
: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
Yes Man is a mono-white card-advantage engine: each turn you tap to hand it to an opponent, draw two cards, and stack a quest counter on it. You then reclaim it (Homeward Path, recursion, or sacrifice payoffs) to repeat the loop, and when it finally leaves the battlefield you bank an army of Soldier tokens equal to its counters. Build a value/tokens shell that turns relentless card flow into a wide board and grinds opponents out.
Add more cheap recursion and control-grabbers (Homeward Path, blink effects, even Brago) so you never lose the engine permanently, and lean into white's best stax pieces to slow faster decks. Prioritize token doublers, anthems, and sacrifice-for-value outlets like Skullclamp and Ashnod's Altar to make every counter matter, and round out with mana rocks (Sol Ring, Smothering Tithe) so you can activate plus reclaim in a single turn.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (W), by popularity.