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Yarok Updated to Actually Work

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This build of Yarok is a mix of combo and control elements. Tutors can find combo pieces and assemble a Hermit Druid win quickly, or stall the board behind removal and counterspells and amass value with Yarok to grind opponents out of the game.

***Combos:

Hermit Druid mills our entire library, hopefully including Narcomoeba, Dread Return and Thassa's Oracle. If we have at least one other creature in play, then we can sacrifice Narcomoeba, Hermit Druid and that creature to reanimate Thassa's Oracle to win.

Deadeye Navigator soulbonded to Peregrine Drake makes infinite mana by blinking Drake. Once you have infinite mana, blink Deadeye Navigator and have it reenter paired with some other creature to win somehow.

With Archaeomancer, Peregrine Drake (or Cloud of Faeries with Yarok in play), either Archaeomancer or Mnemonic Wall, and another creature in play, cast Ghostly Flicker or Displace targeting Archaeomancer or Wall and Drake and repeat to gain infinite mana. You can then use this to infinitely flicker any permanent(s) desired along with Archaeomancer.

Windfall is a good card. Notion Thief and Narset are also good cards. We're in Sultai, so we might as well run them. Not a main theme, but this interaction usually ends games quickly and the opportunity cost is very low.

***Winning with Infinite Blinks (assuming you have infinite mana):

You can get ETB draws to draw your deck with Baleful Strix, Coiling Oracle (technically not drawing but it does the trick with Thassa's Oracle), Elvish Visionary, Wall of Blossoms and Mulldrifter (though be careful of the 2-cards-at-once as it can occasionally matter).

Gonti can exile your opponents' libraries.

Spellseeker can find either Demonic Tutor or a top-of-library tutor followed by Brainstorm to get Blue Sun's Zenith to draw your deck and win with Thassa's Oracle.

Venser, Shaper Savant can bounce every permanent controlled by your opponents, which tends to end games quickly.

***Tutor targets:

Hermit Druid is the best tutor target since it usually wins the game on its own. If you have Druid already, Lightning Greaves lets you win without needing the druid to survive a full round.

Sylvan Safekeeper helps protect combo pieces and makes the deck much more resilient especially if we try to go off with limited counter backup.

Spellseeker cannot find Ghostly Flicker or Displace but it can find Demonic Tutor, Mystical Tutor, et which can in turn find those pieces or just find a Hermit Druid. Spellseeker can also find Finale of Devastation which can find pieces for any combo.

If you have infinite mana and draw your deck and Thassa's Oracle doesn't resolve, you can kill people with Blue Sun's Zenith, since it shuffles back in on resolution.

Shared Summons is slow but finds Hermit Druid + Sylvan Safekeeper or Peregrine Drake + Deadeye Navigator, or half of the Drake combo plus an ETB draw effect.

***Other Notes:

Bramble Sovereign is a good value piece but also makes combo pieces less susceptible to spot removal, though the infinite-blink combos.

Baleful Strix is a great way to stonewall commanders' attack/damage triggers since people won't generally attack their commander into a 1/1 with deathtouch. It also wins the game with infinite blinks.

We all know that I love Phyrexian Delver. Here it's just a great value/recursion piece especially with Yarok out.

Don't cast Thassa's Oracle unless it wins you the game, you're desperate for an answer, or you have a way of recurring its ETB ability such as returning it to your hand Venser.

Brainstorm and Riverwise Augur are great value but they also help put Dread Return and Narcomoeba back into the library.

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