Vivien Reid

Vivien Reid

Legendary Planeswalker — Vivien

+1: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

-3: Destroy target artifact, enchantment, or creature with flying.

-8: You get an emblem with "Creatures you control get +2/+2 and have vigilance, trample, and indestructible."

Browse Alters View at Gatherer

Trade

Have (1) gildan_bladeborn
Want (1) Azlion

Printings View all

Set Rarity
Core Set 2019 (M19) Mythic Rare

Combos Browse all

Tokens

Legality

Format Legality
Block Constructed Legal
Vintage Legal
Canadian Highlander Legal
Historic Legal
1v1 Commander Legal
Pioneer Legal
Leviathan Legal
Casual Legal
Modern Legal
Tiny Leaders Legal
Oathbreaker Legal
Highlander Legal
Magic Duels Legal
2019-10-04 Legal
Legacy Legal
Duel Commander Legal
Commander / EDH Legal
Arena Legal
Unformat Legal

Vivien Reid occurrence in decks from the last year

Standard:

All decks: 0.47%

Golgari: 3.76%

Commander / EDH:

All decks: 0.01%

Green: 0.14%

Latest Decks as Commander

Vivien Reid Discussion

LandoLRodriguez on Windy Kitty's Landfall Engine

4 days ago

Changes, 31Jul2020:

-1 Demonic Tutor, +1 Grim Tutor. I got the Grim from a pack and would rather not spend the $$ for the Demonic upgrade at the moment.

-1 Yavimaya Hollow, +1 Field of the Dead. The hollow is a fun utility land, but Field is FAR more functional in this deck. This is a no brainer.

-1 Jund Panorama, +1 Prismatic Vista. Vista seems like a strictly better card and I happened to have one, so no capital investment.

-1 Vivien Reid, +1 Wrenn and Six. See note about above about Yav Hollow/FotD. Vivien is a good card, but W+6 belongs in this deck.

-1 Khalni Heart Expedition, +1 Dryad of the Ilysian Grove. I'm looking to include every extra land drop effect (that doesn't also benefit my opponents) so Dryad's gotta go in. KHE is a pretty meh card really so out it came.

Azeworai on Radha, The Lands Matter To Me!

1 week ago

Alright. Into phase two of a lands deck! So, the very best thing you can do is abuse Glacial Chasm. Use land tutors to find defensive lands, such as Maze of Ith or Strip Mine for the sake of dissuading attacks.

Furthermore, the glory of a land-based strategy is that your battlefield always remains untouched. Wraths never do, or typically don't, tarnish your board-state.

In short, I'd recommend perhaps 2-4 wraths and a Glacial Chasm package. Drownyard Temple goes well with it. Effects such as Crucible of Worlds and Ramunap Excavator are imperative for replaying the Chasm from the bin, thusly negating the sacrifice cost. With extra-land effects it can be very potent. Life from the Loam is also strong, granting another form of card advantage with cycling lands.

These crucible-type strategies also grant another line of attack with Strip Mine. I sometimes randomly "win games" turn three by just an Azusa, Strip Mine, and Excavator.

There is a time in the game when you do not need more mana, so saccing some of it to Dust Bowl or the sort takes away from others' resources whilst you hide behind Glacial Chasm.

For wraths, Blasphemous Act is always strong, Molten Disaster's split second is great (combos with Glacial Chasm), and Chain Reaction is just good.

If you need to live more, just more interaction is great. I only run a few in my lands build, but it's a matter of taste. Beast Within is never lacking.

With great wraths comes great planeswalkers. You need some more value engines and constant draw! I don't care what people say, they're still fine in commander. Especially in lands decks, for a multitude of wraths keeps the table away:

  1. Wrenn and Six is just lovely with a cycling land.

  2. Vital Force ultimates quickly and draws much.

  3. Best Nissa  Flip is ALWAYS strong, for she finds a land early and draws cards late.

  4. Vivien Reid draws and murders. She's great but slow.

  5. Chandra, Torch of Defiance may not say "land" but draws, ramps, kills, and kills some more.

For non-planeswalker card draw, Harmonize is solid, Outpost Siege is always fine, Mirri's Guile and Sylvan Library are great if within budget, and Once Upon a Time goes within all green decks I own.

For what I would cut:

Chandra's Ignition is cute but an eleven-mana kill.

Boundless Realms just ramps you more at seven mana.

I'd remove one of either Mage Slayer or Power Matrix. The deck should probably be a little less punchy and opt more for a long game.

The rest of what you remove comes down to repeated gameplay. The standard I hold my decks to is having ramp and draw fully assembled by the end of turn-four if uninterupted, if you need a reference.

So, more lines of attack outside of combat, disruption, and defensive options.

Good luck! It all comes down to choice.

Azeworai on Radha, The Lands Matter To Me!

2 weeks ago

Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.

If you opt for a strategy more anent utility lands, there is a multitude of options that become available.

Inkmoth Nexus can combo superbly well withal Kessig Wolf Run, oft murdering someone on the spot.

Of course, Dark Depths and Thespian's Stage is just another threat for the opponents to answer.

Glacial Chasm has saved me more times than I would care to admit, and Drownyard Temple is fun with sacrifce effects.

Sheltered Thicket is probably just better than an Evolving Wilds.

Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.

I have a lands deck myself, bearing Vital Force and Vivien Reid as splendidly potent engines.

Nissa, Vastwood Seer  Flip is a card that literally never feels bad. It's great at all points of the match.

For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.

Given enow utility lands, Field of the Dead becomes one of the very best cards. You could try snow basics for additional names to support it. This also opens Into the North as a possible ramp spell.

'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.

Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.

One more interactive spell would be nice. Beast Within does the job.

World Shaper has proven itself with High Market for additional control.

There are some things I'd recommend you ablate:

  1. Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.

  2. Skullwinder... Why not Reap or Regrowth? I don't see any effects that care about the body, so you may as well not help the opponents and gain a cheaper casting cost.

  3. Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.

  4. Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?

  5. Nissa's Renewal is so slow! Six-mana?! Come on. You're ramping into seven-drops. Add a Kozilek if you want to do that.

  6. Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.

Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!

Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!

The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)

In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.

Oh, add some wraths. Blasphemous Act and Ezuri's Predation are each solid. Put them in and don't look back.

Good luck and happy cartography!

DarkHero on Will Xenagos Return in Zendikar?

1 month ago

That's a bit of a stretch. I'll admit I'm not 100% on the lore, but even if he survived, He gave up his Planeswalker abilities in pursuit of becoming a God. There wouldn't be any outward reason or way he could make it to Zendikar. A third return to Theros maybe, but not Zendikar.

That being said, there is no reason we couldn't see a return of Sarkhan Vol, a transition of Nissa Revane, Chandra Nalaar or Vivien Reid to Gruul colors, or even just a completely knew Gruul walker.

StoryArcher on Mono Green Scales/Devotion

4 months ago

Argy

Regarding the suggested cards...

(I want to pause here and say that all your suggestions and the time you took to make them are absolutely appreciated... far too often I see people ask for advice and then, when they get it, immediately respond defensively, even at times antagonistically, as if the requested advice had somehow been a personal attack. I genuinely wanted advice, and my comments below are made in an effort to better understand the advice given, not to defend or prove the original decision correct.)

Regarding the suggested cards, I'm looking at them and comparing them to some of the other options - I might need a little better understanding of the more subtle reasons why one might be a better option than the others.

Heroic Intervention vs. Inspiring Call Obviously Intervention is cheaper and can protect individual creatures from being targeted, so on a case-by-case basis there will definitely be times when it is superior. Really like that card-draw advantage though...

Reclamation Sage vs. Thrashing Brontodon Honestly, I much prefer Bontodon's larger size for the same casting cost, but unfortunately you can't use his ability until he is on the field, giving your opponent a better chance to remove or circumvent it.

Scavenging Ooze vs. Tormod's Crypt or Soul-Guide Lantern Other than requiring mana to activate (and the issue mentioned above, with Thrashing Brontodon), I don't see how ScOoze isn't the better option in this particular deck.

Mistcutter Hydra vs. Stonecoil Serpent and Endless One While the other two are definitely superior for the artifact version of Scales, I'm not certain either is the better choice for this deck. While the Serpent is certainly better situationally, it seems like the addition of Haste makes the Hydra a superior all-around option - so much so that I strongly considered it for the main deck. Is there such a density of multi-color threats in Pioneer that I should reconsider that?

Damping Sphere and Vivien Reid are admittedly intriguing options that I had overlooked for potential inclusion into this deck. With no legitimate ramp, would Vivien generally be considered too expensive? She would certainly help with any mirror matches...

Thanks again for taking the time to respond.

StoryArcher on Pioneer - Mono-Green Hardened Scales

4 months ago

Regarding the suggested cards, I'm looking at them and comparing them to some of the other options - I might need a little better understanding of the more subtle reasons why one might be a better option than the others.

Heroic Intervention vs. Inspiring Call Obviously Intervention is cheaper and can protect individual creatures from being targeted, so on a case-by-case basis there will definitely be times when it is superior. Really like that card-draw advantage though...

Scavenging Ooze vs. Tormod's Crypt or Soul-Guide Lantern Other than requiring mana to activate, I don't see how ScOoze isn't the better option here.

Reclamation Sage vs. Thrashing Brontodon Honestly, I much prefer Bontodon's larger size for the same casting cost, but unfortunately you can't use his ability until he is on the field, giving your opponent a better chance to remove or circumvent it.

Mistcutter Hydra vs. Stonecoil Serpent and Endless One While the other two are definitely superior for the artifact version of Scales, I'm not certain either is the better choice for this deck. While the Serpent is certainly better situationally, it seems like the addition of Haste makes the Hydra the better all-around option. Are there such a density of multi-color threats in Pioneer that I should reconsider that?

Damping Sphere and Vivien Reid are admittedly intriguing options that I had overlooked for potential inclusion into this deck. With no legitimate ramp, would Vivien generally be considered too expensive? She would certainly help with any mirror matches...

Argy on Pioneer - Mono-Green Hardened Scales

4 months ago

You can only have one Nykthos, Shrine to Nyx on the field at any one time, as it is a Legendary land.

So there is no "doubling up".

I have tested against this deck quite a few times now and it has one fatal flaw.

Due to a lot of your creatures having the ability to gain counters when other creatures enter the field, but not actually give themselves counters, you can be left with a field of very low P/T creatures.

Then these just get board wiped.

This can also occur if your Opponent just destroys or exiles one of your key creatures.

You could overcome this by adding some copies of things like Stonecoil Serpent or Endless One or Hangarback Walker


My biggest suggestions for your Sideboard are Heroic Intervention Return to Nature Damping Sphere Thrashing Brontodon and maybe Vivien Reid

Tormod's Crypt or Soul-Guide Lantern are also worth thinking about if you have trouble with Opponent recurring creatures.

Hope that helps.

Rasaru on High Risk, Higher Reward

4 months ago

Profet93 -

My concern for running more than 2 Planeswalkers is that I really don't have a lot of ways to protect them.Vivien Reid takes 4 turns to ult and will very likely be targeted quickly. Additionally, it costs 5, and doesn't contribute to reducing my commander's cmc.

I added Wren's Run Vanquisher for a couple of reasons. 1. Elf Synergy 2. Playing it is like playing an additional forest for my commander's sake (costs 2, but has a 3 power) 3. Deathtouch, which doesn't synergize well, but would maybe deter an opponent from just swinging in with something. Additionally, with all of the elf synergy, I can't help but think this 3/3 will be closer to a 5/5 or 6/6+ the majority of the time.

I looked a bit for some additional elves that could provide support. What do you think of Gaea's Herald or Wood Elves?

What do you think of replacing Emerald Medallion with Herald's Horn? Costs 1 more for the same effect, but adds card draw potential.

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