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Yannik, Scavenging Sentinel

Yannik, Scavenging Sentinel

Legendary Creature — Hyena Beast

Yannik wants a deck that keeps making its creatures bigger turn after turn. It comes with a built-in partner, Nikara, Lair Scavenger, and the two can lead one deck together.

  • Mana cost2 genericgreenwhite
  • White, Green ()
  • Power / toughness3 / 3
  • RarityMythic

Partner with Nikara, Lair Scavenger

Vigilance

When Yannik enters, exile another creature you control until Yannik leaves the battlefield. When you do, distribute X +1/+1 counters among any number of target creatures, where X is the exiled creature's power.

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Archetypes
Themes
  • Beasts
  • Hyenas

Cards That Fit Yannik, Scavenging Sentinel

Picked for what they do in Yannik's deck. When two cards do the same job, the one with the lower comes first. All of them fit Yannik's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Yannik, Scavenging Sentinel does6

The 6 Cards

Rulings for Yannik, Scavenging Sentinel

explain how Yannik works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 17 Apr 2020

Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.

Wizards of the Coast 17 Apr 2020

If a token is exiled this way, it will cease to exist and won't return to the battlefield. It will still let the ability distribute counters.

Wizards of the Coast 17 Apr 2020

If one of the target creatures becomes an illegal target in response to the reflexive triggered ability, the +1/+1 counters that would have been put on that creature are lost. They can't be put on another legal target.

Wizards of the Coast 17 Apr 2020

If Yannik leaves the battlefield before its triggered ability resolves, you won't exile any creature you control. Yannik's reflexive triggered ability won't trigger.

Wizards of the Coast 17 Apr 2020

Use the power of the creature as it last existed on the battlefield to determine how many +1/+1 counters to distribute.

Wizards of the Coast 17 Apr 2020

Yannik can be the target of its own reflexive triggered ability.

Wizards of the Coast 17 Apr 2020

Yannik's triggered ability doesn't target the creature you control. That creature is chosen as the triggered ability resolves. After it's exiled, the reflexive triggered ability triggers and targets are chosen to receive the counters.

Wizards of the Coast 17 Apr 2020

You choose how the counters will be distributed as you put the reflexive triggered ability onto the stack. Each target creature must be assigned at least one counter.

Wizards of the Coast 17 Apr 2020

You may choose zero target creatures for Yannik's reflexive triggered ability. If you do, no creature receives +1/+1 counters.

9 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Yannik, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWGPlayers write colors as letters: W for white, G for green.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page