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


Have (1) gildan_bladeborn
Want (0)

Printings View all

Set Rarity
Core Set 2019 (M19) Mythic Rare

Combos Browse all



Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Vivien Reid occurrence in decks from the last year


All decks: 0.47%

Golgari: 3.76%

Commander / EDH:

All decks: 0.01%

Green: 0.14%

Latest Decks as Commander

Vivien Reid Discussion

TypicalTimmy on Ability challenge

2 weeks ago

Combine reminds me of Augment from Unstable, but that's too easy and similar.

So the next thing it reminds me of is like Erector Sets, Transformers, etc. Machines combining into bigger ones. Sort of akin to Modular, but I'll go another route.

Combine will be like Monstrosity in the regards that you pay to activate the named ability and, once Combined, you can actually continue to Combine on top of it. It allows you to go super big at the risk of losing physical bodies on the ground.

Combine (You may Combine this artifact creature with target artifact creature you control. If you do, sacrifice this creature and put X +1/+0 counters where X is this creature's power and Y +0/+1 counters where Y is this creatures toughness onto the target creature.)

So let's say you have a 2/4 with Flying and a 3/1 with First strike.

You can have a 5/5 with flying or a 5/5 with first strike, depending who you sacrifice.

You lose one, but the other becomes stronger.

The math worked out weird, so here is another example, if you have a 7/8 with Trample and a the 2/4 with flying, your 7/8 could get +2/+4 or your flyer can get +7/+8.

It allows you to mix and match to build around what your opponent t has. Maybe they have an army of 2/2 zombies? A 9/12 flyer is better. Or maybe they have a Planeswalker like Vivien Reid? You'd want Trample, as they can kill your flyer.

That's a poor example as flying and trample are almost equal in terms of pushing damage through, so here is another one.

Maybe you have an army of four 1/1 creatures who all have Combine , and you have a 2/2 with Doublestrike. Now you can slap all of the 1/1s onto the 2/2 and have a 6/6 with Doublestrike.

Myr Behemoth

Artifact Creature - Myr


Myr Behemoth must attack each turn if able and can't be blocked except by three or more creatures.

Combine costs that target Myr Behemoth cost less.


Scrap-Steel Myr

Artifact Creature - Myr

A deck may contain up to eight cards named Scrap-Steel Myr.



Myr Buzzcutter

Artifact Creature - Myr


Combine costs that target Myr Buzzcutter cost more.


Reactor Myr

Artifact Creature - Myr

When Reactor Myr dies, it deals damage to each non-Myr creature and Planeswalker equal to it's power.



Dynamic Myr

Artifact Creature - Myr


: Switch Dynamic Myr's power and toughness. This effect lasts until it is changed again.


Rocket Myr

Artifact Creature - Myr





Legendary Artifact Creature - Myr

Titanomyr enters the battlefield with X +1/+1 counters on it.

Titanomyr has haste if it has power 3 or greater. It has trample if it has power 5 or greater. It has first strike if it has power 8 or greater. It has Indestructible if it has power 12 or greater.



Regeish, Imperial Myr

Legendary Artifact Creature - Myr

All Combine costs you control cost less.

Myr Artifact Creature tokens you control have Combine .

Whenever you Combine your second Myr onto Regeish for the turn, draw a card.

Myr in your Graveyard may use their Combine abilities. Their Combine abilities cost more. When you do, exile it instead of sacrificing it.


(So Regeish will give your Myr creature tokens Combine , then reduce it to Combine . Yes, if you have Regeish out and Myr Behemoth, all Myr tokens you control effectively have Combine .)

(If you Combine someone like Scrap-Steel Myr, it goes to your graveyard when you sacrifice it. Regeish than allows you to activate it again in your graveyard, only this time you now exile Scrap-Steel Myr.)

Uro-Magnetic Core

Legendary Artifact

Myr creatures you control get +1/+1.

All non-token Myr creatures you control that don't have a Combine ability gain Combine where X is their converted mana cost.

I think you get the picture.

I don't even care if I make last place; I am 110% happy with this and wouldn't change a thing <3

Optimator on Bastards on Parade

1 month ago

Some potential cards. Most of these might be side-grades or out of budget but are worth noting in the Maybeboard. I have a few of these:


Creatures are obviously optimal, what with elf anthems and counters and stuff. I would try to squeeze in the first three if you can. The tempo of getting your commander down on turn 2 is amazing.

Fyndhorn Elves , Priest of Titania , Boreal Druid , Farhaven Elf , Leyline of Abundance , Castle Garenbrig , Llanowar Tribe , Overgrowth , Reap and Sow , Kodama's Reach , Explosive Vegetation , Nature's Lore , Ranger's Path , Skyshroud Claim , Grow from the Ashes , Emerald Medallion , Growing Rites of Itlimoc  Flip, Harrow , Circuitous Route


Rishkar's Expertise , Soul's Majesty , Mirror Shield , Zendikar Resurgent , Primal Rage , Heroic Intervention , Return to Nature , Overwhelming Stampede , Overrun , Beastmaster Ascension , Loxodon Warhammer , Colossal Majesty , Rancor , Vivien, Champion of the Wilds , Blossoming Defense , Withstand Death , Titanic Brawl , Ancient Animus , Momentous Fall , Nature's Claim , Once and Future , Regrowth , Wildest Dreams , Road of Return , Creeping Corrosion , Season of Growth , Blanchwood Armor , Sandwurm Convergence , Garruk, Primal Hunter , Vivien Reid , Vivien of the Arkbow , Ghost Quarter ,

Aspect of Mongoose is nice but prevents untapping shenanigans with your commander.


Some obvious out-of-budget stuff here and some lower-powered stuff too but I'll suggest them for posterity.

Llanowar Reborn , Karn's Bastion , Forge of Heroes , The Great Henge , Incubation Druid , Loyal Guardian , Tuskguard Captain , Pollenbright Druid , Solidarity of Heroes , Biogenic Upgrade , Durable Handicraft , Planewide Celebration , Courage in Crisis , Verdant Confluence , Bow of Nylea , Contagion Clasp , Contagion Engine , Hydra's Growth , Path of Discovery , Retreat to Kazandu , Forced Adaptation , Evolutionary Escalation , New Horizons , Nissa, Voice of Zendikar , Jiang Yanggu, Wildcrafter , Vivien, Arkbow Ranger , Kalonian Hydra , Arbor Armament , Stony Strength , Savage Summoning , Hunger of the Howlpack , Soul's Might , The Crowd Goes Wild , Armory of Iroas , Weapon Rack , Predatory Hunger , Primeval Bounty

I have a Drove of Elves I'm not using

Barbarian_Sun_Pope on

2 months ago

I'm not sure Brave the Sands or Deadly Recluse does enough for your deck. If flyers or being overwhelmed is a problem, you should consider adding a "Fight" sub-theme to your deck.

I would start with:

You can also add a little more draw power in the form of Inspiring Call . Hope this helps.

Sorin_Markov_1947 on Gruul Aggro Stomp

2 months ago

Use 4x Stomping Ground . Gets you an untapped land when you need it and it's dual. That's what the competitive decks do. They are a little expensive money-wise though.

I would drop Paradise Druid and get yourself some more interaction. Paradise Druid is slow and competes for the two-drop slot too much to be effective in this deck. You need spells because any deck this creature-heavy will fall to decks that have a way of standing up to your creatures and then refuel with some card-draw engine. I notice this deck is very similar to the deck that won Mythic Championship 5, but without Once Upon a Time , this deck doesn't have very much to replenish the supply.

Some possibilities for non-card-draw interaction are burn (such as Lava Coil or Shock ), planeswalkers (probably Domri, Chaos Bringer or Domri, Anarch of Bolas ), or Rhythm of the Wild . I personally really like Domri, Anarch of Bolas , but any of these ideas will help your deck be a little more flexible. Speaking of flexible, you need a sideboard.

Vivien Reid isn't a horrible idea for refuelling, but she is a little expensive mana-wise.

ChrisHansonBiomancin on Elf ball

2 months ago

Nice deck, always love me some Elves. It seems like it would be nice to squeeze in a Westvale Abbey  Flip or two, given how easy it is to have both the creature count & mana to transform it in this deck. It might not be necessary to have Unclaimed Territory given that Shaman is the only Elf that has black in its cost, and you're usually not looking to cast that on curve anyways so you should have plenty of time to draw into one of your 12 black lands.

I also feel like you could use a bit more card advantage since there are a handful of cards that you really need to see to win. Garruk, Caller of Beasts is the ideal card advantage engine if you can swing the CMC, but if you want to go a little bit lower on the curve, Vivien Reid can dig deep for high-value creatures as well. Icon of Ancestry is an interesting idea, giving you both a Lord-like anthem effect as well as card advantage when you have spare mana, as Elf decks are prone to.

I playtested a similar beatdown-style Elf deck a while ago for Standard, and I always found Pelt Collector to be a bit of an underperformer, as it's not going to get past 2 power in the early game unless you have a Steel Leaf Champion, so if you're looking for things to remove I would probably start there.

TypicalTimmy on Possible answer as to what ...

2 months ago

ScionsStillLive, Joe_Ken_; No idea about lesser Eldrazi. Sorry.

ZendikariWol; The YouTuber Aether Hub. He goes over lore, both common and fringe, from all years of MTG. I was watching this video in which he goes over the newest evil Planeswalker; Davriel, Rogue Shadowmage . In the video, Seiben - the host - explains how Davriel's vast power comes from how a Worldsoul Entity embedded itself into Davriel's mind, driving him insane but giving him near-limitless power.

That got me thinking on Worldsouls and how the Plane itself is alive.

The rest is just pure conjecture on my behalf, since we don't actually have an answer.

But to me, it makes perfect sense. If the soul of an entire world happens into the Blind Eternities, which are known to warp, twist and rend physical nature and reality , then it makes sense that a Worldsoul could become distorted so much that it becomes an Eldrazi Titan.

We can also look back to see how many worlds are, in canon, dead / destroyed. Not just changed or altered, such as Mirrodin / New Phyrexia, but literally no longer in existence.

We have the world of Ob Nixilis of the Black Oath , who literally killed every last living thing of his world (See: Conqueror).

We also have Vivien Reid 's world, Skalla, which was destroyed by Nicol Bolas.

There is, technically speaking, Amonkhet - though it is still alive by just a hair with Hazoret protecting a small population of survivors. However, I suspect Amonkhet will soon fall, as a Plane of limitless undead can not be held off forever.

I wish I had at least one more to bring to the table that we know for sure is dead and is also prior to the events of Rise of the Eldrazi, but I don't know of any.

Regardless, we have the following pieces;

  • Planes have Worldsouls that can be represented in Avatars - See cards such as Soul of Zendikar and Soul of Innistrad .
  • Planes can die, see Ob Nixilis' world, Vivien's world, and the currently dying Amonkhet
  • When a Plane dies, it's Worldsoul becomes an 'Entity', which we know is sentient and can influence others. See Davriel
  • We know that the Blind Eternities twist and warp reality, nature, biology, mind, body, soul, mana - everything

So it's not a far leap, more like a small step, to assume that the Eldrazi Titans are corrupted Worldsouls.

abbatromebone on Trying to update non-Bloodbraid Ponza

2 months ago
  • All of the above suggestions I agree with.
  • I would also say that you are trying to cast big 4 mana/ 5 mana spells so youll need more ramp to do that. I have a mono green version simular to your deck. Mono Green Control!?!. I am running an extra mana dork which can really be helpful. You have a lot of double green spells.
  • As for the maybe board Vivien Reid isnt gonna dig for the spells you want it finds creatures I wouldnt put it in. Nissa, Vital Force makes you commit more to green being you will have so many doubel green spells. If you are going to add a Nissa i would add Nissa, Who Shakes the World . If you are playing a lot of infect Melira, Sylvok Outcast might help you out but its a SB card at best. Spellskite is a soild SB card against burn. Plow Under is double green, but you in a way get to Time Walk . They have to redraw cards they have already played, and are cut off mana giving you ad advantage. It helps the most when you are in the lead, when behind it is not a great play. Kessig Wolf Run might be a "win more card" its fine when you have no cards in hand, but i dont forsee that happening being you have big spells, so youll only really cast 1 spell a turn. Surgical Extraction helps with graveyard decks 2x SB is where I would put it if you fight those decks.

Wurmspiralmaschine14 on Call of the Wild

3 months ago

Okay. I'm the Reddit dude. Sorry for the wait. Life interfered and I didn’t have a great opportunity to write this, so my b. Here's what I'd try messing around with. I'll do my best to keep suggestions budget

Boardwipes Add Rout , End Hostilities , Cleansing Nova ... Three should be fine. When you need a boardwipe, it pays to have one. You will need a boardwipe at some point.

Removal Naya Charm is a fog, removal spell, mass unblockablility, and a Regrowth all at once. Worth it. Generous Gift and Beast Within are also solid open-ended removal spells. Oblation , Chaos Warp , and Swords to Plowshares should do the rest

Draw Add Beast Whisperer , Guardian Project , and some other spells that draw off creatures. Your deck has so many creatures - might as well turn them into cantrips. Primordial Sage and Lifecrafter's Bestiary also come to mind. Maybe a Vivien Reid as removal and draw all in one, if you feel like splurging a bit?

Ramp Cultivate Kodama's Reach Farseek Rampant Growth Into the North + two of each basic snow land Burnished Hart Farhaven Elf Springbloom Druid

Boardwipes, removal, ramp, draw - That’s the general stuff that each deck needs simply to function

Here’s some more niche stuff I think your deck could use

Protection Kindred Boon and Eight-and-a-Half-Tails are good at protecting your creatures, and what makes them better is that the're activated abilities - to say, your werewolves won't flip but you’ll get to spend your mana

Overrun Beastmaster Ascension , Overwhelming Stampede , and Thunderfoot Baloth all do WORK! Swinging in with the team is your way to win the game. Make it more powerful

The Other Stuff I really like Cult of the Waxing Moon , Tolsimir, Friend to Wolves , Bow of Nylea , Mastery of the Unseen and Boros Charm . Bow synergises particularly well with your commander, making blocking a lose-lose situation. Mastery of the Unseen is a solid mana sink, so you’ll have something to do on the turns where you don’t want to flip your wolves. Boros Charm ’s just insanely more versatile than it appears

Ok. This comment’s long enough as is, so I’ll take my leave. If you want a hand making cuts, though, feel free to comment and I’ll try to get back to you quicker this time :)

Load more