Yasharn, Implacable Earth - MTG Arena Brawl Play Guide

Posted on Wed 09 September 2026 in Games • 2 min read

Intro

Yasharn is a Selesnya (green/white) commander that helps you hit your land drops by searching for basics while stopping your opponents from using fetchlands, treasures, clues, blood, ooze, and sacrifice payments. This deck has a few stax pieces, but the main goal is to slow your opponents down while you build up to big creatures.

Here's a video showing how this deck plays on Arena.

The decklist I use on MTG Arena can be found on Moxfield.

Starting hand

Since this is a top-heavy creature deck, getting early ramp on turns 1 and 2 is important. I look to have at least 1 mana dork or mana rock in my starting hand. I also know that I need at least 1 white mana source and 1 green mana source to get Yasharn out, so I'll likely mulligan if I only have access to green mana.

Early game

I typically use the first few turns to evaluate if my opponent is going to be making heavy use of treasures, fetchlands, or other sacrifice effects. If it looks like they will be, then I aim to get Yasharn on the battlefield as quickly as possible to slow them down. If my opponent isn't using treasures or fetchlands, I might play out my hand more and only play Yasharn when I need more lands.

Late game

Yasharn becomes less important as the game goes on, though against treasure-heavy opponents it can be worth recasting Yasharn multiple times. After casting once, you'll likely have 5-6 lands, so the biggest benefit to recasting is to thin out your deck more in order to get your big creatures in play. Card draw and trample become very important for finishing the game, so there are multiple sources of both.

Win-cons

The most common win condition is combat damage from your big creatures. Sometimes, opponents quit if their strategy is a lot of sacrifice or treasure use.

Bad matchups

Very fast aggro decks can sometimes get rolling fast enough to win, so you may need more mana dorks to slow it down. Control decks that use a lot of counterspells can be tough as you're often single-spelling per turn.