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Yoshi-Mardu: Legend Tribal

This deck has been built to capitalize on Yoshimaru's ability, allowing you to go tall with commander damage while also going wide with other durable legendary creatures.


Background

My playgroup has gotten a little sick of my typical grindy control style decks, particularly my Plargg, Dean of Chaos EDH deck that I built in early 2024. While that deck is not strictly control, it is a slow, grindy superfriends deck with some mass land destruction in it and it can be somewhat annoying to play against. If you are interested in that sort of deck or just looking to play something a little different I encourage you to check it out and please don't forget to upvote!

In the interest of "variety", a word which my playgoup has begun to throw around in an attempt to get me to play other types of decks, I decided to put together this list and lean very heavily into Yoshimaru's ability to build a voltron style deck with an emphasis on legendary permanents. This deck is much more aggressive than my typical late game value engine strategy and significantly less reactive than I normally prefer to play, running very little interaction. Instead I chose to build this deck as an aggro-ish deck, one of the weaker strategies in EDH. I say aggro-ish because there are certainly faster decks out there that swing and burn their opponents down much quicker than this deck might. Playing an aggro strategy in EDH can definitely decrease your win percentage at the table as you are often seen as the scary player at the table because your entire game plan is sitting right on the table visible to everyone, and one board wipe can put you miles behind everyone else if you forget to sandbag.

I began building this deck in early 2025 and it is still in its primitive stages so any recommendations are welcome. Keep in mind that I have intentionally made a point of using mostly legendary permanents for this deck, unless non-legendary cards were significantly better. I am aware that this does make the deck somewhat worse. I am open to using non-legends, especially if they increase the overall consistency of the deck.


Game Plan

The primary objective of this deck is to play Yoshimaru turn one every game and follow him up every turn thereafter with legendary permanents. Don't forget about the legendary lands! Most games you will be swinging into empty boards on turn two with a 3/3 or 4/4 Yoshimaru, and following up on turn three with a 6/6 or 7/7 Yoshimaru. Yoshimaru, or Yoshi for short, can get huge very quickly with this deck and potentially be swinging in for lethal commander damage after just four or five turns but, as with any voltron commander he suffers from one fatal flaw; removal! Well, removal isn't his only flaw, he also lacks evasion so some games he just becomes a big beater until he's scary enough to draw your opponent's removal out of their hands. Not to fear though, there is a backup plan... sort of.

While some games your opponents may have little to no blockers or you will draw into whatever evasion you needs, in other cases Yoshi will almost never get through, or he will become prohibitively expensive to cast after being removed a few times. There is a bit of recursion in this deck to alleviate this issue somewhat, but we are not lost without Yoshi! If Yoshi is out of the question we still have a small army of aggressive legendary creatures that we can go wide with and recur to swing with over and over. On top of our go wide strategy, Vial Smasher, the other commander that I added just for the colors, can actually rack up a significant amount of damage, especially when the game comes down to a one-on-one, and can help squeeze out wins much more often than you would think. Many times you don't need to kill an opponent, you just need to get their life low enough that they play a little more cautiously.


Power Level and Competitiveness

This deck is intended to be casual but there are a number of very powerful cards in the deck. There are no infinite combos in the deck but there are a number of very powerful interactions. The deck is pretty consistent at getting Yoshi big but the backup gameplan is not always there. Because the deck contains a somewhat limited interaction package there will be some games where opponents play stax pieces or hate pieces that could lock you out of the game. In these games you either need to aggro down the offending player or make political deals with other players to help you get back in the game. Ultimately the deck is not optimized to win all the time, instead this deck is aimed at changing up your meta. If your current playgroup is afraid to attack until one person clearly becomes the threat, this is the deck to fix that. With this deck if you aren't swinging you are doing something wrong.


Key Cards

Yes, I really made that joke. These cards help you to get multiple ETB triggers for Yoshimaru, either by bouncing themselves, giving recursion, or by some other method.

-Norin the Wary: Norin can give you as many as 4 Yoshi triggers per turn cycle in a normal EDH game.

-Ragavan, Nimble Pilferer: Dashing Ragavan can give us multiple Yoshi triggers in case we need a small mana sink each turn in the late game

-Zurgo Bellstriker: Just like Ragavan, Zurgo can be dashed for one Yoshi trigger on every one of your turns.

-Kari Zev, Skyship Raider: Kari can get us a legendary Ragavan token every time we attack with her.

-Phelia, Exuberant Shephard: Phelia can blink our permanents and buff itself and Yoshi, or get rid of annoying blockers or other permanents our opponents control

-Senu, Keen-Eyed Protector: Senu can scry, gain us life, and give us Yoshi ETB triggers much more often than you would think. Senu is also a great blocker.

Here is a list of the other cards that capitalize on many of the legendary permanents that are run in the deck.

-Gloin

-Gimli

-Shanid


Changelog:

First Cuts: Date Unknown

Removed Restore Balance for Mountain

Removed Gideon Blackblade for Mystifying Maze

Removed Chandra, Novice Pyromancer for Plains

Removed Urza's Ruinous Blast for Obliterate

Removed Jaya's Immolating Inferno for Gallifrey Falls / No More

-

Second Cuts: (Pending)


brackets are dumb

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95% Casual

Competitive

Revision 7 See all

(1 week ago)

+1 Sonic Screwdriver main
+1 Sundering Eruption  Flip main
Date added 2 weeks
Last updated 5 hours
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

25 - 13 Mythic Rares

53 - 18 Rares

15 - 10 Uncommons

2 - 4 Commons

Cards 100
Avg. CMC 2.85
Tokens Companion Zone, Copy Clone, Cragflame, Devil 1/1 R, Emblem Basri Ket, Emblem Gideon of the Trials, Emblem Kaya the Inexorable, Emblem The Capitoline Triad, Enchantment Golem 3/3 C, Energy Reserve, Kor Warrior 1/1 W, Orc Army, Phobos, Ragavan, Soldier 1/1 W, Spirit 1/1 C, Spirit 1/1 W, The Ring, The Ring Tempts You, Treasure, Vampire 1/1 W, Warrior 1/1 W w/ Vigilance
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