Vivid Marsh

Vivid Marsh

Land

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

: Gain .

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

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Vivid Marsh Discussion

EpicBox75 on Black Blue Control

1 month 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 ^_^

multimedia on Teysa Karlov Aristocrats

7 months ago

Hey, Skullclamp is one of the better repeatable die effects with Teysa since drawing 4 cards each time you equip to a creature for 1 mana is very good value. Skullclamp could replace Wayfarer's Bauble. The maybeboard is packed full of good cards that could be upgrades and there's several budget cards there to consider adding.

These cards could replace:

Other good budget cards with Teysa: Dark Prophecy, Midnight Reaper, Dreadhorde Invasion, Victimize, Ministrant of Obligation, Marauding Blight-Priest, Path of Ancestry, Witch's Cottage, Esper Panorama, Ash Barrens.

Good luck with your deck.

Savage1988 on Nicky B and his Pro-Life Posse

8 months ago

New changes:

  • Ral Zarek IN, Daretti, Scrap Savant OUT because daretti hasn't performed very well and i think ral's untap ability can enable more shenanigans. Also his ultimate is really nice, especially if we get to copy it with ..

  • Rings of Brighthearth IN, Contagion Clasp OUT because the clasp seemed too minimal impact and let's be fair: the rings needed to go in

  • Chandra, Flamecaller IN, Cruel Ultimatum OUT - it's cool, but rough on the mana and often you want to sweep the board instead of making 1 person sac 1 creature, bye bye flavor

  • Clockspinning IN, Izzet Signet OUT: This is probably a mistake but I've been hitting a lot of mana rocks, not always having a place to put the mana. This would be the one to cut i think. Maybe 12 rocks is pushing it? Clockspinning may not be the best, but with enough mana this can ult a walker out of nowhere, which is how I've been winning games with the deck. Will test and see how it goes.

  • Training Center & Mana Confluence IN, Vivid Creek & Vivid Marsh OUT - these are just straight upgrades on all fronts. I'm glad i got these lands. The proliferation on the vivid lands was a cute idea, but just that

Pending changes:

  • Blasphemous Act IN, In Bolas' Clutches OUT because that card doesn't make sense if we're not going for any flavor any more, though I've yet to cast the clutches and it probably be pretty cool. I don't have the act yet, but probably soon.

multimedia on Kess Combo

9 months ago

Hey, interesting start on a budget version of Kess.

Some cards to consider adding:

Cards to consider cutting for these:


Baleful Strix is a two drop who draws a card when it ETB, that way you can blink it with Deadeye to draw many cards. When you assemble Deadeye + Drake for infinite mana then being able to infinite blink a creature who draws can draw your win condition or draw and cast all cards in your deck. It's possible you could have a win condition already on the battlefield or in hand or graveyard with Kess, but if not then infinite blinking Strix lets you draw it.

Gonti, Lord of Luxury can be a win condition with Deadeye + Drake. It's not opponent mill, it's better, it's opponent exile their libraries and with infinite mana you get to cast all your opponent's cards. Arcane Signet , Izzet Signet, Dimir Signet, Rakdos Signet are some two drop mana rocks so you're not only relying on lands to have enough mana to cast cards.

I don't think you need to play so many creatures who recur an instant or sorcery because isn't that what Kess is for? That's the advantage of Kess, you get to cast an instant or sorcery from your graveyard on your turns, but once you resolve that spell is exiled. An exiled spell is no longer in your graveyard to recur to your hand. Archaeomancer is the only creature you want for this effect because you also have blink spells as well as Deadeye and creature recursion/reanimation spells for Archaeomancer.

Good luck with your deck.

Savage1988 on Nicky B and his Pro-Life Posse

9 months ago

TriusMalarky Awesome, thanks for thinking along! I like these nitty-gritty disussions.

Re: tapped lands suck

First off: My current tapped-count is at 6 (wilds, terramorphic, necro, path, vivid x 2) - I guess you could count 2 tango and 2 checklands for 0.5 tapland each, bringing our total to 8. With 37 lands I actually think the odds are pretty decent that I can run T1 tapland, T2 untapped land, enabling my 2cmc ramp spells and going from there. I'm therefore not sure this is all too bad, but a bit more in depth:

Crumbling Necropolis and Path of Ancestry provide all my 3 colors all the time, this is good enough to justify entering tapped.

The idea behind Vivid Creek and Vivid Marsh is that they're lands that function as 3c lands most of the time (especially during set-up), and with proliferation going all of the time. It's also possible to use them without removing counters if you're using them on ramp for example, so it's not like they always deplete. I agree the tapped clause is a real cost for something that's not guaranteed, and I could be convinced they're not as great as I think they are, but I think they'd do OK.

I agree Evolving Wilds and Terramorphic Expanse aren't the best. I have thought about replacing these with tapped duals, but those don't help out my tango / check lands. It's very possible regular basics are better here though.

Re: Saprazzan Skerry, Peat Bog and Sandstone Needle

Awesome suggestion. They're more powerful than the vivid cycle for sure and, don't get me wrong, providing 2 mana as a land is amazing but:

  • they're not basics

  • they come into play tapped

  • they don't fix my mana

  • they end up literal dead really quickly if i don't find a proliferation piece (not having played the deck, this concerns me the most)

I'm tempted to try them because when it works it's amazing, but I don't think they're a slam dunk except for when you're in magical christmas land. I need to think about the times when the deck's not firing on all cilinders more than when everything's already going great (i.e. i have time to proliferate). If it turns out that i easily proliferate all the time i'll add them asap.

Re: Ramp and artifacts

OK:

This gets me to 4 signets, 3 talismans, chalice, prism, sol ring, that's 10 ramp < 3cmc. Adding cornucopia and relic gives me 12 which should get me one in hand roughly 60% of the time (almost 90% if you count the free mulligan as 7 extra looks) - which is great. Looking at my curve most of my business happens at 4cmc, so getting there asap is key.

Hard disagree on Throne of Geth. Have you played with this card? (I haven't.) It seems I'll have some (maybe even a lot of) spare artifacts lying around, which makes this repeated, instant speed proliferation. Absolute worst-case you can sac it to itself. I'd even argue this is very efficient (and cheap), even though the resource cost for using it is different. It seems like a great thing to copy with something like Saheeli, Sublime Artificer too.

Lithoform Engine may be inefficient, but doubling proliferate triggers or god-forbid planeswalker ultimates is simply too spicy not to run. You could be right but if this isn't the home for this card I'd like to find out.

I have to agree on Solemn Simulacrum - it's too expensive for the deck and doesn't really do much other than provide generic value. I think I'll cut this for another walker, maybe I'll try Jace, Cunning Castaway for the memes.

Thanks again for you time, I look forward to your reply

multimedia on Rakdos stuff

9 months ago

Hey, very good budget version of Meren.

For the manabase my advice is play an equal amount of Forests and Swamps because you have one drop green mana dorks who you want to be able to consistently play turn one which a Forest is the best land option for the manabase to do that. Having double the amount of Swamps than Forests is problematic when playing one drop mana dorks.

Some budget cards to consider adding:

Buried Alive is excellent to tutor for any three creatures and put them into your graveyard, one of the best cards with Meren. Jarad's Orders and Final Parting are nice budget tutors with Meren. Tutoring for two cards, one goes into your hand and the other being a creature into your graveyard to reanimate/recur with Meren. Elves of Deep Shadow and Talisman of Resilience are low CMC budget ramp upgrades.

Midnight Reaper and Deathreap Ritual are more repeatable draw sources when creatures you control die. Deathreap can draw a lot of cards in multiplayer Commander since morbid can trigger on any players turn as long as any creature died during the turn. Butcher of Malakir is a upgrade for a budget big creature to reanimate with Meren since it's a repeatable source of opponents having to sac a creature they control when any creature you control dies. Demon's Disciple is an upgrade for Merciless Executioner since if an opponent doesn't have a creature, but has a Planeswalker they have to sac a Planeswalker.


Some cards to consider cutting:

The Vivid lands are not good lands and even on a budget there's better options. They aren't reliable enough to warrant ETB tapped and even if you have a way to put more counters on them with proliferate I still think they're not worth playing even over more basic lands. Hogaak, Arisen Necropolis is not worth the trouble of casting it or reanimating it. It's just a beater, but you want more than that with high CMC creatures in Commander.

Good luck with your deck.

multimedia on Wild Bonder

1 year ago

Hey, good budget version and interesting description. Nice Demonic Tutor :)

Cards $2 or less each to consider adding:

You want more protection for the creature you mutate too because without protection the mutate creature can be killed in response to being mutated or after. In multiplayer Commander mutate is much more of a problem because there's three or more opponents who could have removal. That's a lot more potential removal you have to deal with than if you were playing 1v1.

Swiftfoot Boots gives the equipped creature hexproof meaning that creature can't be targeted by your opponents removal. Boots is an equipment, it can be equipped to any creature you control and it doesn't leave the battlefield when the equipped creature is removed. Open the Armory is a budget tutor that can get Boots.


Flying and double strike is a good combination to do Commander damage with Snapdax. Hushbringer is powerful disruption in multiplayer Commander since it prevents all creatures who have an enter the battlefield ability that triggers and any creature who has a dies ability that triggers. These two types of triggers are ways for players to gain a lot of value from creatures. Hushbringer is not going to affect you much since mutating is not an enter the battlefield trigger it's a cast trigger thus Hushbringer doesn't prevent mutating.

Will-o'-the-Wisp is a one drop flying creature who can regenerate. This little Spirit can be powerful with mutate. Brightling is a unique creature with mutate since you can bounce it as well as all creatures that are mutated back to your hand. This is pseudo protection because you can activate Brightling in response to opponents removal. By bouncing all the creatures that are mutated then you can mutate them all again getting more value out of mutate.


When Snapdax dies you can choose to spend it to your graveyard instead of putting it back into the Command Zone. This gets around having to pay Commander tax for Snapdax and the tax must be paid even if you're mutating Snapdax from the Command Zone which can be problematic. When Snapdax goes to your graveyard then you can recur it with cards that recur creatures from your graveyard. Phyrexian Reclamation is very good repeatable recursion at instant speed for mutate creatures because you want the creature to come back to your hand to then cast it again to mutate again.

Cards to consider cutting:

Good luck with your deck.

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