Vivid Meadow enters the battlefield tapped with two charge counters on it.
: Add to your mana pool.
, Remove a charge counter from Vivid Meadow: Add one mana of any color to your mana pool.
Price & Acquistion Set Price Alerts
Vivid Meadow Discussion
1 day ago
It's cool to see an enchantment themed Atraxa deck, really unique. I'll try to avoid suggesting anything with high usage on EDHREC since the description says "different than a typical Atraxa deck".
You might want Vivid Meadow and the other vivid lands in place of Canopy Vista, Prairie Stream, Rupture Spire, and Undiscovered Paradise. The Future Sight storage lands, Aether Hub, and Tendo Ice Bridge are options as well.
Since you're going an enchantress route and you have a planeswalker subtheme, Sphere of Safety, Ghostly Prison, and Propaganda would be nice. Aura of Silence is generally good in any deck that would want Seal of Cleansing. Maybe you even want Daxos the Returned, since you can proliferate the experience counters. Hardened Scales is nice in that it hits the enchantment theme and the proliferate one.
There's not too much card draw other than the enchantresses, how about Dovin Baan and Kiora, the Crashing Wave? Painful Truths, Harmonize, and Concentrate also work regardless of theme. Etched Oracle is nice, and Fathom Mage is better, albeit in about half of Atraxa decks.
Not too much ramp either it seems; it'll be a long time before you can cast Omniscience most games. Coalition Relic and Gyre Sage can benefit from proliferation, although the Astral Cornucopia in 2/3rds of decks is better. That's the second most signature card in Atraxa, but then again you've got the most signature, Deepglow Skate. Making a different deck is good, but "different" shouldn't mean cutting back on basic deck functions like draw and ramp imo. Throwing in a few tutors couldn't hurt either.
2 weeks ago
I'm playing most of your cards in my decklist. But you're missing Murmuring Bosk. I would probably add Hissing Quagmire and Shambling Vent instead of Vivid Meadow, Terramorphic Expanse or Evolving Wilds. Fetchlands (Verdant Catacombs) would be best, but you can still use these for budget replacements. I would strongly recommend to add the shocklands (like Temple Garden), or at least some painlands (Caves of Koilos, etc.). Because you can use them the turn you play it.
As for the rest of the deck it's up to you. It looks good. Personally I prefer Dark Petition over Diabolic Tutor if you can get the mastery...
1 month ago
I can help, but can you help me after that too? Im pretty new to magic :)
First of all I think you need more tutors, Diabolic Tutor or Beseech the Queen if you want to stay on a budget, second of all where are the Azor's Elocutors? Im not saying every Atraxa deck needs one but... it helps a lot! Kalonian Hydra and Armorcraft Judge are two other strong +1/+1 synergy cards and you can also think about adding vivid lands for more mana of all the colors (like Vivid Meadow).
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.
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
2 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.
3 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
3 months ago
The first thing I notice is the BFZ dual lands, i.e. Canopy Vista. I personally think you would be better served with a Vivid Meadow, being that it fixes all of your colors and the counters can be proliferated.
3 months ago
mike98908: On this site, being told "hey, you labeled the deck wrong" isn't an attack on the deck. It is, as I suggested with my first response, usually a case of a mis-click during the deck building process. Had you labeled this as 'Modern', we would only be concerned about Aggravated Assault being a non-Modern card. Had you labeled it as 'Casual'? We wouldn't have cared!
But turning around and saying (effectively) "You don't like my deck? I don't care, make your own!" tells me at least that you aren't interested in proper feedback that you may get in the future.
So here's the feedback:
Your mana curve is all over the place. It's fairly flat, but the deck doesn't start until your second land drop. For a deck that advertises itself as 'Destroy Quickly', it's slow. In fact, the only card you can play on turn 1, you shouldn't as it's Glimpse the Sun God, and that has in the cost, meaning if you play it turn 1, you are only going to scry 1 and nothing else.
Second, your mana is poorly arranged. You only have 12 native sources of Red for 34 cards that are Red. Yes, I know you have Vivid Grove and Vivid Meadow as well as Vessel of Volatility, but those are all transient sources of Red. And when you're running as deep into Red as this deck does with all the cards here, you are just delaying the inevitable inability to actually cast your cards.
Another strike against your theme of 'destroy quickly' is that you have a lot of enchantments that do nothing, or you cannot expect to see. One of Assemble the Legion is next to useless as you can't expect to see it in any given game. You have three Awaken the Ancient, but only 5 Mountains. Curse of Bloodletting has been done better as Furnace of Rath or Dictate of the Twin Gods. Yes, I know it's 'Target Player' only, but the mana cost is, well, slow. And it would work better if you had more than Aurelia's Fury for direct damage. Where is Shock? Or even Lightning Bolt if you can get them?
So, suggestions to improve the deck: Less Enchantments, more creatures. Anything you have one of in the deck? Ask yourself "How well does this deck work without it?" and then see if you want to include more copies of them, or ditch them entirely. Throw in some 1 drops, even if it's just creature removal.
And good luck with your deck!