|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Planechase Anthology (PCA)||None|
|Commander 2015 (C15)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Modern Masters (MMA)||Uncommon|
|Planechase 2012 Edition (PC2)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Premium Deck Series: Slivers (PDS)||Uncommon|
Combos Browse all
Vivid Creek enters the battlefield tapped with two charge counters on it.
: Add to your mana pool.
, Remove a charge counter from Vivid Creek: Add one mana of any color to your mana pool.
|Have (6)||releasethedogs , Narueled , , agardels , AlbinoLion , jhTheMan99|
|Want (14)||zn.tportlock , widell , LastCall , EdwinSmithIV , xafeara , Jspeed , JannieB , flipdipple , redarrow4403 , Clones16 , QBrick , boneSANITY , Vialheart , Xelgion|
Vivid Creek Discussion
Jaecen on Animar Sec
2 days ago
I've categorized the cards in your deck here: https://deckstats.net/decks/50753/1215572-animar
The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.
There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.
The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:
- Animar only decreases colorless costs
- Animar only cares about creatures
- Animar only cares about casting creatures
Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.
Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.
Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.
To best abuse Animar, we want:
- Many creatures across a range of mid to high colorless costs
- As many of those creatures in our hand as possible
- An many +1/+1 counters on Animar as soon as possible
- A means to make Animar unblockable
The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.
Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.
Abusable Colorless Creatures:
- Myr Battlesphere creates four Myr tokens
- Precursor Golem creates two 3/3 tokens
- Artisan of Kozilek reanimates a creature
- Duplicant exiles a creature
- Anodet Lurker and Peace Strider gain three life
- Electrostatic Pummeler and Multiform Wonder give three engergy
- Reservoir Walker gains three life and gives three enery
- Grim Poppet gives three -1/-1 counters to put on something
- Meteor Golem destroys something
- Mirror Golem exiles a card from a graveyard
- Pierce Strider drains three life from an opponent
- Skyscanner draws a card
- Mindless Automaton draws a card via a +1/+1 counter interaction
- Solemn Simulacrum tutors a basic land into play
- Thought-Knot Seer can effectively mill and oppenent with ETB and LTB triggers
- Triskelion deals damage via a +1/+1 counter interaction
- Workhorse grants colorless mana via a +1/+1 counter interaction
- Oblivion Sower steals lands from your opponents deck
- Panharmonicon !!!
- Cream of the Crop
- Decoction Module
- Impact Tremors
- Leyline of Vitality
- Hardened Scales
- Simic Ascendancy
- Path of Discovery
- Warstorm Surge
- Wild Pair
- Herald of Secret Streams
- Thassa, God of the Sea
- Whispersilk Cloak
- Protective Bubble
- Aqueous Form
- Keeper of Keys
- Key to the City
- Passwall Adept
- Rogue's Passage
- Aether Tunnel
- Cloak of Mists
- Suspicious Bookcase
- Marchesa's Smuggler
- Tricks of the Trade
We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.
- Vizier of the Menagerie
- Sunbird's Invocation
- Stolen Strategy
- Rashmi, Eternities Crafter
- Garruk's Horde
- Descendants' Path
- Elvish Visionary
- Fierce Empath
- Wall of Blossoms
Changes to the Existing Cards
I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.
Cards that seem particularly problematic:
- Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
- Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
- Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
- Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
- Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
- Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).
4 weeks ago
You might consider some cheap replacements: Vivid Creek , Vivid Marsh , Vivid Crag and Vivid Grove instead of Dismal Backwater , Jungle Hollow , Rugged Highlands and Swiftwater Cliffs for extra mana-fixing (which is needed in a 4-color deck). Also: Llanowar Wastes , Yavimaya Coast and Shivan Reef are cheap untapped lands. // You might consider Farseek , Sakura-Tribe Elder , Explosive Vegetation and Circuitous Route for further ramp. Farseek can grab Sunken Hollow , Smoldering Marsh or Cinder Glade , while Circuitous Route can search for Simic Guildgate , Izzet Guildgate and Golgari Guildgate . // You might run Fact or Fiction , Steam Augury and Ancient Excavation for early card draw and graveyard filler for delve cards, like Murderous Cut , Dig Through Time and Tasigur, the Golden Fang (they all got reprinted). Brainstorm and Painful Truths are also great draw spells. // Izzet Charm , Crosis's Charm and Sultai Charm are really versatile removing threats. They could replace Scour from Existence . // Zendikar Resurgent is a mana-doubler, which can fuel big Comet Storm , Blue Sun's Zenith , Pull from Tomorrow , Exsanguinate and Curse of the Swine . // Since you are playing expensive spells, Deep-Sea Kraken , Combustible Gearhulk , Avatar of Fury , Avatar of Woe , Primeval Protector , Sunbird's Invocation , Metallurgic Summonings are great ways to deal a lot of damage.
1 month ago
I like the updates! With Blue Sun's Zenith, Capsize, and Debt to the Deathless, you're probably good on infinite mana wincons. A couple of small things to consider: You'll probably want to run Momentary Blink over Cloudshift. The extra value is worth the mana inefficiency is Commander. Also, regardless of whether or not you decide to put in the infinite Drake/Great Whale combo, I would put in Possessed Skaab over Mnemonic Wall. The body is about the same value, and having the flexibility to return a creature is major upside. Also, Trinket Mage would be an upgrade over Trophy Mage. The former gets you Sol Ring and Wayfarer's Bauble, while the latter gets you Worn Powerstone and Darksteel Ingot. I would also ditch Temple of the False God. It's pretty bad in general, but even more so in a 3-color deck. A basic land would be better, although Temple of Deceit , Temple of Silence , and Temple of Enlightenment , or even Zhalfirin Void would be huge upgrades with your theme. Aether Hub is also pretty bad. Some affordable upgrades include Vivid Creek , Vivid Meadow , Vivid Marsh , Arcane Sanctum , Terramorphic Expanse , Jwar Isle Refuge , Scoured Barrens , Sejiri Refuge , and Tranquil Cove . Finally, if you're going to run Karn's Temporal Sundering, you'll probably want another legendary or two, whether that's Kaya, Ghost Assassin , Obzedat, Ghost Council , Aminatou, the Fateshifter , Brago, King Eternal , or Vela the Nightclad.
1 month ago
You've evenly split your mana base throughout all 4 colors even though white and blue make up about 75% of your deck. Add more white and blue lands, like Nimbus Maze. Consider Vivid Meadow, Vivid Creek, Vivid Marsh, and Vivid Grove. Those cards are usually poor choices, but in an Atraxa deck, I find they excel
1 month ago
You run both. You want both Paradox Engine + Intruder Alarm as well as Gemhide Sliver + Manaweft Sliver + Cryptolith Rite. This lets you get your combo out as consistently as possible, plus all of these individually massively help your game plan even if you aren't comboing out with them.
I also play 5c Slivers with Overlord as the Commander.
Here are some cards I'd suggest with that experience in mind:
Descendants' Path is a great draw engine. Mirari's Wake buffs your slivers and doubles your mana. Phyrexian Reclamation lets you pull Slivers from your yard. Shared Animosity is one of the best one sided buffs you can give your Slivers. Steely Resolve for an additional way to give them all hexproof. Spirit of Resistance combos with Sliver Hivelord making it so you cannot lose the game. Konda's Banner gives +2/+2 to all slivers when attached to a 5c sliver. Vanquisher's Banner is a draw engine and buffs your slivers. Distant Melody draws a ton, Domri Rade serves many roles and is very cheap to play, Cyclonic Rift belongs in any EDH list with blue in it. Shaman of Forgotten Ways is a good ramper, helps to hit 5 colors and has a win-con attached to it. I also run a Birds of Paradise for color fixing.
This deck doesn't look to be a budget deck, except in your lands. That's okay, that's exactly how my deck is as well. Here are some good cards to make fixing 5 colors easier:
The cheaper 5c lands: Ancient Ziggurat, Cascading Cataracts, City of Brass, Command Tower, Evolving Wilds/Terramorphic Expanse + (only) 1 of each basic, Exotic Orchard, Grand Coliseum, Mirrodin's Core, Path of Ancestry, Rupture Spire, Sliver Hive, Transguild Promenade, Gateway Plaza, Unclaimed Territory, Unknown Shores.
Running a combination of all of these means you only need 1 of each basic, and you'll have no problem hitting 5 colors asap. There are better ways to build the mana pool for 5c Slivers, but it costs thousands of dollars worth of lands.
Anyways, love what you've got going on so far. Hope your table hates playing against this deck as much as my table hates playing against mine, haha.
2 months ago
The Vivid Lands (Vivid Creek etc) and Shards' and Khans' block Trilands (Arcane Sanctum etc) are always what I go to when I gotta build a 5-color mana base. They are dirt cheap and very effective for making sure that you got access to all your colors. The old standard 5-color control decks of Lorwyn/Shadowmoor era were playing Cloudthreshers and Cruel Ultimatums in the same deck, thanks to the Vivid Lands combined with Reflecting Pool. That's a quadruple green spell combined with UUBBBRR mana cost and really is a testament to those lands' power.
3 months ago
Vor heutiger UG-Runde ein wenig Manafixing (32>35 Länder)
3 months ago
Some changes incoming, deciding on removals.
Vivid Creek occurrence in decks from the last year
Commander / EDH:
All decks: 0.32%
U/B (Dimir): 0.06%
U/R (Izzet): 0.2%
G/U (Simic): 0.13%
U/B/R (Grixis): 0.38%
RUW (Jeskai, America): 0.23%
GWU (Bant): 0.17%
W/U/B (Esper): 0.08%
BUG (Sultai): 0.07%