Ryan adds some War of the Spark cards to some of his favorite Commander decks.

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Ryan adds some War of the Spark cards to some of his favorite Commander decks.
Some lineart I did for an art trade a while back of Yasova Dragonclaw
My fav commander Yasova Dragonclaw <3
It’s a little hard to see, but my MTG Secret Santa gift came in today, and it was a huge stack of foils for my Yasova Block Constructed Commander deck! I am much closer to foiling the whole deck out now! :) Thank you so much, mysterious sender, and thank you @blogging-phelddagrif for putting the whole Secret Santa exchange together!
Yasova Dragonclaw, hunting for Atarka.
The Care and Feeding of Yasova Dragonclaw, part VII
"Or: How do you build a mana-base?"
We have our deck almost completely assembled. Now that we know which cards we're going to include, we can work on our mana-base and select the lands we need for the deck.
What's the Game Plan?
We need to remember, before we assemble our mana-base, that our game plan is going to be:
Turn 1: play a land which produces G, tap for G, cast part of our early game ramp package
Turn 2: play a land, use our ramp card to either get mana or drop another land, tap for 2G, cast Yasova Dragonclaw
Yasova's early game-plan is heavily aggressive; delays can criple the deck, as Yasova does't want to give her opponents a chance to get their footing. So our deck will place a premium on cards which can produce green mana, above and beyond what analysis of our deck's colored mana symbols may otherwise suggest. But we also want to be able to rapidly switch gears; after the first two turns, we need to be able to pay hybrid U/R U/R to activate Yasova's Threaten ability, so our mana base will need to be very flexible in its ability to fix our mana.
Mana Analysis
Analyzing our deck's mana needs suggests the following starting breakdown:
21 Forests
12 Islands
5 Mountains
As we noted, we want to skew our mana-base in favor of producing green mana early-game, to allow us to drop our mana dorks to ramp to a turn 2 Yasova as often as possible. We also cannot afford to have lands which come into play tapped, so the Theros-block Temples are out. After we achieve these two needs, we want to make sure we can have two mana sources on the table which can tap for some combination of U and R.
I've included the following cards which tap for 3 colors:
Commander Tower: No drawbacks, all three colors of mana Yasova needs.
Exotic Orchard: This can miss the mark at times, but I find it relatively reliable in our four player games.
Forbidden Orchard: The drawback is easy to play around, particularly since Yasova can trample over the tokens fairly easily so long as your opponents don't build up too many of them.
Opal Palace: Boosting Yasova's power is really that important. It's a land I'll be willing to play mid-game to make sure that if Yasova dies, she can come back onto the battlefield with a still-relevant power, even on the first re-casting.
Reflecting Pool: This does the job quickly. By the time you need to be able to produce a second red or green mana, Reflecting Pool should be online.
I've also placed an emphasis on lands which can tap for G and one other color:
Breeding Pool / Stomping Ground: Shocklands are amazing, full-stop. The damage from bringing them into play untapped is usually irrelevant in a deck this aggressive. And you can fetch them with the deck's ramp and fetch passage.
Wooded Foothills: If I had more copies, I'd probably be running any fetchland I own which can fetch a Forest. Pairs amazingly well with Shocklands and ABUR Duals to easily fix your mana.
Hinterland Harbor / Rootbound Crag: Checklands are really easy to play around in Commander.
Karplusan Forest / Yavimaya Coast: Painlands are really easy to play around. The 1 damage is mostly irrelevant, particularly when you're you're using them to get other forms of ramp out.
Fire-Lit Thicket: I'm experimenting with using filter lands in this deck. They only tap for colorless by themselves, so we need to keep a critical mass of green sources ot get that first turn mana dork as much as possible. I hope to expand my filter lands in the near future, and anticipate that Flooded Grove and Cascade Bluffs will likely replace an Island and a Mountain, respectively, to make sure I'm not sabotaging the deck's odds of having green mana on turn 1.
Grove of the Burnwillows: Particularly for a deck with a strong Voltron package, handing out life to opponents is almost completely irrelevant.
Taiga: One of the few ABUR Dual Lands I own. I hear those are good.
I've also included a pair of lands which can tap for both U and R without G:
Sulfur Falls: Another checkland, like Rootbound Crag and Hinterland Harbor.
Steam Vents: Another shockland, like Breeding Pool and Stomping Ground.
Normally all of my decks get a Temple of the False God, but this one has such a hunger for colored mana that the ramp isn't worth it.
That leaves me with 21 of 38 land slots to fill with basics. Here's the breakdown:
6 Island
4 Mountain
11 Forest
I hope this series of posts have been helpful in describing one approach to deckbuilding in this format.
The Care and Feeding of Yasova Dragonclaw, part VI
"Or: And how do you win, exactly?"
The final objective which we'll have in building our deck is to fill our deck with threats, particularly ones which synergize well with Yasova. And most of these will be serving to enhance the threat that Yasova poses (particularly to get her to 7 power).