









Overview:
This Yarok, the Desecrated deck leverages ETB doubling to generate overwhelming value through landfall triggers, creature-based card advantage, and permanent theft. The commander is critical, amplifying key cards like Risen Reef, Agent of Treachery, and Avenger of Zendikar. The strategy focuses on ramping into explosive turns with multiple land drops (enabled by Dryad of the Ilysian Grove, Aesi, and Tatyova), then closing via token swarms, stolen permanents, or combat finishers like End-Raze Forerunners. Secondary synergies include flicker effects (Conjurer's Closet, Lilysplash Mentor) and graveyard recursion (Portal to Phyrexia).
Primer:
Core Strategy Execution:
- Early Ramp (Turns 1-4): Prioritize land drops and ramp spells (Cultivate, Farseek, Skull Prophet) to enable multiple landfall triggers. Deploy mana dorks like Paradise Druid and Maraleaf Pixie for color fixing.
- Value Engines (Turns 3-5): Cast Yarok alongside ETB staples like Risen Reef or Elvish Visionary to double draws and land drops. Use Scute Swarm or Field of the Dead to build token armies.
- Midgame Dominance (Turns 5-7): Resolve haymakers like Avenger of Zendikar, Rampaging Baloths, or Agent of Treachery to steal opponents’ threats. Flicker key creatures with Conjurer's Closet for repeated value.
- Win Conditions (Turns 7+): Overrun with tokens boosted by End-Raze Forerunners, lock opponents out via Portal to Phyrexia recursion, or drain with Massacre Wurm.
Mulligan Priorities:
- Keep hands with 3+ lands, at least one ramp spell, and a value ETB creature (e.g., Risen Reef, Elvish Visionary).
- Prioritize green sources for early ramp. Avoid hands overly reliant on Yarok without protection.
Key Tips:
- Use Abundance to guarantee land drops or gas.
- Emergent Ultimatum can fetch Agent of Treachery, Avenger of Zendikar, and Massacre Wurm for a game-ending trio.
- Protect Yarok with Asceticism or flicker effects to avoid commander tax buildup.
Weaknesses:
Critical
- Torpor Orb effects shut down 90% of the deck’s value engines and win conditions.
- Board wipes cripple the token/creature-centric strategy, with limited recovery outside Portal to Phyrexia.
Moderate
- Graveyard hate disrupts Portal to Phyrexia, Eternal Witness-like recursion, and Gyruda, Doom of Depths.
- Land destruction slows landfall triggers and mana acceleration.
Minor
- Limited stack interaction beyond Counterspell and Negate.
- High-CMC threats can lead to clunky hands if ramp is disrupted.
Most Important Cards:
- Yarok, the Desecrated (Doubles all ETB triggers)
- Risen Reef (Land/creature engine with Yarok)
- Agent of Treachery (Permanent theft + card draw)
- Avenger of Zendikar (Token generation + scaling)
- Dryad of the Ilysian Grove (Land drops + mana fixing)
- End-Raze Forerunners (Primary combat finisher)
- Emergent Ultimatum (Tutors game-ending threats)
- Conjurer's Closet (Recur ETB value)
- Scute Swarm (Token snowball with landfall)
- Portal to Phyrexia (Recurrence + opponent sacrifice)
Attribute Ratings:
Speed: 6/10
Threatens wins via combat or theft around turns 7-9. Fast mana is limited, but landfall and ramp provide steady acceleration.
Resilience: 5/10
Recovery options exist (e.g., Portal, Conjurer's Closet), but overreliance on Yarok and board presence makes it vulnerable to targeted removal and wipes.
Consistency: 7/10
Abundant land tutors, card draw (Aesi, Tatyova), and redundant ETB effects ensure reliable access to core pieces.
Interaction: 5/10
Spot removal (Assassin's Trophy, Windgrace's Judgment) and counterspells are present but sparse compared to combo/control decks.
Rating Justification:
The deck’s speed aligns with focused tiers (T7-8 wins via combat/value), but its reliance on board presence and vulnerability to stax/removal caps its resilience. Strong consistency and synergy elevate it above casual builds.
Power level: 6.0 - 6.5
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