Hello and welcome to Daily Commander!
Today we are going to be talking about Yenna Redtooth Regent!

Yenna is a four mana 4/4 that for two mana and tap and at sorcery speed, you choose target enchantment you control that doesn’t have the same name as another permanent you control and create a token that’s a copy of it, except it isn’t legendary and if it is an Aura, you untap Yenna then scry 2.
This is an enchantment duplication Commander that benefits from you playing Auras over other enchantments in order for the repeatable effect, but there are ways that we can make use of her ability for a wide number of other enchantments other than Auras though there will be some Auras we use to help fuel some untapping synergies.
The plan is to be able to copy some Auras to get some value for the early game and then use Yenna’s ability to get some copies of real haymaker enchantments that put us ahead of our opponents.

The first thing that we need to look at are ways to get some value from making a copy of enchantments, preferable Auras, we control.
Dawn’s Reflection is one of the better ways to get value from copying because we can enchant two lands to get a massive amount of mana production from them in order to cast our bigger enchantments later or to activate Yenna’s ability multiple times. In a similar vein we can also use Utopia Sprawl, but that only works on Forests, but we should still have enough to make it work.
Not only can we make use of copying Auras that make us more mana, but we also have access to removal in the form of cards like Darksteel Mutation, which is an Aura that turns a creature into a 0/1 Insect that has indestructible and loses all other abilities, card types, and creature types. Being able to blank not just one but two essential creatures is a very valuable commodity, especially if we blank Commanders.
Buried in the Garden is the best of both of these worlds because we enchant a land to be able to add an additional mana of any color but also being able to exile a nonland permanent we don’t control until it leaves the battlefield can be incredibly handy.
As far as early non-Aura enchantments goes, if we can also get an additional copy of Ghostly Prison in order to have our opponents pay four mana to declare an attack with a creature, Privileged Position to give our permanents hexproof and then give itself hexproof with a copy, and Mirari’s Wake to become a double anthem and helps our lands make even more mana.

The next thing that we need to do is look for ways to get use out of the enchantments we are casting.
Pearl-Ear, Imperial Advisor is an excellent card in this regard because they give all of our enchantments affinity for Auras, and whenever we cast an Aura that targets a modified permanent we control, which includes already enchanted permanents we draw a card.
There are also the classic Enchantress cards like Mesa Enchantress and Enchantress’s Presence which draw us cards whenever we cast an enchantment spell, or cards with Constellation like Eidolon of Blossoms which whenever they or another enchantment enters under our control we draw a card.
Sanctum Weaver would be a really card to include because they add X mana of any one color where X is the number of enchantments we control, and if we happen to have two copies of it from Yenna, then we can absolutely so massive with the amount of man we can generate.
We can also make our enchantments even cheaper is we include enchantment creatures like Jukai Naturalist and Transcendent Envoy to make our enchantments cheaper with Jukai Naturalist and to make our Auras cheaper with Transcendent Envoy. If we need to make sure we can cast all of our spells, we can also include Destiny Spinner to make sure our creatures and enchantments cannot be countered.
Since Yenna also makes the enchantment copies nonlegendary, we can consider legendary enchantment creatures like Arasta of the Endless Web to make a 1/2 Spider token with reach whenever our opponents cast an instant or sorcery spell, Sythis, Harvest’s hand to gain us 1 life and draw a card whenever we cast an enchantment spell, and Karametra, God of Harvests to ramp whenever we cast a creature spell.

Now that we have a lot of mana to work with, a massive number of cards to reduce the cost, and a ton of cards in hand, now come the enchantments that win us the game.
Summon: Knights of Round was the card that basically inspired me when I saw Yenna, because we can make a copy of any enchantment and having a way to make six Knight tokens each turn that become massive and indestructible later made me realize that this deck isn’t just a value pile and can potentially win the game.
If we are talking pure value piles though, we can also take advantage of Hallowed Haunting which not only makes a Spirit Cleric token that gets bigger for each Spirit we control whenever we cast an enchantment, but also happens to give our creatures flying and vigilance if we have seven or more enchantments.
Boon of the Spirit Realm is another way to get value from Constellation by adding a blessing counter to itself whenever it enters or another enchantment enters under our control and for creatures we control to get +1/+1 for each blessing counter on it.
If we want to keep things relatively simple, we can also play cards like All That Flitters or Ancestral Mask, which make the enchanted creature bigger for either each enchantment we control with All That Glitters or all enchantments on the battlefield with Ancestral Mask in order to go super tall or have a couple of massive creatures.
There are also the token doublers like Anointed Procession and Doubling Season which will not only make additional copies of the tokens we make from Yenna, and even more if we happen to also have token copies of those cards, but those cards tend to be pricey for most people, but if you have access to them then I would highly recommend using them.
While it is a bit pricey at the moment, I think one way to get the most value from all the token copies of cards we control is with Summon: Bahamut, which not only destroys two permanents and draws us two cards, but it’s last chapter ability deals damage equal to the combined mana value of other permanents we control to each opponent, and since token copies of permanents retain the mana value of the original card, it could deal enough damage to win the game.
Yenna is a value Commander, but manages to deal with one of the irks I have with some value Commanders in that sometimes they don’t have a clear way to win. With Yenna, we get value from making a lot of copies of our enchantments, and we have several avenue to win the game, either by going tall, going wide, or a massive burst of damage.
It can be difficult to make Yenna stick around, since once we start getting more value from playing enchantments our opponents will retaliate, but once we get the engine rolling Yenna can win games fairly reliably.
Thank you for reading, see you tomorrow for the next Daily Commander!
Peace,
From, J.M. Casual





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