or Wolfbriar Elemental and overrunning with Craterhoof Behemoth or Kamahl, Fist of Krosa should seal the deal for you. They shouldn’t have blinked!
In regards to opening hands, the ideal opener of course is 3-4 lands with 3-4 spells. What you are hoping for is one of your spells to be a 3 mana ramp spell (Ex: Kodama’s Reach, Wood Elves, etc.) to get your acceleration going. Ideally you don’t want to have any of those expensive 6cmc+ in your opener and you draw into them after you ramp. However, having Rampaging Baloths in your opener for example, at least gives you an initial game plan. You can flash in the Baloth turn 6 (hopefully earlier with ramp) then play lands and develop a solid board.
That being said, I’ve kept 6 land + Kamahl, Fist of Krosa type hands before and had a fun game. Like I said, Yeva is built to be played as a pillowfort type deck without having to dedicate slots to such an archtype. You do not want to swing at the Yeva player with mana open. With 6 lands, you know you’re going to at least hit all of your land drops while you sit back and bluff a Hornet Queen ambush.
Lightning Greaves - Because you can flash in all your creatures at the end of your opponents turn, it gives all of my creatures a pseudo-flash feel. Essentially, the deck bypasses sorcery speed Wraths. Not to say you can't run the Greaves, because being able to attack with Steel Hellkite or activate Ulvenwald Tracker the turn you play it is very useful. However, I feel as if the deck doesn't need the haste and would rather use the slot on something else.
Mouth of Ronom, Scrying Sheets, and Snow-Covered Forest - Green needs all he removal and card advantage it can get. These lands provide extra utility when you need a removal spell/ occasional card draw. Having Snow Covered lands also opens the door for Extraplanar Lens for mana doubling as well.
Lignify - Solid creature removal in green. It is cheap and effective. The advantage about this card is that if you enchant an opposing general, they don't have the option to recast it in comparison to other removal.
Nature's Claim - If you want a cheaper Arti/Ench kill spell than Krosan Grip, than by all means, you have a bunch of options, the claim is just the cheapest option. There are other options as well. Another option is Slice in Twain, which draws you a card.
Birthing Pod - I personally don't like this tutor since I like having versatility in my tutors, not having to be forced to chain away specific CMC of my creatures. However, going Elvish Visionary -> Wood Elves -> Solemn Simulacrum (currently not in the list -> Genesis -> Duplicant -> Avenger of Zendikar -> Craterhoof Behemoth isn't a bad line.
Fierce Empath - A solid tutor in green and can fetch any one of your fattys. It also doubles as a creature which can be abused in the deck as well.
Nevinyrral's Disk - I cut it for All is Dust because it lags a turn. I want my emergency buttons to work ASAP.
Terastodon - The current targeted Artifact/Enchantment destruction in the deck are Acidic Slime, Sylvan Primordial, Woodfall Primus, and Karn Liberated. For my personal preference, these four cards are enough with the amount of tutors in the deck. That being said, I don't see why another person wouldn't want this or something like Indrik Stomphowler or Wickerbough Elder. The main reason why I don't like Terastodon in my list is because it cost 8 mana and I got turn 5 Briberyed and my opponent got Terastodon every game and lost enough games to take it out.
Indrik Stomphowler/ Wickerbough Elder - Another option at artifact/enchantment removal that is tutorable and flashable. I can imagine cutting Woodfall Primus for it for the cheaper cost.
Engulfing Slagwurm - It is a very fun combat trick when flashed in. The life gain is also very helpful when you're constantly hurting yourself via Sylvan Library. Only reason why I don't run this is because of the mana cost. 7 mana is a lot to ask for, for essentially a vanilla 7/7.
Asceticism - The deck relies on the combat step to get most of the dirty work done. Flashing in a Primordial Hydra is going to be useless if it gets spot-removed before blockers are declared. Therefore, providing all of my creatures Hexproof is a possible way to prevent that proactively. Not to mention, being able to regenerate creatures willingly isn't a bad bonus. Definitely a card worth testing to see if it warrants a slot in people's Yeva lists.
Unyaro Bees/ Thornweald Archer/ Stingerfling Spider - Green tends to have problems with flyers. These are possible answers to have some air defense. Unyaro Bees takes advantage of all of your mana doublers and lands late game as well as having a built in Shock ability in case there are some troublesome 2 toughness creatures you want to take out. Thornweald Archer is a great creature to flash in when getting attacked since it acts as a green Doom Blade. However, with the pillowfort nature of the deck, it was hard getting hit by key flyers that I wanted to die; for example Consecrated Sphinx. No one is going to attack their Sphinx into the Yeva player with open mana. Stingerfling Spider answers the Sphinx and other flyers proactively and is a great card if there are a lot of flyers in your meta.
Khalni Garden, Tranquil Thicket, Slippery Karst - My personal limit is 2 Come Into Play Tapped lands in the list. Any more, and I feel like the deck lacks the necessary speed. Others have a higher tolerance for the CITP drawback and these are great cards for those people.
Life From The Loam + Fetchlands + Cyclers - A great card to reuse all those cycling lands and fetchlands. From a flavor standpoint, I don't like having off color fetches. A mono green deck shouldn't be able to have a Verdant Catacombs in the list. However, for more competitive and non-budget builds, these would be great since the fetchs also trigger Avenger of Zendikar's landfall ability.
Berserk - A conditional 1 mana removal in green that could lead to sudden kills in multiplayer. It is a non-budget option but people seem to enjoy these types of spells.
Conjurer's Closet - Yeva thrives off of flashing in creatures with Enter the Battlefield abilities and the Closet further abuses those abilities. I prefer the Cloudstone Curio but it is arguable that you should run both.
Yavimaya Elder - a solid card that gets you 2 lands and a cantrip while being great with skullclamp. I recently cut it for Krosan Tusker because I felt like the Elder took up 2 whole turns in the early game and missing the extra land with the Elder wasn't noticeable.
Emerald Diamond - Some people prefer to "ramp" by having their spells becoming cheaper. If you're playing multiple spells a turn, this card will do work. Also provides a turn 2 yeva if you really want to accelerate your commander onto the battlefield.
Tooth and Nail - Probably one of the most powerful spells green has to offer. I have had enough of my T&N shenanigans when playing Azusa and it is my personal choice not to play it. However, it is a powerful spell in any deck that runs green. T&N just counteracts the draw-go style of the deck and I would prefer to put it on the shelf.
Genesis Wave - Surprisingly, this deck isn't a very "big mana" type deck. This also goes under the same category with Tooth and Nail and I would prefer not to run a card that requires me to tap out since it goes against the strategy of the deck.
Mana Reflection - A solid mana doubler. The key word is doubling, for example, look at Rofellos. It will double the amount of forests you have in play.
Primeval Bounty/ Lurking Predators - Since this deck is green, most people are inclined to run "big mana" enchantments that are splashy. These 2 fit the bill and can provide a tremendous amount of value. The reason why I don't these cards is because in my opinion it doesn't do 'enough' for me when I would prefer to not tap out unless I have too. I am sure other people don't mind tapping out for these effects and is definitely worth testing.
Vorinclex, Voice of Hunger - Some consider this a green staple. 8 mana is too much for a mana doubler in a deck that doesn't need the extra mana.
Prey Upon - Another solid removal spell if you feel like your list is lacking the spot removal department.
Krosan Tusker - The green's version of Divination.
*More to be added as people make suggestions.
Eot, flash him, crush Sharuum dreams and beat someone else for lethal seems good for a card.
Thank you for contributing to the thread my friend!
Bane of Progress is a solid card and would be great in any Yeva list. You are correct that there are not that many Artifacts/enchantments in the list compared to others. However, the ones I do run are pretty key. I would hate to have to destroy my Survival of the Fittest or Mana Reflection in order to get rid of my opponent's Caged Sun. Again, it is a personal preference as i would much prefer spot removal in such a case. That being said, if Sylvan Primordial were ever to be banned (not to be discussed, but just saying), then Bane of Progress would definitely be sleeved up in my list.
I can also see other people cutting Woodfall Primus for Bane of Progress just because of the cheaper cost. 8cc vs. 6cc is a huge difference. I can't make that cut because worst case scenario, Woodfall Primus can at least trample and beat for 6 while the Bane of Progress will be around a 4-6/6 w/o trample.
All in all, Bane of Progress is a solid A grade card, but I personally don't like it but would definitely recommend others to run it. Especially in metas full of artifact heavy decks like your Sharuum example.
Kalonian Hydra- Quite powerful if you flash it in at end of the turn, basically a 8/8 trample for 5 mana. Also works in conjunction with your Oran-Rief, the Vastwood.
Killer Bees- An old classic, the problem with this card is that you have to leave mana up to protect it. However, in this deck you're leaving mana up almost every turn anyway so it seems like it could be good. You're also a bit light on flying defense. I get good mileage out of carrion ants so I thought I'd suggest it.
Pendelhaven- You run a fair number of 1/1s and it doesn't come into play tapped. I don't see a reason not to run it unless you fear livonya silone's legendary landwalk
khalni garden - One of my favorite pet cards. Not spectacular but I always feel like I'm getting a good deal when I play this card.
Rancor - since you have a fair number of 5/5+ creatures that lack trample. It's usually quite a good value and would also prevent a lot of chump blocking, plus
it increases your general's clock.
Berserk - Another oldschool classic. Expensive but can just win games out of nowhere and it's a ton of fun to play.
EDH Decks
RGMarhault Elsdragon (A Touch of Rampage)RG
GWTrostani, Early Bird (Wurm Tribal)GW
RWAgrus Kos, Bumbat Drinkin' BadassRW
RDiaochan, Hateful BeautyR
Another thoughtful suggestions my friend!
I had the same thought process when I originally brewed the list. However, the Ash was one of the first cuts I made. On paper, it looks great. A big creature will attack you, you flash in the Ash and get some lands! In practice, it doesn't work that way. With 5 mana open, opponents will rarely attack you in the early game with Yeva in play. Thus, you flash in a vanilla 4/4 that won't die when you really want to ramp. Something like Ondu Giant/ Solemn Simulacrum/ or Skyshroud Claim* ends up being a better slot in the deck because you are ramping for sure in the early game.
Thanks buddy! And a million thanks for contributing wonderful suggestions to the thread.
Kalonian Hydra is a great card. I can see people oping to run this hydra over Primordial Hydra/ Giant Adephage because of the cheaper investment in the early game. The downside about this card is the fact that when you do flash this guy in, it's hard to block with it because of its 4 toughness off the bat. It's a little weak to use it as a combat trick.
Unyaro Bees is also an upgrade from this card, having the ability to Shock something. And you are absolutely correct with the deck being a bit light on flying defense. I will definitely consider it over something like Nightshade Peddler. I'll also add it to the "Possible Substitutions" list, great suggestion again!
There is actually a downside! Rofellos, Llanowar Emissary and Howl of the Nightpack like having a lot of forests in play. I actually started out with 35 forests before I even had a change log and I slowly added more and more non-basics down to 32. I recently went down to 30 and I feel as if that's the limit. I cannot cut any more without making the Howl a weak card.
Makes a great card with Avenger of Zendikar and Skullclamp! I currently run two Come Into Play Tapped lands (Mosswort Bridge and Oran-Rief, the Vastwood. My personal limit for CiPT lands in the deck is 2 without decreasing the speed of the deck. I tried to add cycling lands like Tranquil Thicket but I couldn't stand the drawback.
If I had a more Voltron theme or had less of a token theme, Rancor would be great. However, I win games through big beaters just as much as with a million wolves on the battlefield and Rancor wouldn't be as strong for the latter. The Swords of X & Y are also another option for the deck, especially Sword of Feast and Famine for the untap ability.
Another conditional removal spell in green. Great suggestion!
-1 Nightshade Peddler, +1 Prey Upon
As I have said throughout my original post, the deck plays a draw-go/ pseudo pillowfort style deck. Thus, my opponents are very reluctant to swing their attackers at my direction, unless they have flyers. Sylvan Primordial is already a big enough body to deter attackers away and Hornet Queen already has death touch. This pretty much makes Nightshade Peddler a dead card. Unless I have Polukranos, World Eater, Master of the Wild Hunt or Ulvenwald Tracker, the Peddler is essentially worthless.
I am sleeving up Prey Upon over it since I essentially wanted a removal spell in the deck and it's a solid fit. Prey Upon already has synergies of its own in the deck with Vigor and Acidic Slime. Not to mention, its cheap, effective, and a solid for my draw-go strategy. Paying only 1 mana for a removal spell is an easy option when attemping to leave mana open. I originally did cut Prey Upon for Brittle Effigy because it was an unconditional removal spell. Effigy was consistent and that was what I liked about it over Prey Upon. Not to say that Prey Upon was a bad card, but was just the odd-man out. Now that there is an open slot, I feel as if it should fit the bill. If you look throughout the changes, I essentially cut a Forest for Prey Upon. Thus, cutting a land (going from 40 lands to 39 lands) for another removal spell seems reasonable.
-1 Stampeding Wildebeests
+1 Cloudstone Curio
Other than Genesis, Stampeding Wildebeests is my only other way to constantly abuse my ETB cards like Elvish Visionary, Yavimaya Dryad, etc. At first, I figured since it was a 5/4 trampling creature, it would be easily tutorable and a great beater in itself. However, it was way too slow to effectively abuse my ETB effects. While the 5/4 body was nice, I would much rather be able to durdle around with my ETB effects.
I tested Cloudstone Curio out and it blew me out of the water. I could not believe how great it was in the deck. Of course constantly bouncing my ETB creatures back and fourth is the obvious synergy with the card. The added bonus with this card is the fact that the Curio provides a pseudo-hexproof effect with Yeva's ability. If my opponent attempts to Swords to Plowshares my Soul of the Harvest, I can flash in any creature, bounce my Harvest, causing the StP to fizzle and effectively save my creature. The great thing about it is in contrast to hexproof, when facing a Wrath is I can flash in a utility creature like Farhaven Elf, bounce back a bigger creature, then recast it post wrath. My only regret is not testing/running this card sooner.
What would you prefer to run Indrik Stomphowler or Wickerbough Elder? The Stomphowler starts as a bigger body and has an immediate effect. The Elder gets around a Torpor Orb but also gives your opponents more of an opportunity to prevent the effect. I am personally a fan of the elder as torpor orb absolutely hoses this deck and I want to have more ways to deal with it.
Would you consider running some fog affects? It seems like it could benefit your Fort strategy. Two cards i really like are Spike Weaver and Constant Mists. The weaver is nice since you can bounce him when he is about to run out of counters.
Also, one card I like for a cheap win is Timbermare. With the amount of token generation you run, it seems like dropping this right before your turn could be pretty nasty.
Look forward to hearing your thoughts!
Husky
First of all. I apologize for the late reply. I've been busy for the holidays and couldn't reply with an insightful reply until now. Thanks for the post, compliments, and contribution to the thread!
Me personally, I would prefer the Elder. I like how I can just run out the elder without any targets and beat/ block for 3 if necessary with no restrictions. With the Stomphowler, if your opponents don't have any artifacts/ enchantments and you're the only one with them, you're forced to kill your own gadgets since it's not a May ability. Plus, I like the potential to throw the Elder out there to deter any future artifacts/ enchantments from being played and leave a Forest open. Kind of like leaving an Aura of Silence on the board.
A great suggestion. The only thing about it is EDH is full of combos and interesting synergies that sometimes fogging every turn isn't even to stall out a game. Of course if your meta is full of voltron generals, aggro decks, etc., then the Weaver would be golden. It's great at buying you turns in that scenario but I would much prefer some removal in that slot than a card that stalls.
This could offers interesting synergy with cards like Steel Hellkite/ Giant Adephage. But being allowed to hit with one swing usually isn't going to win the game, even with a ton of tokens. It would be hard to take out 2-3 people as you'd need a decent amount of power on the board. Aka you'd need Craterhoof or Kamahl but those cards should win on their own, regardless if my opponents creatures are tapped or not. I can see added utility in which you can also stall for a turn and flash in the Timbermare at Declare Attackers step. The card overall offers interesting tricks and I'm sure it can win games on its own when everyone's life totals are dwindling. However, I would prefer an Overrun Effect like Beastmaster Ascension over it since in my opinion, it would do a better job taking out my opponent.
Again thanks for the insightful post!
Both serve the purpose of drawing lands and a card. However, the Elder ends up costing 5 mana while the Tusker costs 3 but for one less land. With how the deck runs, I think I would be satisfied with one less land for the lower cost. In the early game, it ends up taking 2 turns to effectively use the Elder. Either that or too much mana to do anything else.
Also, In all the games I have had, I have NEVER brought back the elder with Genesis in my yard. It was just too expensive of an engine (8 mana total; 3 from Genesis, 3 for elder, 2 to sac). In contrast, if Tusker was in my yard, I would recur it every time. 6 mana to buy back Divination is good on paper. Plus, if someone is attacking me, having the option to flash in a 6/5 blocker isn't bad either.
So for now, I will play test the Tusker > Elder and see how it goes. Opinions on his swap will be appreciated as well.
I totally agree with your opinion of the elder. He can definitely adjust the politics of the game. I also like what you said about the stomphowler. The fact that it isn't a may ability could definitely stink! I haven't had it happen to me yet but I'm sure it will only be a matter of time.
As for the fogs, I suppose those are definitely a meta choice on my part since I don't ever play against combo. Really the only time that someone will win off of a combo is because they stumble upon some crazy interaction using several cards at once.
Your point on timbermare is a very good one. I can see how it could be perceived as kind of a win more card. However, I haven't ever been disappointed when drawing him yet. But that could also be because of my playgroup hates when I win off of a craterhoof so another win condition is a good thing.
I used to love Yavimaya Elder when I first started playing EDH. But then I found that putting two lands into your hand was usually not effective. Unless you have something in play that allows you to play more than one land per turn, chances are, you won't miss your land drops with all of the other card draw and ramp effects in the deck. Also the five mana cost for the effect is too much for the early game. While the tusker nets you one less land, saving two mana for the effect can allow for more efficient turns in the early game. Therefore, I am on board with this swap!
But still, for the sake of argument, the elder does offer some things the tusker does not. First of all it is a Skullclamp target! It can be activated during combat to mess with blockers. If you need to play more creatures the elder costs a lot less.
I run a similar list focused on reusing the ETB effects on my creatures. I'll second husky's suggestion regarding fog effects, Constant Mists in particular. While I agree they're of limited use against combo, I've found most aggro-centric and voltron strategies really have a hard time dealing with repeatable fog effects. I wouldn't include a ton of them, but its nice to have access to.
Secondly, have you considered wincons that make your team evasive outside of trample? husky mentioned Timbermare, but what I've found to be much more effective on this front are cards like Champion of Lambholt and Bellowing Tanglewurm. Being able to flash these in at EoT can enable more surprise wins then Kamahl, which often has to sit on the board for a turn before being able to overrun.
Lastly, what do you think of green's more "go big or go home," EDH-style enchantments? Things like Lurking Predators and Primeval Bounty can extract a ton of value out of your gameplan, while something like Asceticism can keep your creature plan protected.
Anywho, I like what you're doing here, just thought I'd post some food for thought.
WGU - Jenara, Asura of War - Bant Counters
WUB - Sen Triplets - Blink Control
RWU - Ruhan of the Fomori - Combat Control
WB - Teysa, Envoy of Ghosts - Orzhov Knights
UB - Grimgrin, Corpse-Born - Tribal Combo
G - Yeva, Nature's Herald - Yo-Yo Champion
Oh, if my playgroup banned Craterhoof, I would definitely sub in the Timbermare. He's definitely the next best thing.
I'm glad someone else sees the same thing I am seeing.
That was actually what I thought of. Elder's synergy with Skullclamp is amazing, being able to grab me 4 cards. However, I realized that I can't tutor for clamp so no point in leaving the elder in for synergizing with one card. Especially when the Tusker is a solid play 100% of the time.
I agree 100%. I can imagine fogs being great in certain metas. In fact, I would suggest Spike Weaver to every Yeva player out there. However, for my personal preference, I would rather sleeve up a removal spell than a temporary solution in a Fog. ie: I would run Brittle Effigy and Prey Upon way before I run a Fog.
The thing about the Champion is I would like my Overrun enabler to work after I drop a bunch of tokens onto the battlefield. The Tanglewurm is what intrigues me the most when it comes to evasion. However, I have no room for it and just hasn't made the cut.
The thing about my list is I would like to tap out as little as possible. The only reason why I would want to tap out my turn is to either cast a sweeper to kill off an unfavorable board (All is Dust)/ remove a problem permanent (Karn Liberated), cast a potential game winning card (Howl of the Night Pack), or a mana doubler (Caged Sun). That being said, I feel like Lurking Predators and Primeval Bounty just don't do enough for me to tap out. Lurking Predators might whiff and PB 'only' gains life or makes 3/3s or giant growths. I really wanted PB to be good since the art is so amazing. However, at the end of the day it just wasn't working for me.
Asceticism is close. I Really like Asceticism and I feel like the regeneration ability is underrated. However, there are a lot of Wraths in my meta that I feel like it's a dead card a lot of the time.
Thank you huskyseahawk and Variable both for providing your amazing thoughts, ideas, and contributions to the thread. I am sure that even though your suggestions havn't made my list, it will spark interest in other Yeva players when reading through the thread. Everyone has their personal preferences in their decks and even though I don't like running fogs/big mana enchantments/ etc. I am sure it would be a home run in other people's lists.
-1 Mana Reflection
+1 Boundless Realms
The benefits of Mana Reflection:
-Once you have 12 lands in play, you will break even with mana reflection. So in that aspect, if you have 12+ lands, you will "accel" that turn.
-Synergizes with Rofellos, Llanowar Emissary, Nykthos, Shrine to Nyx, Sol Ring, etc.
-Costs six.
The benefits to Boundless Realms
-Cannot be destroyed (no MLD in my meta)
-Synergizes with Kamahl, Fist of Krosa, Howl of the Night Pack, still synergizes with Rofellos.
-Synergizes with Avenger of Zendikar & Rampaging Baloths
-Actually thins the deck in contrast to Fetchlands. (Removing 1 more card from your library is miniscule. Removing 15 lands from your library is actually thinning).
The real reason why I made this swap was because Boundless Realms was just durable. Every time I played Mana Reflection, it just got blown up and I couldn't take advantage of the mana (or at least as much as I'd like to). Boundless Realms is a "permanent" mana doubler since there is no MLD in my meta. Thus, I made the swap. However, if your meta is full of MLD, you might be more inclined to run Mana Reflection.
Fierce Empath looks like a good include as well considering the amount of fat you run. It's better than Worldly Tutor in the early game and functionally the same as Summoner's Pact in the late game.
Spike Weaver is amazing too. It's capable of winning games by itself and will by you a lot of time if you also have access to Genesis and no grave hate is precent. Additionally, being able to flash him in with Yeva removes his weakness to instant speed removal and wrath effects which reduces your opponents outs to it should need a fog or two to win the game.
Lignify is a great suggestion and I will definitely add it to the notable exceptions/ possible substitutions list. I am sure people don't like how expensive Brittle Effigy is or how Prey Upon requires a bigger creature and Lignify is a fine substitute.
In the regards to Snow-Covered lands, the only reason why I don't run them is because I hate the art. I want my EDH deck to have my favorite Forest art and running Snow Covered lands prevents me from doing that. I'll also add these to the list as well, thanks.
True that. However, it can't get Acidic Slime, Yeva, Scavenging Ooze, and Eternal Witness when I really need it. So that's why I have Summoner's Pact instead. Another great suggestion though!
I need to highlight this card and make it apparent on my notable exceptions/ possible substations list because everyone loves this card lol
So now for more changes to my list. I recently cut Mana Reflection for Boundless Realms. However, I felt like I wanted more Skyshroud Claim effects so I cut Boundless Realms for Hunting Wilds. Then I looked at the spoilers and I really like Courser of Kruphix and might cut Hunting Wilds.
So pretty much that slot is going crazy and up for grabs at the moment. However, I will test Hunting Wilds and Courser of Kruphix and update when I make a final decision. As of now, I am heavily leaning towards Courser of Kruphix because of the added life gain that the deck is sorely missing.
I will give one more vote for the inclusion of Spike Weaver. My group has a lot of decks that like to vomit permanents onto the table and overrun the board, so having a fog-effect that you can tutor and flash in is very useful for me.
Another card that has paid for itself game after game is Emerald Medallion. It's very inconspicuous when I cast it, doesn't get blown up the way a Gilded Lotus or a mana-doubler would, but it generally saves me at least 5 mana over the course of a game. I would highly recommend at least putting it in the pile of to-be-tested cards. For even more fun like this, you might try a real oldie: Planar Gate.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Haha, I am glad you enjoyed my signature. Were you able to find everything? lol
Looks like I need to put this card at the top of the list.
I'll add the medallion and the gate to the list, thanks for contributing to the thread!
In regards to the original post, i added a Table of Contents to further organize everything and make everything easily accessible. The post overall is getting pretty lengthy so hopefully the ToC makes things easier for readers.
As for my decklist, I am still currently testing Hunting Wilds vs. Courser of Kruphix.
Hunting Wilds ramps so well and accelerates my game plan. Having a second copy of Skyshroud Claim is so good. On the other hand, Courser has better long term value. Being able to play lands off the top of my library lets me dig through my library more effectively. Essentially, it ups my hand size up by 1. Not to mention, it synergizes with Sensei's Divining Top/ Sylvan Library. Plus, since the Courser is a creature, it just fits better in the deck since creatures matter. For example, triggers Soul of the Harvest, can be pitched to Survival of the Fittest, can fight, is tutorable, etc. And this goes without saying it can provide useful lifegain throughout the course of the game.
I am really on the fence on this one, but I might just go with the Courser once it comes out. We shall see.
For now, I swapped out Giant Adephage for Deranged Hermit. When games go long, I've been wanting a card that spits a bunch of tokens out like Avenger or Hornet Queen. I kind of forgot about this card and only came across it randomly and it fit the bill. 5 mana to flash in 9 power is pretty threatening. Plus it makes cards that pump the team like Oran-Rief, the Vastwood and Caged Sun even better. By that same token, cards like Greater Good worse. However, that leaves 21 creatures (including cards like Primordial Hydra and Scavenging Ooze) that net me at least+1 cards when sacced. Hopefully this still makes GG worth it.
Plus, I never ever tutored for Giant Adephage when there are times where I draw a tutor and think to myself "darn, I wish I had another Avenger type card". The Adephage is a decent card, but it just didn't pull enough weight. I honestly had the card in just as a placeholder until the next big green fatty worth playing came out. For now, I'll test out the Hermit and see how things turn out.
As for he Courser of Kruphix looks like I am 99% making the swap over Mana Reflection/ Hunting Wilds. It being a creature is just so much more valuable.
As a summary, I am currently testing:
Courser of Kruphix>Mana Reflection/Hunting Wilds
Deranged Hermit > Giant Adephage
Edit: I believe I have been overvaluing Courser of Kruphix.
I tested 3 games with the Courser and it is extremely underwhelming. First off, the card DOES NOT ramp you. Second, it is nice picking away the top card of your library if it's a land card. However, when it is not, it hurts. all 3 games, the Courser has let me play lands from the top a total of 2 times until it died. Meanwhile, it was revealing the top card of my library which effectively screws my pillowfort style. (At least Oracle can ramp and dig effectively, which is worth it). All 3 games, I honestly wished I had Hunting Wilds in the slot since the 2 lands + the ramp was definitely needed.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Yeah, I mean it's not a bad card. I just would rather run a more efficient ramp spell. The Courser is just too "cute" for me.
I am still looking for a replacement for Giant Adephage. I feel like my deck doesn't fully utilize Deranged Hermit and ends up being a weaker Wolfbriar Elemental. Instead, I am looking at other options. The problem with Giant Adephage is it just doesn't do enough. Ever since it's been in my deck, I've only made a copy just three times in a span of a couple months. It just doesn't connect. There are a couple options that I am considering for the "big beater" slot
Arbor Colossus: it's a big 6/6 body for 5 that can shoot flyers and get bigger. Plus, flashing in a big guy with reach should do enough damage already.
Moldgraf Monstrosity: closest resemblance to Giant Adephage. 8/8 for 7 that gives me value when it dies. Compared to GA, at least this card will give me some board presence after it leaves play.
Nessian Wilds Ravager: I know I know, tribute is HORRIBLE. However, in multiplayer, it can be a huge political card. "Hey bud, don't pay the tribute and let me fight the Consecrated Sphinx". In 1v1 is where I have the most issues with the card since I am pretty sure 95% I have a 12/12 for 6. But, a 12/12 for 6 is actually pretty terrifying. I can be guaranteed that no one will get through blocks if I have a 12/12 in play. Sure it gets chumped all day long, but compared to Giant Adephage, I wasn't even getting hits with that card anyway and it had trample.
I would love to hear other opinions and thoughts with my open slot.
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
WGU - Jenara, Asura of War - Bant Counters
WUB - Sen Triplets - Blink Control
RWU - Ruhan of the Fomori - Combat Control
WB - Teysa, Envoy of Ghosts - Orzhov Knights
UB - Grimgrin, Corpse-Born - Tribal Combo
G - Yeva, Nature's Herald - Yo-Yo Champion