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cEDH Yuriko, the Tiger's Shadow JP

Commander / EDH UB (Dimir)

Vryn63


I have played all kinds of Yuriko decks, and end up in this list. This deck is focused on controlling the game until we are ready to play Extra Turn cards safely.

To win in current cEDH Metagame, we must beat the top tier deck, Tymna/Thrasios. I have done some math to have nice amount of counter and removal spells when they are in need.

There are some Yuriko lists with Thassa's Oracle combo. To run this combo in Yuriko, we need to manage both combo and burn plan. Playing only combo with Yuriko would end up running deterioration deck of Tymna/Thrasios.

Cards like Doomsday, Gush, Demonic Consultation, Tainted Pact, and Jace, Wielder of Mysteries are used in Yuriko's combo. I liked playing Doomsday. If you haven't played land yet, Doomsday + could be your win-con.

Although, I didn't like 3 key cards, Demonic Consultation, Tainted Pact, and Jace, Wielder of Mysteries. Reason for this is because they are not casually playable cards. You need to wait for their partners. Jace, Wielder of Mysteries is too heavy for its card power when you could not win yet. It is difficult for Yuriko to have nice blockers to save planeswalkers from attackers. Thought Scour is not worth paying .

Also, many Japanese cEDH players around me are tuning their decks to fight against Sushi Combo. I have seen many people playing Stifle cards in this meta-game. Even without these cards, most people around me never tap out (usually). Everyone is playing cards as if someone else has Flash-Hulk ready to cast. It is difficult to play Sushi Combo that could start only in sorcery timing.

In addition, to play combo in this meta-game, you should play commander that helps you recover quickly. Or use single card combo deck (Spellseeker Inalla is famous in Japan). Unfortunately, I felt Yuriko is not one of them.

Shifting game plan in EDH is super difficult too. It is even difficult in 1 on 1 formats (Dimir Inverter in pioneer is a good example).

These are the reasons why I decided not to play combo with Yuriko, and chose to burn opponent's life.

There is an important reason why there are "31" lands. That is to play turn2 Yuriko in more than 90%. Before I start talking about some math, I need to correct number of lands. There are 31 lands, but this is actually "29 lands + Mutavault + Boseiju, Who Shelters All. So I would talk about these "29" lands.

I opened excel to calculate best number with minimum enablers and lands. Discussion of function in English is difficult for me, so let me skip for now. If you really want to know, please access ChannelFireball and check for "Magic Math" tag. Back to the story, I have done some math and end up with these numbers.

  1. Number of enablers: 10
  2. Number of lands: 19(including fetch)
  3. Number of lands: 6
  4. Number of lands: 4

These numbers leads me to play Turn2 Yuriko in 90.7%. (note1: Percentage of drawing 0CMC ramp + 2, 3CMC creature is included) (note2: This percentage is from Double mulligan. It's OK because turn2 Yuriko cause you to discard usually)

By the way, if I increase number of enablers to 11, the percentage would be 92.3%. I decided not to add weak enabler for only 1.6%. There are also nice hands without turn2 Yuriko. Something like land + Mana Crypt + Rhystic Study is nice.

Everyone knows that 5CMC extra turns, Temporal Mastery, and card:Temporal Trepass are nice in Yuriko decks. I am also playing 3 extra extra turns. If you have 8 extra turn cards, expected value of drawing them by Turn4 is 1.05. I would not play extra turn on Turn4 usually, but I would like to play it if there is a chance of not being countered.

Also, meta-game around me is slow. There are chance of playing slightly heavy CMC cards. It is nice that I could have more heavier cards to burn opponent's life by Yuriko.

In my experience, once my extra turn card was not countered, I could keep on casting extra turn cards if there are 8 of them. I have ran both 7 and 9, but they didn't feel good.

These are the reasons for 8 extra turn cards.

I had some questions at cEDH Yuriko discord channel, so let me share at here.

Coalition Relic

As I mentioned, meta-game around me is not that fast. Everyone keeps some manas to stop Flash. This means, playing ramp cards is important. You need manas to cast finisher(Mine is Extra turn cards) and also counter to protect from opponent's counter. I have 14 ramp cards if I include copy cards such as Phantasmal Image. Percentage of having a ramp card in opening hand is pretty high with this number.

Let's move on to discuss why Coalition Relic. I chose this card because it could produce 2 manas. If I played Turn2 Yuriko -> Turn3 Coalition Relic, there are 6 manas for me on Turn4. There is a chance of playing "Tutor + 5CMC extra turn" and "5CMC extra turn + 1CMC counter".

Urza, Lord High Artificer

Ramp cards have important role in meta-game around me as I mentioned above. This is one of my favorite ramp cards. I hate being attacked by Tymna the Weaver and other creatures around her. Yuriko would be tapped most of the time because she needs to attack. I do have enough cards to remove Tymna the Weaver, but much caution does no harm. card:Urza, Lord High Arfificer could be used not only as a ramp but also as a blocker.

Also, most of the green decks have Collector Ouphe and seems to like searching it. Only my artifacts would be alive if I have Urza, Lord High Artificer. He could give more jobs for cards such as Ornithopter and Sensei's Divining Top. It is needless to say that his card:Mind Desire ability would help me shuffle my deck too.

The last reason why I'm playing this card is because it is blue. Drawing too many ramp cards is usually stressful, but it could be used for blue pitch spells. Less stress:)

Mishra's Bauble

This card came along with Urza, Lord High Artificer. If you successfully played turn2 Yuriko, you need to discard a card. This card would help you not discarding any card.

Also, my deck has a lot of search cards, so I could just play Mishra's Bauble as they are played in other formats. This card is good for casting delve cards such as Temporal Trespass too.

Mystical Teachings

Search is alway nice in EDH. The cards I often search with this card are counters, tutors, and Nexus of Fate. Able to searching both counters and win-con cards at the same time in instant speed is worth paying 4 CMC. It has flashback, so you could choose to discard it after Turn2 Yuriko attack. If you have Sword of Feast and Famine, there is a big chance of searching Nexus of Fate and casting it with enough mana ready to cast counter to protect it.

Price of Fame

This is my favorite removal spell. Usually, removal spells are passive. Although, this card has surveil 2. In Yuriko decks, this ability could be used as active move. Removing creature and manipulating top deck in 2 manas is wonderful. It's CMC is 4, so it is not bad if this card is flipped with Yuriko's ability too.

Draco

This card has really high CMC. It deals 16 damages to each opponent if this card is revealed by Yuriko. Although, there is no chance of playing this card from hand to battlefield. Emrakul, the Promised End has high CMC too and could be casted. Draco would be 2nd high CMC, but it is not in need so far.

Blinkmoth Infusion

The reason is same as card:Drako. Although, This card could be a cost of blue pitch spells. This make me think Blinkmoth Infusion is better than card:Drako.

Back to Basics

This card is wonderful against multi-colored commanders. I used to play Back to Basics. Although, players around me started adding some basic lands and extra ramp cards. This is due to a slowing of meta-game caused by increase of counter spells and change of how people play their manas. Due to this change, Back to Basics started to not work well.

I am not playing Back to Basics right now, but would love to play it again if meta-game became faster again.

Oboro Breezecaller

Oboro Breezecaller + Mystic Sanctuary + extra turn gives you infinite turns. I'm not playing Oboro Breezecaller because at the time Mystic Sanctuary is played untapped, I could run through with current list. I might play this card if I put my Back to Basics back into my deck.

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Casual

91% Competitive

Revision 1 See all

(4 years ago)

+1 Mishra's Bauble main
-1 Urza's Bauble main
Date added 4 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

46 - 0 Rares

12 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.10
Tokens Bird 2/2 U, Construct 0/0 C, On an Adventure
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