Vivid Crag enters the battlefield tapped with two charge counters on it.
: Add to your mana pool.
, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool.
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Vivid Crag Discussion
12 hours ago
Adarkar Wastes Temur Battle Rage maybe Vandalblast instead of shattering spree Vivid Crag Vivid Creek Vivid Meadow Glacial Fortress Sulfur Falls Clifftop Retreat Prairie Stream Irrigated Farmland Port Town
2 months ago
Hi, took a look at the deck and I think I see a few swaps:
Some cards to consider adding:
+Bojuka Bog Likely someone in your meta has a graveyard based deck, and this is a very low cost way to greatly damage them. Especially since you will be fueling them with all your discard. For that matter, adding Nihil Spellbomb or Relic of Progenitus could be wise too.
And a few things that might not be pulling their weight here:
-Otherworld Atlas This seems just too slow. Charging it once makes a Temple Bell that etb tapped and costs 4. Charging twice is a really slow Font of Mythos. Charging three times is...three turns of nothing. If there were a heavy proliferation theme, then maybe.
-Laboratory Maniac Are you decking yourself before opponents are dying? If you've gone through 99 cards, or even 80, the opponents should be at -40 life or less. They'll also be damaging each other too. In the unlikely event someone maintains positive life, you'll probably deck them before yourself anyway if they played any of their own card draw. If you still worry about it, Time Reversal and Day's Undoing can replace two of your other wheel effects.
-Omniscience This just isn't the deck for this card. Yes all your Howling Mines can refill you each turn, but pretty much nothing in your deck is card advantage, so you can't drop this and storm through your library or anything like that. At the point you hit 10 mana you can pretty much cast 3 spells + play a land each turn anyway, so Omniscience only has value after you have ten mana, and if you draw more than 1+(mana available/averageCMC) cards per turn. At every other time (so way too often) it's dead.
-Nicol Bolas, Planeswalker Sure he's powerful in a generic way, but he doesn't synergize with the deck, and I think he's next on the chopping block because of his cost.
-Magus of the Jar Having summoning sickness and costing five makes this questionable to me.
-Leyline of Anticipation Another generically powerful card, but you know what else is generically powerful? Signets.
3 months ago
3 months ago
First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.
My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:
Commander / EDH*
SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS
About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.
You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.
As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.
I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.
I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.
What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:
Let's take the more expensive ones out of the way: Reconnaissance (is key to keep attacking with Alesha for her ability even when your opponents have shields up), Cathars' Crusade (this is the way I usually win) and Anafenza, Kin-Tree Spirit (in a smaller scale, but also good to make creatures bigger and enables one of the easiest combos available too). I believe these are slightly over your budget, but they definitely pull more than their weight. I'd run these no matter what, but Cathars' Crusade is the one that I can't stress enough for you to try out.
Nekrataal, War Priest of Thune, Ingot Chewer (and slightly more expensive Big Game Hunter) are those creatures I recommended for you to run and recurr with Alesha for the effects you had on noncreature spells.
Zulaport Cutthroat and Falkenrath Noble will give you value when your small creatures die. Brutal Hordechief gains you life as well, and lets you choose blockers as you please, most times it's relevant to push through lethal damage and people don't notice that until it's too late.
Goblin Bombardment will let you shoot something in response to your creatures getting killed.
Sol Ring is a must include in every EDH deck and is cheap as it has ever been right now, Rakdos Signet, Boros Signet and Orzhov Signet are very relevant ways to ramp and fix your mana a bit, while Burnished Hart gets lands of your deck at an impressive rate.
And finally these aren't in my deck, but I believe should be in yours: Ichorclaw Myr, Core Prowler, Septic Rats, Ichor Rats and Whispering Specter. You should have more than a couple infect creatures to ensure you can finish someone once you start hitting with infect damage.
I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!
4 months ago
For card draw, Rhystic Study is an EDH classic. In my budget Shu Yun deck, I'm using Mystic Remora, Desolate Lighthouse, Key to the City, and Jori En, Ruin Diver, and for other types of card advantage, I'm using Mind's Desire, Past in Flames, Charmbreaker Devils, Narset, Enlightened Master, Elite Arcanist, and Kaho, Minamo Historian.
For making your mana base more reliable, try replacing your basic lands with more lands that can produce or fetch a land that can produce any of the three colors in the deck. My suggestion would be to include Command Tower and some of the following: Mystic Monastery, Terramorphic Expanse, Ash Barrens, Vivid Creek, Vivid Crag, Vivid Meadow, Myriad Landscape, Grand Coliseum, Exotic Orchard, City of Brass, Forbidden Orchard, Meteor Crater, Thran Quarry.
5 months ago
Three things you need that stand out from your list are more fast mana, mana consistency, and some haste effects.
This looks like a budget build so I will try to keep my recommendations to less than $2 each, though I think a couple of recommendations I'm going to make are worth the additional cost.
On the mana consistency: Kaalia (and many of your other cards) has (have) heavy color commitments, so more dual lands are in order. Battlefield Forge, Caves of Koilos, Dragonskull Summit, Temple of Malice, Temple of Silence, and Temple of Abandon would be a good start. You might also add Vivid Meadow and Vivid Crag; I generally don't like CITP ("comes into play tapped") lands in Kaalia decks, but the above are pretty much your best budget options, and the temples at least give you the useful "scry 1" while the vivids provide all three colors mana.
On the other hand, I'm personally NOT a fan of the "karoo" lands (i.e. Rakdos Carnarium), especially because there's a good chance that the land you're going to be bouncing is going to come back into play tapped; you're better off with the Guildgates, the Tarkir "refuge" lands (i.e. Wind-Scarred Crag), or basic lands.
7 months ago
Hey there. Looks like a good starting build and landofMordor makes some good suggestions. What I would add onto what he was saying is that the thing I see that is going to give you the most trouble is your mana base.
Most EDH decks want to run somewhere between 35 to 40 lands. Since your running three colors your going to need more duel colored lands. Some that come to mind that are fairly budget are...
Those are just a few options that are avalible to you.
Also a lot of EDH decks like to run 8-11 Mana rocks on top of the lands. Since your commander is seven mana your gonna want at least a few. so manarocks like Hedron Archive, Darksteel Ingot, Thran Dynamo and the Ravnica signets (Boros Signet, Orzhov Signet, Rakdos Signet would be good in there.
Sorry for such a long winded message XD.Hope this helps!
P.S Also if you ever need ideas for an EDH deck try out a website called EDHREC. It gives a list of the most popular cards used in an deck.
7 months ago
yup! that definitely made it more powerful. Much more than a one-trick-pony now. mind if I ask why the Vivid Crag?