Yisan is an awesome commander who I remember getting crushed by back in 2015, and that’s when CEDH wasn’t as big as it was now; with a ton more sets and products since then, Yisan has gotten quite strong and remains to be quite a sweet commander for CEDH, another deck that was certainly hurt by the Paradox Engine banning but still holds strong and is pretty sweet. Yisan plays similarly to an elfball-style deck and is nothing but speed and creatures who produce a ton of mana and help fill out the deck; one of my favorite parts of the deck is the adaptive combos, as well as having a great creature tutor always available in the command zone. The elfball is back, and you better watch out for it! Without further adieu, let’s get it!
The Deck:
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Yisan is a huge part of our deck. Not only are they by far the best tutor in our deck, but we have them pretty much always available, worth noting that you better keep that Beast Within handy to stop those pesky Drannith Magistrates that are kind of everywhere in the format. Yisan is also great when with most of our infinite mana combos because we can typically untap him and up the verse counters until we can grab Craterhoof Behemoth and get a win! Yisan is a huge part of our deck, and we are much weaker without him.
Deck Overview:
This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck! The infinite combos and loops in the deck are listed below in the “Main Win Conditions” Section.
Creatures:
We have a ton of creatures, so let’s go over some of the best in the deck to start off Priest of Titania is an all-star in the deck and is a great card early and is a huge mana producer for the deck. Allosaurus Shepherd stops our creature spells from being countered and is great in counter-heavy matchups, which, at this point, is pretty much all of CEDH. Another great creature that helps us get all of our creatures to resolve is Destiny Spinner, which also works great for enchantments as well. We have a few specific tech cards against certain decks like Haywire Mite and Heap Doll, but these implications against various strategies and are pretty cheap and always provide some sort of benefit for the deck. Manglehorn is another great card deck and can really hurt any artifact strategy and especially commanders like Urza. Bane of Progress is another great example of an absolute bomb against artifact strategies. Dosan the Falling Leaf is basically a Grand Abolisher for our deck and a great way to have some protection for when we are ready to combo off. Duskwatch Recruiter // Krallenhorde Howler is the perfect creature when we have infinite mana since it allows us to cycle through the entire deck and find the creatures we need; even without infinite mana, this card is very strong, and we can dig quite deep. Last but certainly not least is Regal Force which is our best source of card draw in the deck and luckily for our deck seven mana really isn’t that much and we can easily get to it.
Battles:
Invasion of Ikoria // Zilortha, Apex of Ikoria is the only battle in the deck, and I’m pretty sure it’s the only one played in CEDH. This card is quite strong and can tutor for quite a few creatures in the deck, and we will never say no to more creature tutors. In all of my testing, I typically used this to grab Ashaya, Soul of the Wild
Instants:
Autumn's Veil and Veil of Summer are arguably the most important cards in the deck since they can offer combo protection for us when we are ready to go off and can stop our opponents from going off as well, these are both powerhouses for only one mana. Crop Rotation is pretty much a Gaea's Cradle tutor or really any of our combo lands. Against Stax-heavy decks that actually run board wipes or against aggressive decks where we have to block, I really like Wrap in Vigor. Force of Vigor is one of the few pieces of interaction in the deck, and taking out an opponent’s rocks or any of their stax pieces is quite strong, especially for free. If one of our combo pieces gets put to the graveyard Noxious Revival is a great and free way to get them back.
We, of course, have mana rocks to speed out our gameplan like Chrome Mox, Mox Diamond and Mana Crypt/Mana Vault which are all great ways to have turn one plays and can be a great way to help activate Yisan as well. We also have some pretty strong stax effects in the deck, which allow us to slow down the game and prepare for our combos. Defense Grid makes interacting on our turn quite difficult. Chalice of the Void on a higher number like three is quite easy for us to pull off and we are able to easily play through it. Since we mostly cast creature spells Thorn of Amethyst doesn’t hurt us that much but can hurt a ton against spell-based strategies. Some decks don’t run it but I love Lightning Greaves in the deck as a great way to protect Yisan.
Enchantments:
Carpet of Flowers and Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun are both sweet mana producers in the deck that can come down very early and produce a ton of additional mana for us, which can help us activate Yisan and begin to combo off. Kenrith's Transformation is a great card that allows us to shut down a key creature or commander, It is quite important to hold this for a pretty high-value target as this is the only effect of this type in the deck. Since we produce a lot of our mana through creatures Root Maze is a strong and cheap way to slow down our opponents, and it doesn’t affect us too heavily. Sylvan Library is one of the few sources of an additional draw in the deck, and if we are close to performing a combo, the eight life is nothing in comparison to a win. Survival of the Fittest is a great card and is just a strong additional tutor for the deck.
Land Base:
We have a pretty simple landbase mostly consisting of forests, but we have some pretty strong non-basics within the deck. Wirewood Lodge is a great way to untap an elf and produce a ton of mana depending on the elf we untap. We, of course, are packing the best land in the deck in Gaea's Cradle, which is the main mana source for the deck and can get out of hand very quickly. Yavimaya Hollow is a strong way to recover if our creatures fall victim to removal. Mikokoro, Center of the Sea sadly makes our opponents draw, but giving us an extra draw is super valuable for the deck. Castle Garenbrig is another big mana land, and we almost always have the condition met. Since we are a mono-colored deck, we absolutely had to include Nykthos, Shrine to Nyx, which is another huge mana-producing land, and since we have a ton of double-green devotion creatures, it allows us to go crazy for only two mana. I really like this list with thirty lands and find it prevents flooding and helps us be fast, efficient, and strong.
Strengths of the Deck:
Almost all of our combos are adaptive and we can go off in so many different ways.
Our best creature tutor is in the command zone and is readily and cheaply available.
We can compete quite well with the quicker decks in the format.
Weaknesses of the Deck:
The deck is considerably weaker without our commander out, as they are the best creature tutor in the deck.
General weaknesses of green, outside of a few Stax pieces and Veil of Summer/Autumn's Veil, there isn’t a ton of ways to stop our opponents from countering all of our stuff, and we have no way to stop them.
We need to be aggressive on mulligans, and this is not a deck where you can just keep anything.
Deck Stats:
Sample Hands:
Main Win Conditions:
Since this is CEDH, our main win conditions are combos, and the beauty of Yisan is that almost all of our combos are quite adaptive and allow us to go off with a variety of different cards in the same combos. Many of our combos don’t end the game on their own, but once we establish infinite mana, we can end the game easily with cards like Finale of Devastation. We also have a few combos that give us infinite untaps and infinite mana, which allows us to continue to tutor with Yisan until we find Craterhoof Behemoth. Below are all of the combos in the deck explained.
Ashaya, Soul of the Wild must be on the battlefield. Quirion Ranger must be on the battlefield. You control a nontoken creature other than Quirion Ranger that does not have summoning sickness.
Steps:
Activate any nontoken creature you control except Quirion Ranger by tapping it, adding G.
Activate Quirion Ranger by returning itself from the battlefield to your hand, untapping the creature tapped for mana.
Ashaya, Soul of the Wild must be on the battlefield. Scryb Ranger must be on the battlefield. Priest of Titania must be on the battlefield. Priest of Titania does not have summoning sickness. There are at least two Elves on the battlefield.
Steps:
Activate Priest of Titania by tapping it, adding at least GG.
Activate Scryb Ranger by returning it to your hand from the battlefield, untapping Priest of Titania.
Cast Scryb Ranger by paying 1G.
Repeat.
If there are at least three Elves on the battlefield, this combo nets infinite green mana.
Ashaya, Soul of the Wild must be on the battlefield. Hope Tender must be on the battlefield. Circle of Dreams Druid must be on the battlefield. Hope Tender and Circle of Dreams Druid do not have summoning sickness.
Steps:
Activate Circle of Dreams Druid by tapping it, adding at least GGG.
Activate Hope Tender’s second ability by paying 1, tapping and exerting it, untapping Hope Tender and Circle of Dreams Druid.
Repeat.
Results:
Infinite mana lands you control can produce. Infinite untap of lands you control. Infinite untap of nontoken creatures you control.
Ashaya, Soul of the Wild must be on the battlefield. Hope Tender must be on the battlefield. Nykthos, Shrine to Nyx must be on the battlefield. Hope Tender does not have summoning sickness. Your devotion to green is at least four. Mana needed: 2
Steps:
Activate Nykthos’ second ability by paying 2 and tapping it, adding at least GGGG.
Activate Hope Tender’s second ability by paying 1, tapping and exerting it, untapping Hope Tender and Nykthos.
Repeat.
Results:
Infinite mana lands you control can produce. Infinite untap of lands you control. Infinite untap of nontoken creatures you control.
Ashaya, Soul of the Wild must be on the battlefield. Hope Tender must be on the battlefield. Gaea’s Cradle must be on the battlefield. Hope Tender does not have summoning sickness.
Steps:
Activate Gaea’s Cradle by tapping it, adding at least GG.
Activate Hope Tender’s second ability by paying 1, tapping and exerting it, untapping Hope Tender and Gaea’s Cradle.
Repeat.
Results:
Infinite mana lands you control can produce. Infinite untap of lands you control. Infinite untap of nontoken creatures you control.
Temur Sabertooth must be on the battlefield. Circle of Dreams Druid must be on the battlefield. Wirewood Symbiote must be on the battlefield. Llanowar Elves must be on the battlefield. Circle of Dreams Druid does not have summoning sickness. You control at least five creatures.
Steps:
Activate Circle of Dreams Druid by tapping it, adding at least GGGGG.
Activate Wirewood Symbiote by returning Llanowar Elves to your hand from the battlefield, untapping Circle of Dreams Druid.
Activate Temur Sabertooth by paying 1G, returning Wirewood Symbiote from the battlefield to your hand.
Temur Sabertooth must be on the battlefield. Circle of Dreams Druid must be on the battlefield. Wirewood Symbiote must be on the battlefield. Elvish Mystic must be on the battlefield. Circle of Dreams Druid does not have summoning sickness. You control at least five creatures.
Steps:
Activate Circle of Dreams Druid by tapping it, adding at least GGGGG.
Activate Wirewood Symbiote by returning Elvish Mystic to your hand from the battlefield, untapping Circle of Dreams Druid.
Activate Temur Sabertooth by paying 1G, returning Wirewood Symbiote from the battlefield to your hand.
Temur Sabertooth must be on the battlefield. Circle of Dreams Druid must be on the battlefield. Wirewood Symbiote must be on the battlefield. Allosaurus Shepherd must be on the battlefield. Circle of Dreams Druid does not have summoning sickness. You control at least five creatures.
Steps:
Activate Circle of Dreams Druid by tapping it, adding at least GGGGG.
Activate Wirewood Symbiote by returning Allosaurus Shepherd to your hand from the battlefield, untapping Circle of Dreams Druid.
Activate Temur Sabertooth by paying 1G, returning Wirewood Symbiote from the battlefield to your hand.
Hyrax Tower Scout must be on the battlefield. Temur Sabertooth must be on the battlefield. Priest of Titania must be on the battlefield. Priest of Titania does not have summoning sickness. You control at least five additional Elves.
Steps:
Activate Priest of Titania by tapping it, adding at least six G.
Activate Temur Sabertooth by paying 1G, returning Hyrax Tower Scout from the battlefield to your hand.
Cast Hyrax Tower Scout by paying 2G.
Hyrax Tower Scout enters the battlefield, untapping Priest of Titania.
Repeat.
Results:
Infinite ETB. Infinite LTB. Infinite mana creatures you control can produce. Infinite storm count. Infinite untap of creatures you control.
Kogla, the Titan Ape must be on the battlefield. Hyrax Tower Scout must be on the battlefield. Priest of Titania must be on the battlefield. Priest of Titania does not have summoning sickness. You control at least five additional Elves.
Steps:
Activate Priest of Titania by tapping it, adding at least six G.
Activate Kogla by paying 1G and returning Hyrax Tower Scout from the battlefield to your hand, giving Kogla indestructible until end of turn.
Cast Hyrax Tower Scout by paying 2G.
Hyrax Tower Scout enters the battlefield, untapping Priest of Titania.
Repeat.
Results:
Infinite ETB. Infinite LTB. Infinite mana creatures you control can produce. Infinite storm count. Infinite untap of creatures you control.
Argothian Elder must be on the battlefield. Wirewood Lodge must be on the battlefield. Nykthos, Shrine to Nyx must be on the battlefield. Argothian Elder does not have summoning sickness. Your devotion to green is at least four. Mana needed: 2
Steps:
Activate Nykthos by paying 2 and tapping it, adding at least GGGG.
Activate Argothian Elder by tapping it, untapping Nykthos and Wirewood Lodge.
Activate Wirewood Lodge by paying G and tapping it, untapping Argothian Elder.
Argothian Elder must be on the battlefield. Wirewood Lodge must be on the battlefield. Gaea’s Cradle must be on the battlefield. Argothian Elder does not have summoning sickness. You control another creature.
Steps:
Activate Gaea’s Cradle by tapping it, adding at least GG.
Activate Argothian Elder by tapping it, untapping Gaea’s Cradle and Wirewood Lodge.
Activate Wirewood Lodge by paying G and tapping it, untapping Argothian Elder.
Argothian Elder must be on the battlefield. Wirewood Lodge must be on the battlefield. Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun must be on the battlefield. Cradle of the Sun. Argothian Elder does not have summoning sickness. You control at least one additional creature.
Steps:
Activate Itlimoc, Cradle of the Sun’s second ability by tapping it, adding at least GG.
Activate Argothian Elder by tapping it, untapping Itlimoc, Cradle of the Sun and Wirewood Lodge.
Activate Wirewood Lodge by paying G and tapping it, untapping Argothian Elder.
Repeat.
Results:
Infinite mana lands you control can produce. Infinite untap of lands you control.
Conclusion:
Yisan is a sweet card that feels like a classic CEDH commander; I’m not sure if they fit into a ghost of the past as there are still a ton of dedicated Yisan players, but they are an absolute blast to pilot nonetheless. I have been having a ton of fun with this one, and I hope you all enjoyed it as well. after all, who doesn’t love music? Thanks for reading to the end and for all of your support!
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