Vivien, Nature's Avenger

Combos Browse all Suggest

Legality

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

Vivien, Nature's Avenger

Legendary Planeswalker — Vivien

+1: Put three +1/+1 counters on up to one target creature.

-1: Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.

-6: Target creature gets +10/+10 and gains trample until of turn,

Licecolony on Mono-Green SuperFriends!

1 year ago

Heck no Lokasa!
If Pir, Imaginative Rascal gets you excited, I think you 'ought to go for it. This is YOUR deck, you can make it however you like. We can work to compensate for the speed by changing out the ramp package!

I will note that with Pir, Imaginative Rascal, you'd also get Toothy, Imaginary Friend as a free second commander which gives you access to cards like Tekuthal, Inquiry Dominus, Ezuri, Stalker of Spheres, Ichormoon Gauntlet, Deepglow Skate along with a bunch more planeswalkers and proliferators and duplicators. Since your deck is called mono-green, I'm gonna write the rest of this comment assuming you don't want to add any blue cards.

Accelerated Ramp, these are gonna focus more on getting lands straight to the battlefield and being cheap to use. If possible, having these attached to creatures to block early on:
Nature's Lore
Sakura-Tribe Elder
Three Visits
Rampant Growth
Yavimaya Elder
Fertilid
Topiary Stomper
And that would take place of all of your three mana mana-ramp and your ramp that brings lands to hand (they work best with Azuza, so now we don't need them).

Then we can come up with fast removal to protect you early and give you early blockers:
Cankerbloom
Thrashing Brontodon
Nature's Claim

We can replace the planeswalkers we lost earlier Garruk, Savage Herald, Nissa, Genesis Mage, Vivien, Arkbow Ranger, Vivien, Champion of the Wilds, Vivien, Nature's Avenger with more that'll keep you safe and will give us space for better support cards:
Nissa, Ascended Animist
Wrenn and Seven



Finally, we can think about how to use those planeswalkers more effectively with cards like:
The Peregrine Dynamo doubles up your planeswalker ability
Kamahl's Druidic Vow can be another Genesis Wave in this deck.
I'll also add Vorinclex, Monstrous Raider though will warn you MOST people do not enjoy playing against that card.



Note that my opinion is just as useless as anyone else's and any choices you make will be the right ones for you. I hope you find your fun <3

Sorin_Markov_1947 on Green standard counter

4 years ago

Is this a budget deck? If so, ignore most of what I say. If this is competitive, I have some suggestions.

  1. Regulate your cards. You have a lot of 1-2 ofs, and a lot of cards that don't fit with your theme. Take out Aggressive Mammoth , and probably Bloom Hulk since he's a little under-powered (same with Outmuscle ). God-Eternal Rhonas also doesn't fit your theme, and neither do Nissa's Triumph , or Circuitous Route or Gingerbread Cabin or Growth Cycle or Season of Growth .

  2. You need more power. You just need cards that are effective and can win you the game. Consider adding blue or white (or both) so you have more selection; some of the highest-power cards for this archetype are found in G/U or G/W colors. If you're staying in mono-green, add some more Yorvo, Lord of Garenbrig s, replace Vivien, Nature's Avenger for Vivien, Arkbow Ranger , drop Evolving Wilds for Fabled Passage , Incubation Druid can replace all the ramp we've been taking out, Voracious Hydra has value coming out the ears, even with all its heads, Pelt Collector is good, and Stonecoil Serpent is just good. Nissa, Who Shakes the World is great too. Those are all ideas; take what you want and leave the rest.

  3. Interaction is needed. Because we're taking out Outmuscle , we've got almost nothing to interact with the board spell-wise. And here's where my advice becomes unhelpful. This archetype in mono-green really just doesn't have any good interaction besides Voracious Hydra . You need to splash white or blue to get some removal or bounce or anything. All green has is fight.

Again, if this is just casual and you don't care about spending $100-200 on a deck to make it competitive, ignore most of what I just said.

TwinStags on Skullbriar, Oh Lawd He Comin’

4 years ago

Shit I’m on the fence about:

Heroic Intervention , Inspiring Call , and Rishkar's Expertise : are all just okay. Surprise protection &/or draw is cool, but nothing game changing. Heroic is the least synergistic. Inspiring on average draws 2 cards. Riskar’s(better for 1v1)could be interchanged with Garruk, Caller of Beasts (better for mp).

Sixth Sense feels weak when it only lands with damage. I debated Keen Sense too, but damage is hardly guaranteed. Inspiring Call , Rishkar's Expertise and Phyrexian Arena take the load atm. Draw still feels lacking.

Idk if I need both Molting Skin and Broken Fall , but they’re fun.

Putrefy should switch with Beast Within . People rarely regen. I prefer it over Assassin's Trophy . I’d rather you have a creature over land

Beacon of Unrest can go. I don’t have an artifact I’m trying to play. I have enough grave-recursion.

Beseech the Queen is definitely the poor-man’s Demonic Tutor ... even then, I’m usually more stoked to Entomb on Brawn or search with Green Sun's Zenith .

Bow of Nylea will never sit right with me. Does a bunch of stuff, none of it blows my mind.

Reyhan, Last of the Abzan is iffy. Creatures don’t always have counters to make it count.

Often I get caught up protecting creatures and forget that Skullbriar is totally okay with dying. The deck is built around doing its own thing, but he’s always glad to join the party.

I really want the Vivien planeswalkers to be better. They fall short and would better if they traded abilities: Vivien, Arkbow Ranger is close. I enjoy the counters for 4cmc, the other abilities lack. Vivien, Nature's Avenger is waaay to expensive, but has fun abilities.

Dolmen Gate is mulling around my brain. The deck is aggro, so this definitely seems to fit. Is it worth protecting the 1-3 attacking creatures?

I’m starting to appreciate counter-creating cards and sorta want to add Blessings of Nature . I still wish there were better options.