Unyaro Bees

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Unyaro Bees

Creature — Insect

Flying

(Green): Unyaro Bees gets +1/+1 until end of turn.

(3)(Green), Sacrifice Unyaro Bees: Unyaro Bees deals 2 damage to target creature or player.

Oldcrow80 on The Grist of Dredging

2 years ago

SultaiBroodLord thank you for your suggestions! I had remembered Forever Young , a card very similar to Gravepurge , for the same reason actually. Fill your yard, then use them to stack the top to be all those bugs again for Grist's uptick. Unyaro Bees are simply because they were what I had on hand. And I have never seen Spider Spawning so I am going to need to play around with that, it looks fun!

SultaiBroodLord on The Grist of Dredging

2 years ago

Hi! I am also working on a grist list, I really like your inclusion of Maskwood Nexus and Culling Ritual . If you're looking for more good insects, Giant Adephage , Moldgraf Monstrosity , and Vorapede can be some good reanimation targets! Unyaro Bees are also out there. I think Gravepurge like effects would be great for combo shenanigans, especially alongside Nexus. Necrotic Ooze could be interesting, and Spider Spawning is always fun to help recover from boardwipes, and is funny with Blex. Sorry its kinda a lot, can't wait to see where you land with this list though!

seshiro_of_the_orochi on Quest for weirdness

3 years ago

I just had an idea for a new kind of mtg challenge I'd like to give a try. Rules are as follows:

First person gives any card besides basic lands, and any format. Second person tries to come up with some kind of weird or convoluted way of (ab-)using that card with the card pool of the given format, then proceeds to give a card and a format for the next person to come up with a way of (ab-)using it.

How far the usage goes is up to its poster: Is it a janky combo? Is it a general path within a deck? Is it a whole deck very specifically build around the card? It's up to you!


My first challenge is:

Find a weird usage for Unyaro Bees in commander/edh.

Caerwyn on TwoKinds + MTG = This

4 years ago

I'm not sure what you are referencing, so I am just going to evaluate this from the Magic perspective.

Ability one and ability two have the same problem--they don't fit in Green's slice of the colour pie (they're both Red abilities).

Green only deals damage directly to a creature in one of three ways: (1) Direct damage to creatures with flying ; (2) Fighting ; (3) One-sided fighting .

Green does not deal combat damage to players or planeswalkers, making the second ability even more problematic than the first.

(As an aside, there are some exceptions-- Bee Sting , Hornet Sting , Thorn Thallid , Unyaro Bee Sting , Unyaro Bees --but these are all older cards and Mark Rosewater has said on multiple occasions those cards are colour pie brakes).

There is nothing technically wrong with the last ability, but, from an application stance, Emblems are thus far only found on Planeswalkers. There's nothing in the rules that would prohibit a creature making an emblem, but it's still a bit of an oddity.

Monti_Jones on Sasaya, Orochi Ascendant Combo (EDH)

5 years ago

Hi there!

Always nice to find another Sasaya player! This deck is a hard nut to crack but I think you are on the absolute right track. I will try to share what works for me. As you surely know the deck plays vastly differently with and without a fliped Sasaya, so I will give you my thoughts for each part, as well as a few general things I found useful.

Pre-flip: This is the part where every mana spent counts. Spells you want to cast here should be as cheap as possible and make flipping easier. It seems kinda obvious but: to have 7 lands in hand, you have to have at least 7 cards in hand! Keeping your card count high while playing spells and lands is key for a fast flip. Continuous card draw like Howling Mine works great for this, top deck manipulation with Sensei's Divining Top is also nice. Spells like Gatecreeper Vine are essentially a land in your hand while providing a blocker too. Ramunap Excavator and Crucible of Worlds let you play fetch lands or cycle lands from your graveyard keeping your stock in hand high. For that same reason Cultivate , Kodama's Reach , Peregrination and Khalni Gem are the best ramp spells you can get. Renegade Map , Traveler's Amulet and Wanderer's Twig push you over the threshold right before the turn you need it. Yes, they erode your hand size at first but that's right when Gaea's Bounty and the likes come in.

Post-flip: Great, you got 7 lands in hand and can flip! But what else? City of Solitude would be another Dosan to protect you, but the real problem is finding a payoff card in a deck that is almost 70% setup. As you already play the Portal and the Ring, I guess you'll like Skyship Weatherlight too. You'll run out of life before you run out of mana with Book of Rass . Personally I prefer cards I can play pre-flip and can activate post-flip. Domesticated Hydra or Unyaro Bees look stupid when you play them, but finish off the most dangerous opponent quickly. Temur Sabertooth can be used in too many ways to count. Polukranos, World Eater is a boardwipe (together with Khamal, a landwipe too) and finishes off whoever can't play a blocker fast enough. Realm Seekers are huge or can get a new set of lands, in case someone removes Sasaya.

My personal favorite: Oath of Druids ! You wouldn't think it works, but it simply does. It is a fast way to find Life, hitting a payoff creature means you don't have to cast it and the overall confusion when something big jumps out of another deck is a great distraction. Everytime I play it, the game is a blast!

General thoughts: A few things, that come to mind, because they work for me. Please see this as constructive critique you can ignore too, if you think your deck works for you. Because every extra land drop lowers your card count I really don't like additional land drops. While they are great for ramping pre-flip, they postpone the flip and become almost negligible post-flip. Essentially they are rituals and I only consider Summer Bloom worth the slot. I see you don't play any utility lands, but I think Glacial Chasm is just too good to pass up. While we're on the topic of utility lands, I really think you should reconsider on playing cards that give no maximum hand size too. To reiterate: you can only reveal 7 lands if you have at least 7 cards in hand. Having the leeway of more cards beside your lands is what makes the effect a must have in my opinion. Library of Leng and Thought Vessel are worth their slots for me, next to the Tower. You not playing this effect creates a spiral: you still have to get up to 7 lands but you can never not consider what to do at your cleanup, suddenly searching for multiple lands becomes worse, then you have less food for spell mastery or delirium. Everything together is costing you at least 1 turn pre-flip. Especially if you chose not to play "no maximum hand size"-cards, but also in general, playing lands from your graveyard is always a good way to preserve your hand size. You state the the wave chain as your best win condition and you are absolutely right, it is the best. Still I don't like the Memorial just for how useless it is pre-flip. Let's be honest if the first Wave hits an E-Wit, you can Wave for the whole deck. What you win the game with in the end doesn't really matter. I like Goblin Canon because it can still work pre-flip in a pinch and still works in the wave.

Too many cards to suggest but I hope there are some cards you want to try out. If you have questions I'll gladly follow up. Cheers!

seshiro_of_the_orochi on Commander Swell the Host

5 years ago

So what I did with Ezuri is I jammed all the evasive weenies I could assemble into it. Herald of Secret Streams is awesome here. Two more great cards are Marwyn, the Nurturer and Devoted Druid. Ezuri also is a deck that can finish with Unyaro Bees, and doing this is a great thing to do. Some cards I don't play that are very powerful are Lighthouse Chronologist and Bramblewood Paragon.

Rekram on Better bring bugspray for this one

5 years ago

PonchoLibre Thanks! yea I see the problem with Fertile Thicket. Gotta think about that. As for Unyaro Bees I have to play around with them to see if I like them. They seem pretty decent so thanks for pointing them out!

PonchoLibre on Better bring bugspray for this one

5 years ago

I have played something similar to this and always hated Fertile Thicket. Personally I was happier playing with more lands in general to help you get up to the big-uns like Hornet Queen and stay relatively on curve. Plus it’s kind of a nonbo with your Beacon of Creation.

Unyaro Bees are fantastic if your opponent can’t deal with them and play well with the mono-greenness.

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