Vivid Creek

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Vivid Creek

Land

This enters the battlefield tapped with two charge counters on this land.

: Add .

, Remove a charge counter from this: Add one mana of any colour.

Rasaru on Zombies 2.0

2 months ago

Do you want to the deck to stay within a certain budget? How much money are you okay with spending to upgrade? $25, $50, UNLIMITED?! :)

My first thought is to fix up your mana base. You have a LOT of lands that come in tapped no matter what your board state or hand looks like. That's going to slow your game plan down quite a bit. Let's make these simple swaps to start. Then, we I have a better idea of what your budget looks like, I can recommend additional swaps.

Vivid Marsh -> Takenuma, Abandoned Mire Utility lands are excellent because you don't have to play them as lands if your mana flooded AND it doesn't come in tapped

Vivid Creek -> Otawara, Soaring City Same as above

Scoured Barrens -> Godless Shrine Same colors, just has the option of coming in untapped and satisfies your other land requirements you're playing, like Shineshadow Snarl

Dismal Backwater -> Morphic Pool Same colors, comes in untapped 90% of the time in EDH

Jwar Isle Refuge -> Drowned Catacomb Same colors and at least has the opportunity to come in tapped vs ALWAYS coming in tapped

Reliquary Tower -> Raffine's Tower Land comes in tapped, but produces all three colors and can be cycled to draw a card if you're mana flooded.

If those options are too expensive, you could easily justify just swapping them all out for basics. :)

Max_Hammer on Instant Lottery

1 year ago

I have some land suggestions for you! Not all of them are great, but some of them could be pretty snazzy.

Corrus555 on Green/blue sea monsters copy

1 year ago

Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.

My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.

lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/

Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.

Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate

The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.

Tutor for your big guysFierce Empath This will pay for itslef in one turn Lotus Cobra Good long game card in my opinion that can be used for sac outlet and mana sink to pay into Tireless Tracker

Lands I like Terrain Generator Temple of the False God Hinterland Harbor cheaper than dual shocks, Thats Breeding Pool this is a dual shock land.

Late game cards that are VeRy NiCe but extra Praetor's Counsel Tooth and Nail

To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample

Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.

thefiresoflurve on Captain N'Ghathrod horror tribe mill

1 year ago

Fair enough, Grell would work well at my table, but not all tables are like mine. And on Grazilax, you're right, maybe a better draw tool would be Kindred Discovery or Reconnaissance Mission (harder to remove, too).

Also, Dimir Guildgate > Vivid Creek.

Gidgetimer on Nonbasic Outcasts

1 year ago

Metroid_Hybrid: I realize that no one said that they were good. Maybe I should have articulated my point a little better. The tempo loss from returning a land to your hand I feel is so bad that not only would I put The tapped tri-lands (Arcane Sanctum) above them, I would also rather play Rupture Spire, Transguild Promenade, Archway Commons, Gateway Plaza, Path of Ancestry in even a non-tribal deck, the vivids (Vivid Creek), Evolving Wilds, Terramorphic Expanse, panoramas (Esper Panorama), tapped 2 color lands, and even Ravnica bounces since they make 2 mana. Even as a budget tri-land I feel they are outclassed by a mile.

The point about a landfall deck is a good one though, assuming that you are generating enough extra land drops that you are limited by lands in hand.

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