Vivid Marsh

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander 2015 Uncommon
Commander 2013 Uncommon
Modern Masters Uncommon
MTG: Commander Uncommon
Lorwyn Uncommon

Combos Browse all

Vivid Marsh

Land

Vivid Marsh enters the battlefield tapped with two charge counters on it.

: Add to your mana pool.

[symbol:T, Remove a charge counter from Vivid Marsh: Add one mana of any color to your mana pool.

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Vivid Marsh Discussion

GS10 on Alesha, Who Smiles at Her Bank Account (UPDATING)

1 month 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:


Watch out, we've got a badass over here

Commander / EDH* GS10

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.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

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:

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!

CrimsonWings3689 on Daxos, the unbeatable

2 months ago

At your request I took a look and wanted to offer some suggestions to make this stronger. That being said I have no idea of what your budget is like or how your acquire cards. Take what I say with a grain of salt.

What I would consider adding:

Isolated Chapel - self explanatory

Reliquary Tower - should be in every deck as a means of preventing discard due to mana flood/screw

Vault of the Archangel - you're running a deck where the creatures are your win condition, it's in your colors, might as well have the ability to abuse lifelink/deathtouch

Serra's Sanctum - super pricey for a single card, but well worth it in this sort of deck

Luminarch Ascension - 4/4 flying angels for 1W is pretty big, drops early, can be a target for sure, but value is there.

Land Tax - any ramp is good ramp, and this is one of the best

Erebos, God of the Dead - Great for card draw, side note of preventing others from gaining life

Orzhov Signet - more ramp, color fixing

Aura of Silence - tax opponents playing enchantments/artifacts, doubles as a removal spell. 100% necessary

Blind Obedience - tax opponents, possible life drain. Tempo card to make sure that you get to hit more often than they do

Mortify, Utter End, Anguished Unmaking, Path to Exile, Swords to Plowshares, Sudden Spoiling & Return to Dust - your instant removal package is abysmal, you have to be able to answer threats as they show up. Best case scenario, you make tokens with Daxos at the end of the turn before yours and you save your spot removal. Worst case scenario, you use the removal and make less tokens, but you don't die to a combo or something you can't deal with before your next turn. Can't stress enough how important Instants are in this format.

Cards I would remove:

Daxos's Torment - a 5/5 flier on your turn that can't block is mediocre outside of recovering from boardwipes, even then, it's too slow.

Defang & Pacifism- doesn't do enough. Cheap enchantment, should ideally be better removal.

Nyxborn Shieldmate - too weak of an effect. I get the "Enchantments matter" theme, but it's a slot better used for removal

God-Favored General - you don't have a reliable way to get evasion, so this will be chumpblocked and die more often than not. Daxos's effect is on cast, not etb, so it's a big gamble for a small effect.

Ghostblade Eidolon - far too expensive to Bestow, too weak to hard cast. If you want a double strike enchantment you should run Battle Mastery instead.

Celestial Archon - somewhat decent, but I have concerns about it being a worthwhile addition.

Blessed Spirits - too vanilla, gets big too slowly as it's based on cast so you can't abuse it with Daxos

Vivid Marsh & Vivid Meadow - you're running 2 colors, you don't need these. If you're going to run a land that ETB tapped, it might as well be one of the other numerous lands that comes in tapped that gives you an additional effect such as Scoured Barrens

Phoenix-22 on Atraxa counter shenanigans

2 months ago

I've been tinkering with an Atraxa build in my playgroup. Here is what I'm finding:

Toss in a couple of the Vivid lands (Vivid Marsh). They draw less hate than a storage land and they provide good fixing.

The Storage Lands don't get as much hate as you think. They take some time to get stupid. Most games, people were too concerned about the other things happening. Most land destruction was targeted at dual lands to hamper the mana fixing.

In addition Inexorable Tide, give Contagion Engine a look. The Tide always seems to get blasted quickly, but if you can protect it for a couple of turns then you've won. The Engine is just as bad, plus can be a small board wipe.

I found Fertilid, which serves two purposes. It helps you dig lands, plus it can be a great diplomacy tool. I've hooked up players getting mana screwed in return for some cover. Most players take the trade.

Don't underestimate Etched Oracle. He doesn't draw much attention to himself, and because you have to remove counters to draw, people think he's a one shot. But you can draw an absurd number of cards off him once the deck is humming.

Give Gyre Sage a look too. She's a two drop mana dork with Evolve, so she'll get bigger without a Proliferate engine in play. Most people ignore her for the first few turns until she really starts humming. By then I've had either a storage land or a Prism in play, which really puts my opponents in a bind. Which is the bigger threat?

Lux Cannon. If they leave it alone, it'll wreck their day. Most people will waste the spell to kill it and hate the decision.

I have been testing Mycoloth recently. He's a little pricey and he's guaranteed to draw a kill spell. But he's a game ender if no one has answers.

I also like to find older cards that no one has ever heard of. I found a gem in Temper. It's a sweet little combat trick that can break a game open if you time it right. It's especially dangerous if you use it on a creature like Fathom Mage.

The biggest problem I've found in all my matches is that the table will gang up on an Atraxa deck. Out of the box, the deck is just a bit too slow, and most improvements seem to be aimed at the 3 and 4 slot. I'm trying to find some 1 cost creatures to speed it up. Mikaeus, the Lunarch has been helpful. I'm also looking at creatures like Defiant Elf. It's a cheap drop that has value no matter what stage of the game it lands.

Horrendous on Let's Make Proliferate Great Again

3 months ago

i would use all of the "Vivid" lands

Vivid Creek

Vivid Grove

Vivid Marsh

Vivid Meadow

they work with Proliferate for unlimited mana combos since they wont run out of counters

fatti97 on Atraxa Infect

3 months ago

I would suggest the vivd lands, i.e. Vivid Marsh, Vivid Meadow, etc. Since they use counters to make any color of mana, they work really well with proliferate. I'd also suggest some spot removal, such as Go for the Throat or Grasp of Darkness. To increase speed, normally I'd consider mana dorks, like Birds of Paradise.

isaaccclark on

4 months ago

Why not run synergistic lands like:

The Vivid lands: Vivid Grove, Vivid Creek, Vivid Marsh and Vivid Meadow;

The Fallen Empires Storage Lands: Bottomless Vault, Hollow Trees, Sand Silos, and Icatian Store;

The Time Spiral Storage lands: Saltcrusted Steppe, Calciform Pools, and Dreadship Reef;

Five Color lands: Gemstone Mine, Tendo Ice Bridge, and Mirrodin's Core;

And then there's Llanowar Reborn

isaaccclark on

4 months ago

Why not run synergistic lands like:

The Vivid lands: Vivid Grove, Vivid Creek, Vivid Marsh and Vivid Meadow;

The Fallen Empires Storage Lands: Bottomless Vault, Hollow Trees, Sand Silos, and Icatian Store;

The Time Spiral Storage lands: Saltcrusted Steppe, Calciform Pools, and Dreadship Reef;

Five Color lands: Gemstone Mine, Tendo Ice Bridge, and Mirrodin's Core;

And then there's Llanowar Reborn

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