Vivid Marsh

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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 Marsh

Land

Vivid Marsh enters the battlefield tapped with two charge counters on it.

: Gain .

[symbol:T, Remove a charge counter from Vivid Marsh: Gain one mana of any colour.

Chasmolinker on Mono Black Control 2022

7 months ago

Sideboard is Interesting... Have you tried Vivid Marsh, Gemstone Mine or Forbidden Orchard over the shock lands? You would probably want to go up to 3 Urborg, Tomb of Yawgmoth. At the very least I would cut Watery Grave since you only have requirements.

Max_Hammer on Instant Lottery

7 months ago

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

Grind on Dragon Draining Drones

7 months ago

Cool deck!!!
Your creatures and scion token generators seem legit. Any thoughts about Phyrexian Reclamation, Birthing Pod, Whip of Erebos, or Skullclamp?
Also your mana base looks a little risky with reliably getting all 3 colors early game. I would consider cutting some of your colorless lands for Vivid Marsh or other vivid lands, if you are budget conscious, or adding some untapped filter lands like Twilight Mire, or Path of Ancestry for all 3 colors.
Anyway, just some thoughts, cheers and have fun!!

Slashdance on Land of the Lost

8 months ago

Update!

Land Removed: Bojuka Bog, Forge of Heroes, Khalni Garden, Mountain

Land Added: Forest, Vivid Crag, Vivid Grove, Vivid Marsh

Creatures Removed: Borderland Explorer, Emissary of Grudges

Creatures Added: The Gitrog Monster, Elvish Rejuvenator

Enchantment Removed: Retreat to Valakut

Sorcery Removed: Worm Harvest

Sorcery Added: Pirate's Pillage, Regrowth

Instant Removed: Fury Storm

Instant Added: Unleash the Inferno

Optimator on Optimation Agency (Sphinx Tribal)

1 year ago

Thanks! It should be a Vivid Marsh

EpicBox75 on Black Blue Control

1 year ago

Hi. I love UB control archetype so I would like to give my 2 cents. So I'll hope that this helps/gives new ideas ^_^

I think your deck at the moment has unnecessary tap lands. Halimar Depths Vivid Marsh and Polluted Mire and Lonely Sandbar. I would recommend trying Mystic Sanctuary, Sunken Ruins, Field of Ruin, Fabled Passage or Castle Vantress. Karakas is also viable option even though it acts like colorless land in UB.

I also need to recommend Search for Azcanta  Flip because it can win control mirrors almost by itself. Shark Typhoon and Omen of the Sea are my personal additions usually because both of them are 2 for 1 effects.

For sorcerys I have not been impressed with Yahenni's Expertise and I have played Shadows' Verdict and/or Dead of Winter instead of it. Also Bloodchief's Thirst and Baleful Mastery are cards that I can't stop recommending because they are just that good, the ability to get rid of an creature or planeswalker while being cheap removal if needed is just so good.

For creatures I will recommand Murderous Rider it is another hero's downfall with 2 for 1 thanks to adventure, I have never been impressed by Teferi, Mage of Zhalfir because he usually doesn't do enough for 5 mana. For planeswalkers if your meta has decks that have creatures Ashiok, Nightmare Weaver is surprisingly effective and talking about Ashiok Ashiok, Nightmare Muse is a real game closer because both +1 and -3 are extremely good and an army of 2/3 will win the game at some point.

For instants I will just write recommendations because there are so many: Archmage's Charm just does everything you would want, Commence the Endgame uncounterable threath + card draw and is especially good mirror breaker, Cryptic Command it also does everything, Disallow the stiffle can save games sometimes (like countering planeswalker "ultimate"), Erebos's Intervention I personally like this card very much because it can buy so much time against aggro decks, Hieroglyphic Illumination works as early game can trip and mid/late game divination, Spell Snare on draw this is amazing and usually the best cards are 2-3 costed so this usually hits something important and last but not least Force of Negation because it is another force. I would recommend little bit more targeted removal because edict effects are worse against decks that play mana elfs or other low impact 1 drops.

I personally wouldn't play your artifact package but because I haven't played with artifact package I won't say anything about that because I don't know how good it is.

These are just my recommendations and these aren't absolutes. Here is also list if you would like to compare different building choices

I hope that you found this helpful ^_^

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