Vivid Marsh enters the battlefield tapped with two charge counters on it.
: Gain .
, Remove a charge counter from Vivid Marsh: Gain one mana of any colour.
|Want (5)||Grandilo , Hellxlucifer , Bigcockboy , kingcraig , Muffin_Pants1|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Commander Anthology (CM1)||None|
|Commander 2015 (C15)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Modern Masters (MMA)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Vivid Marsh occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
Vivid Marsh Discussion
3 weeks ago
Hey, good budget version and interesting description. Nice Demonic Tutor :)
Cards $2 or less each to consider adding:
- Swiftfoot Boots: hexproof protection.
- Shielded by Faith: indestructibility protection.
- Open the Armory: tutor for Boots or Faith.
- Phyrexian Reclamation: repeatable creature recursion.
- Hushbringer: flying/double strike/lifelink Snapdax and major opponent disruption.
- Will-o'-the-Wisp: flying and regenerate protection.
- Vampire Nighthawk: flying/double strike/deathtouch/lifelink Snapdax.
- Adanto Vanguard: indestructibility protection.
- Brightling: bounce protection.
- Tome of Legends: repeatable draw with attacking Snapdax.
- Deafening Silence: powerful opponent disruption with your mutate creature strategies.
- Swords to Plowshares: instant exile a creature for one mana.
- Generous Gift: instant destroy any permanent.
- Caves of Koilos
- Battlefield Forge
- Foreboding Ruins
You want more protection for the creature you mutate too because without protection the mutate creature can be killed in response to being mutated or after. In multiplayer Commander mutate is much more of a problem because there's three or more opponents who could have removal. That's a lot more potential removal you have to deal with than if you were playing 1v1.
Swiftfoot Boots gives the equipped creature hexproof meaning that creature can't be targeted by your opponents removal. Boots is an equipment, it can be equipped to any creature you control and it doesn't leave the battlefield when the equipped creature is removed. Open the Armory is a budget tutor that can get Boots.
Flying and double strike is a good combination to do Commander damage with Snapdax. Hushbringer is powerful disruption in multiplayer Commander since it prevents all creatures who have an enter the battlefield ability that triggers and any creature who has a dies ability that triggers. These two types of triggers are ways for players to gain a lot of value from creatures. Hushbringer is not going to affect you much since mutating is not an enter the battlefield trigger it's a cast trigger thus Hushbringer doesn't prevent mutating.
Will-o'-the-Wisp is a one drop flying creature who can regenerate. This little Spirit can be powerful with mutate. Brightling is a unique creature with mutate since you can bounce it as well as all creatures that are mutated back to your hand. This is pseudo protection because you can activate Brightling in response to opponents removal. By bouncing all the creatures that are mutated then you can mutate them all again getting more value out of mutate.
When Snapdax dies you can choose to spend it to your graveyard instead of putting it back into the Command Zone. This gets around having to pay Commander tax for Snapdax and the tax must be paid even if you're mutating Snapdax from the Command Zone which can be problematic. When Snapdax goes to your graveyard then you can recur it with cards that recur creatures from your graveyard. Phyrexian Reclamation is very good repeatable recursion at instant speed for mutate creatures because you want the creature to come back to your hand to then cast it again to mutate again.
Cards to consider cutting:
- Vivid Marsh
- 2x Mountain
- Offspring's Revenge
- Parasitic Impetus
- Shiny Impetus
- Species Specialist
- Duskfang Mentor
- Frillscare Mentor
- Keensight Mentor
- Tentative Connection
- Bad Deal
- Avenging Huntbonder
- Mysterious Egg
Good luck with your deck.
4 weeks ago
Since you're just playing with friends, you get the leeway of not needing to spend tons of money acquiring decent cards. That means that, overall, you can get a lot more bang for your buck.
I'll be giving you my personal preferences for a casual player who may or may not ever get into slightly more competitive play, AKA FNM.
- 1) There are bulk boxes available for $15-20 of a thousand or two assorted cards. Keep in mind a lot of the cards might not be legal in Modern, but they do tend to be acquired from mostly newer sets(from the two I bought, ~70% of the contents were standard legal at the time of purchase). I recommend one of those to just about everyone who's getting into the game. They might not end up giving you tons of great value, but it's solid card fodder to help you learn and explore more archetypes and strategies.
I also recommend picking up cheap staples by the playset. The following are a bunch of cards you can probably get for $2 or less apiece, in many cases for the whole 4 copies.
Evolving Wilds, but depending on how many multicolored decks you make, you should get quite a lot. Great in casual settings.
That's mostly just a pile of suggestions, though. The lands will be absolutely necessary for any multicolor deck you build, although wait a month or three to get the Thriving lands because those currently have an immensely low supply and will be reprinted shortly.
1 month ago
3 months ago
Looking good! It's hard to screw up Muldrotha. Just go to value town. Your selection of creatures seems great!
That said, I would include a little more ramp. You are at eightish, which is where one usually wants to be in an EDH deck, but Muldrotha is usually kill-on-sight and 6 CMC. Try to use more things that permanently get a land into the field, which you already have a good amount of, like Cultivate and Kodama's Reach. Also, Wood Elves, Farhaven Elf, and Wayfarer's Bauble can be brought back for value--making them particularly good. Elvish Reclaimer is an interesting choice too.
The one-CMC dorks (Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf, Wild Growth (and to a lesser extent Birds of Paradise and Utopia Sprawl) are all extremely good generally for their speed and chumping ability. If they get whacked or boardwiped they can slowly be brought back later. Getting Muldrotha out as soon as possible is very worth it. I don't run many mana dorks in my Muldrotha deck. I would run as few artifact rampers as possible, since you don't have to (as you run Green). Lands are always safest. Commander's Sphere being brought back for the card draw is nice--probably better than the Darksteel Ingot.
Good job on including Evolving Wilds. I would also add Terramorphic Expanse and maybe Myriad Landscape, Warped Landscape, and Blighted Woodland. The Mirage fetches (Bad River, et al) are decent but better with fetchable lands that have two colors--like Sunken Hollow and Watery Grave. Be sure to include Opulent Palace. Exotic Orchard, Grand Coliseum, and Command Tower are worth including too. On a budget, Vivid Marsh, Vivid Creek, and Vivid Grove are all good too. That all said, I still like running a healthy amount of Basic Lands for repeated fetching.
Protecting Muldrotha is important. Kaya's Ghostform is an excellent choice. I would also include a combination of Aspect of Mongoose, Canopy Cover, Alpha Authority, Diplomatic Immunity, Alexi's Cloak, Cloudform, Mystic Veil, Robe of Mirrors, Mirror Shield, Whispersilk Cloak, Neurok Stealthsuit, Mask of Avacyn, and Swiftfoot Boots. Usually the Enchantment Auras are considered weak because they can be two-for-one'd, but Muldrotha can bring them right back!
Personally, I believe every single EDH deck should run at least two boardwipes, and more if you can find the room. Sometimes it's just an emergency. On a budget in Sultai colors I like Crux of Fate and Gaze of Granite the most, followed by In Garruk's Wake (should have the mana!), Deadly Tempest, Decree of Pain, Extinction Event, Hex, Nevinyrral's Disk, Oblivion Stone, Killing Wave, Hythonia the Cruel, Life's Finale, Massacre Girl, Necromantic Selection, and Black Sun's Zenith. Pernicious Deed is great too.
Not everyone likes doing this, but I love running Enchantment-based removal in Muldrotha since it can be reused. Many have strong effects but still aren't worth it since they can be removed but Muldrotha gets rid of that drawback! Things like Corrupted Conscience, Inevitable End, Kasmina's Transmutation, Ichthyomorphosis, Lignify, and Lay Claim. I've actually had good luck with things an innocuous as Universal Solvent.
6 months ago
Does Deceiver Exarch combo with Deadeye Navigator and Yarok, the Desecrated for infinite ETB triggers? Also, great budget lands are the vivid cycle, Vivid Marsh etc. because they enter with extra counters from Yarok and there are a couple ways to flicker them.
10 months ago
been playtesting and this needs a little more color fixing.
Put in: Vivid Creek , Vivid Marsh , Vivid Grove , Exotic Orchard , Evolving Wilds , Terramorphic Expanse , Sungrass Prairie , Simic Growth Chamber . Take out: 3x Forest , 1x Plains , 2x Swamp , and 2x Island .
10 months ago
I would go Rampant Growth , Farseek , Cultivate , Kodama's Reach , Commander's Sphere and Darksteel Ingot over Explosive Vegetation , Nissa's Renewal and Gilded Lotus . Most dragons are 6 CMC, therefore you should focus on getting 5 mana on turn 3 or 4.
I would also lower the number of lands to 37-38 and rely more on mana accelerants (at least 10). Since white and blue are minority on this deck, you might replace Arcane Sanctum , Mystic Monastery and Seaside Citadel with Vivid Crag , Vivid Marsh and Vivid Grove .
I noticed my Ur-Dragon is 37% red, and I have many 2-3 CMC green ramp, so I set a rule: every tapland must produce green (so I can cast any 2 CMC ramp spell on turn 2) and every other nonbasic land must produce red (so I can cast the red cost reducer shamans and the RRR dragons on curve).
11 months ago
would you consider Deflecting Palm with some vivid lands such as Vivid Marsh or Vivid Crag to cover the white part of that spells cost, also gives you espandable versatility to sub a lightning bolt or two for Lightning Helix in case you do need to get a little extra life going and maybe Rain of Gore on the sideboard for white and green decks that give life or even some of black lifelink creatures like those pesky vampires.