Vivid Meadow

Legality

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

Printings View all

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

Combos Browse all

Vivid Meadow

Land

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.

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Vivid Meadow Discussion

feathercount on Feathers everywhere

1 month ago

Augury Owl and Judge's Familiar are cheap creatures important in early game for scry and to counter spells/instants.

Later in the game, two other players Stormscape Familiar and Warden of Evos Isle shines. Stormscape Familiar reduces the mana of white spells, which means that white counter spells Orim's Chant, Wing Shards,Dismantling Blow and Island Sanctuary have their cost reduced. Most importantly, Stormscape Familiar reduces the cost of Battle Screech, Eyes in the Skies and Migratory Route. When these cards come to play, 1/1 bird tokens are summoned (4 for each Battle Screech and Migratory Route and multiple 1/1 bird tokens for Eyes in the Skies's populate). Rootborn Defenses (reduced by Stormscape Familiar) multiplies even further our 1/1 bird tokens with populate and turns them indestructible. Warden of Evos Isle reduces the cost of other bird creatures (Thrummingbird and Soulcatcher) meaning more birds.

Many bird tokens and non-tokens creatures and are going to die and repopulate. For each dead bird, a feather counter will be put in Soulcatchers' Aerie (cost reduced by Stormscape Familiar) and boost our creatures wavelike. Tokens and counters are further multiplied by Thrummingbird (proliferate pre-existing tokens) and Soulcatcher (+1/+1 token for each dead bird). Once birds have been summoned and everything is put to its place there is a great synergy. Token-wise, Cathars' Crusade cost reduced by Stormscape Familiar) is a great addition. Favorable Winds is a plus while Gravitational Shift is GG.

In order to speed up the summoning of the birds, Coastal Piracy (draw a card for each attacking creature) and Military Intelligence (draw a card whenever 2 creatures are attacking) come to play. They match-up nicely with Island Sanctuary in order to protect our birds. Deluge can be a very nice surprise.

About lands, Halimar Depths and Seaside Haven speeds up the game. Seaside Haven is important once it sacrifices a bird for Soulcatcher and Soulcatchers' Aerie. Speaking of counters, Calciform Pools, Vivid Creek and Vivid Meadow counters can be proliferated by Thrummingbird and more mana can be added.

Karzalar on Atraxa, Praetors' Voice

1 month 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 :

Mikaeus, the Lunarch, Cathars' Crusade, Doubling Season, Primal Vigor, Winding Constrictor, about any Hydra that's of rare quality and has X in its mana cost.

Chasm Skulker can create a lot of tokens. Same for Hangarback Walker. It can literally create an huge army with Cathars' Crusade.

Prime Speaker Zegana and Fathom Mage for massive draw.

Gyre Sage for massive mana later on!

For both builds :

All the Vivid lands (Vivid Creek, Vivid Grove, Vivid Marsh, Vivid Meadow) since you can have any colored mana infinitely (via extra counters) when Atraxa is out.

Same for Aether Hub.

Cultivate, Kodama's Reach, Burgeoning for faster ramp.

Oracle of Mul Daya and Courser of Kruphix for filtering mana from the top of your deck.

For the Planeswalker : Refer to my earlier deck link.

Hope that helps!

WargRave on Atraxa, supreme being

1 month 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.

Iron_Cube on Doran, the Tree King

2 months 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...

nimrod1111 on Are You Atraxa'd To Counters?

3 months 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).

CrimsonWings3689 on Daxos, the unbeatable

4 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

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