Yarok, the Desecrated

Art by Daarken

Commander deckBGU

Yarok, the Desecrated

Harness and double energy-producing enter-the-battlefield triggers with Yarok to fuel game-ending threats, continuous recursion, and massive card advantage.

$289.76for all 100 cards at today’s prices
Built Oct 30, 202634 views

Asked for“sultai with energy”

Buy the whole deck on Mana PoolBuild another

Deck anatomy

What this list actually runs on: how cheaply it casts things, and whether it has enough ramp, card draw and interaction to keep up at the table. Each block is one card — hover for its name.

Mana curve · 62 nonland cards

4
20
14
11
5
3
5
01234567+
RampCard drawInteractionThreats & synergy

The working parts

Ramp11
Card draw13
Interaction11
↳ board wipes3
Tutors5

Counted from Scryfall’s community card tags, not from the builder’s own labels. A card that does two jobs counts twice, so these add up to more than the deck. The hatched band is a common rule of thumb, not a law — combo decks run leaner, battlecruiser decks heavier.

Colored mana symbols

U 22B 15G 37
37lands · rule of thumb 35–38
3.37average mana value (nonland)
$289.76whole deck, today

The list

Commander

1
Yarok, the Desecrated

Yarok, the Desecrated

2BGU

Legendary Creature — Elemental Horror

Chosen commander for the requested strategy.

Ramp

10
Sol Ring

Sol Ring

1

Artifact

essential format-defining artifact acceleration

Arcane Signet

Arcane Signet

2

Artifact

versatile two-mana color fixing

Servant of the Conduit

Servant of the Conduit

1G

Creature — Elf Druid

enters with energy and taps to produce any color

Roil Cartographer

Roil Cartographer

1U

Creature — Merfolk Rogue

taps for mana and energy while leveraging landfall

Solar Transformer

Solar Transformer

2

Artifact

enters with energy and fixes mana across all colors

Attune with Aether

Attune with Aether

G

Sorcery

fixes basic land drops while accumulating energy counters

Farseek

Farseek

1G

Sorcery

fetches dual lands into play

Cultivate

Cultivate

2G

Sorcery

reliable land acceleration and card smoothing

Kodama's Reach

Kodama's Reach

2G

Sorcery — Arcane

staple ramp to secure land drops

Wood Elves

Wood Elves

2G

Creature — Elf Scout

ETB land ramp doubled by commander

Card Draw

10
Glint-Sleeve Siphoner

Glint-Sleeve Siphoner

1B

Creature — Human Rogue

converts steady energy generation into card advantage

Rogue Refiner

Rogue Refiner

1GU

Creature — Human Rogue

doubles energy and draw triggers with Yarok

Live Fast

Live Fast

2B

Sorcery

provides burst draw alongside energy counters

Era of Innovation

Era of Innovation

1U

Enchantment

translates creature and artifact ETBs into energy or card draw

Tune the Narrative

Tune the Narrative

U

Instant

cheap cantrip that provides early energy counters

Mulldrifter

Mulldrifter

4U

Creature — Elemental

draws four cards when entering alongside Yarok

Baleful Strix

Baleful Strix

UB

Artifact Creature — Bird

efficient early blocker that cantrips

Coiling Oracle

Coiling Oracle

GU

Creature — Snake Elf Druid

ETB card advantage or immediate ramp doubled by Yarok

Risen Reef

Risen Reef

1GU

Creature — Elemental

triggers off Yarok and elemental ETBs for massive value

Guardian Project

Guardian Project

3G

Enchantment

rewards steady creature deployment with cards

Removal

11
Die Young

Die Young

1B

Sorcery

flexible removal spell scalable with energy reserves

Confiscation Coup

Confiscation Coup

3UU

Sorcery

steals the biggest threat on the board using energy

Demon of Dark Schemes

Demon of Dark Schemes

3BBB

Creature — Demon

sweeper on ETB that harvests energy from dying creatures

Dynavolt Tower

Dynavolt Tower

3

Artifact

repeatable instant-speed bolt effect powered by energy

Aether Spike

Aether Spike

1U

Instant

energy-generating soft counter that scales with reserves

Ravenous Chupacabra

Ravenous Chupacabra

2BB

Creature — Beast Horror

creature removal on an ETB doubled by Yarok

Reclamation Sage

Reclamation Sage

2G

Creature — Elf Shaman

disenchants problematic artifacts and enchantments on entry

Assassin's Trophy

Assassin's Trophy

BG

Instant

unconditional instant-speed permanent removal

Beast Within

Beast Within

2G

Instant

flexible catch-all removal for any problem permanent

Cyclonic Rift

Cyclonic Rift

1U

Instant

one-sided board bounce win condition

Counterspell

Counterspell

UU

Instant

efficient answer to game-winning opposing spells

Threats/Wincons

21
Aetherworks Marvel

Aetherworks Marvel

4

Legendary Artifact

free-casts massive spells by spending accrued energy counters

Aethersquall Ancient

Aethersquall Ancient

5UU

Creature — Leviathan

massive flyer that repeatedly bounces the board using energy

Architect of the Untamed

Architect of the Untamed

2G

Creature — Elf Artificer Druid

turns excess energy into 6/6 Beast tokens

Bristling Hydra

Bristling Hydra

2GG

Creature — Hydra

self-protecting, growing threat powered by energy

Longtusk Cub

Longtusk Cub

1G

Creature — Cat

snowballs rapidly into a lethal attacker using energy

Electrostatic Pummeler

Electrostatic Pummeler

3

Artifact Creature — Construct

doubles power repeatedly with energy for surprise kills

Peema Aether-Seer

Peema Aether-Seer

3G

Creature — Elf Druid

enters with huge energy chunks and locks down blockers

Chthonian Nightmare

Chthonian Nightmare

1B

Enchantment

repeatable energy-fueled recursion engine for value creatures

Primal Prayers

Primal Prayers

2GG

Enchantment

flash-casts low-mana creatures virtually for free with energy

Fabrication Module

Fabrication Module

3

Artifact

translates energy generation into permanent +1/+1 counters

Scurrilous Sentry

Scurrilous Sentry

3B

Creature — Human Knight Rogue

connives and generates energy while controlling attacks

Avenger of Zendikar

Avenger of Zendikar

5GG

Creature — Elemental

creates a massive army of tokens doubled by Yarok

Grave Titan

Grave Titan

4BB

Creature — Giant

rapid token generation and heavy combat presence

Craterhoof Behemoth

Craterhoof Behemoth

5GGG

Creature — Beast

overwhelming combat finisher for wide token boards

Agent of Treachery

Agent of Treachery

5UU

Creature — Human Rogue

steals key opposing permanents with ETB doubled by Yarok

Scute Swarm

Scute Swarm

2G

Creature — Insect

exponential token generator triggered off land drops

Hornet Queen

Hornet Queen

4GGG

Creature — Insect

instant board presence and deathtouch aerial defense

Tatyova, Benthic Druid

Tatyova, Benthic Druid

3GU

Legendary Creature — Merfolk Druid

engine that gains life and draws cards on landfalls

Roaming Throne

Roaming Throne

4

Artifact Creature — Golem

doubles creature-type triggers alongside Yarok

Overwhelming Stampede

Overwhelming Stampede

3GG

Sorcery

buffs the team based on highest power to finish games

Vorinclex, Monstrous Raider

Vorinclex, Monstrous Raider

4GG

Legendary Creature — Phyrexian Praetor

doubles all energy counters you generate

Utility

10
Panharmonicon

Panharmonicon

4

Artifact

stacks with Yarok to quadruple ETB energy triggers

Thassa, Deep-Dwelling

Thassa, Deep-Dwelling

3U

Legendary Enchantment Creature — God

blinks energy and value creatures each end step

Conjurer's Closet

Conjurer's Closet

5

Artifact

end step flicker for continuous ETB energy generation

Decoction Module

Decoction Module

2

Artifact

steady energy output on creature entries and creature bounce

Gonti's Machinations

Gonti's Machinations

B

Enchantment

accumulates energy from damage and drains all opponents

Woodweaver's Puzzleknot

Woodweaver's Puzzleknot

2

Artifact

provides life buffer and quick bursts of energy

Eternal Witness

Eternal Witness

1GG

Creature — Human Shaman

recurs critical spent energy cards or answers from graveyard

Heroic Intervention

Heroic Intervention

1G

Instant

protects board state from sweepers and targeted removal

Lightning Greaves

Lightning Greaves

2

Artifact — Equipment

protects Yarok and grants haste to key energy attackers

Tekuthal, Inquiry Dominus

Tekuthal, Inquiry Dominus

2UU

Legendary Creature — Phyrexian Horror

doubles proliferate triggers to multiply energy reserves

Lands

37
Reliquary Tower

Reliquary Tower

Land

No maximum hand size.

War Room

War Room

Land

Card draw from the mana base.

Rogue's Passage

Rogue's Passage

Land

Makes a creature unblockable.

Temple of the False God

Temple of the False God

Land

Extra mana in the late game.

Command Tower

Command Tower

Land

Produces any color in your identity.

Exotic Orchard

Exotic Orchard

Land

Flexible multicolor fixing.

Path of Ancestry

Path of Ancestry

Land

Color fixing with scry on creature casts.

Myriad Landscape

Myriad Landscape

Land

Ramp from the mana base.

City of Brass

City of Brass

Land

Untapped five-color fixing.

Mana Confluence

Mana Confluence

Land

Untapped five-color fixing.

Reflecting Pool

Reflecting Pool

Land

Copies colors your other lands produce.

Bojuka Bog

Bojuka Bog

Land

Free graveyard hate on ETB.

Castle Locthwain

Castle Locthwain

Land

Mono-color utility land.

Castle Garenbrig

Castle Garenbrig

Land

Mono-color utility land.

Mystic Sanctuary

Mystic Sanctuary

Land — Island

Recurs an instant or sorcery.

Castle Vantress

Castle Vantress

Land

Mono-color utility land.

Underground River

Underground River

Land

Nonbasic dual land for color fixing.

Drowned Catacomb

Drowned Catacomb

Land

Nonbasic dual land for color fixing.

Temple of Deceit

Temple of Deceit

Land

Dual land with scry.

Sunken Hollow

Sunken Hollow

Land — Island Swamp

Nonbasic dual land for color fixing.

Choked Estuary

Choked Estuary

Land

Nonbasic dual land for color fixing.

Island

Island 5x

Basic Land — Island

Basic land allocated from mana pip counts.

Swamp

Swamp 3x

Basic Land — Swamp

Basic land allocated from mana pip counts.

Forest

Forest 8x

Basic Land — Forest

Basic land allocated from mana pip counts.