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
3 weeks ago
It really all depends on what your intent is with Atraxa.
Do you want it creature (+1/+1 counters / -1/-1 counters) heavy, planeswalker heavy, or somewhere in between?
Here's some suggestions (depending on budget, of course) for creature heavy :
Gyre Sage for massive mana later on!
For both builds :
Same for Aether Hub.
For the Planeswalker : Refer to my earlier deck link.
Hope that helps!
2 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!
3 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.
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.
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
3 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.
4 months ago
i would use all of the "Vivid" lands
they work with Proliferate for unlimited mana combos since they wont run out of counters
4 months ago
Add: Reflecting Pool, Strip Mine, Cabal Coffers, Drowned Catacomb, Sulfur Falls, Dragonskull Summit, Sulfurous Springs, Shivan Reef, Underground River a few more basic lands, Chrome Mox, Mana Crypt, Mystical Tutor, Vampiric Tutor, Yawgmoth's Will, Gamble, Magus of the Will, Dack Fayden, Lightning Greaves, Sensei's Divining Top, Incendiary Command, Time Spiral
Cut: Blackcleave Cliffs, Grixis Panorama, Rupture Spire, Temple of Deceit, Temple of Epiphany, Temple of Malice, Terramorphic Expanse, Transguild Promenade, Vivid Marsh, Jace, Architect of Thought, Jace Beleren, Ob Nixilis Reignited, Tamiyo, the Moon Sage, Commander's Sphere, Venser's Journal, Duskmantle Seer, Master of Cruelties, Master of the Feast, Gratuitous Violence
If you want to know why I'd cut or add something, LMK
4 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.
5 months ago
Why not run synergistic lands like:
And then there's Llanowar Reborn