Vivien Reid

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Legality

Format Legality
1v1 Commander 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
Vintage Legal

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."

Fearfull_Symmetry on Rin and Seri's Fur-midable Cat-astrophic Pup-ulate

3 months ago

TripleResistance, thank you for the suggestions! I realize this is a very different way of building Rin and Seri, but I think it's worth a try. I usually lean in to the creative side of deck building rather than focus on optimization, "fun and surprising" hits the mark.

I agree that the attack buffs are hard to support along with a creaturefall theme. I think I can take out some of the attack-centered cards like Pack Leader and Coat of Arms, as you said. Vivien Reid is an odd choice, I know, but I like the versatility of grabbing a creature or land and having removal on a stick — especially for fliers, which is a weak spot other than Path to Exile and Swords to Plowshares. With all the ETB, I would have a hard time cutting Cathars' Crusade. It can make my guys massive quickly, and will help get them back there even after a board wipe.

I had totally missed Mirror March! That could be a lot of fun, and it's just random enough that it can reliably pay off if I get it out early enough.

With all this said, a handful of the Cabaratti cards spoiled from SNC change things. How can I not slot in Jinnie Fay, Jetmir's Second!?

TripleResistance on Rin and Seri's Fur-midable Cat-astrophic Pup-ulate

4 months ago

Creaturefall theme.

ETB effects on most creatures. (sometimes provided by your commander in the case of changelings)

Ping opponents when creatures enter the battlefield with cards like Impact Tremors. Other effects would be welcome too if they were good enough.

Abuse these two items with cards like Mirror March, Molten Echoes, and the like.

All while trying to make it mesh with Rin and Seri, Inseparable for extra value.

As for what I'd cut... I'd probably do away with some of the classic Rin and Seri, Inseparable cards focusing on making a huge board to swing with. You have several token-doubling effects in your deck, and I think if you're going to place an emphasis on pinging with Purphoros, God of the Forge effects then you're pulling yourself in two different directions. If your goal is tribal then Purphoros, God of the Forge might be a decent card, but it is not a win condition. If your goal is pinging and tokens, then tribal buffs might not be ideal. I'm talking specifically about synergies that give you big attackers, not synergies that help you in other ways like Qasali Slingers.

Example cuts would be: Pack Leader, Vivien Reid, Coat of Arms, Akroma's Memorial, Cathars' Crusade, maybe even some of your board protection spells could be let go, though if you go that route I'd also get rid of Craterhoof and Triumph as well. Those are great win conditions if you have a board, and it's worth thinking about keeping them in if you think you can manage to protect your guys.

It's hard to argue that this would be stronger than a straight-up Rin and Seri, Inseparable cEDH list, but it would be a fun and surprising way to go about things. This requires you to find those ping upon creature entering effects and keep them safe which can be a challenge in itself. It's really more of a Dina, Soul Steeper or Purphoros, God of the Forge commander deck concept that's been fit into a less oppressive shell.

Of course, the other route is to just ditch the pinging strategy and play full attack damage which you said you were trying to avoid doing.

Flx35 on Hail Hydra - Tribal EDH [Gargos - Primer]

9 months ago

Hi EVENcast!

Thanks for the suggestion! I kind of forgot about this card (Branching Evolution) since it was released with Jumpstart at an absurd price, but now that the supply meets the demand that card is actually pretty good for the deck. I might consider it for the next upgrade, I still need to play the deck more with the recent card I've added before making a swap. But if I had thought of it during my last upgrade of the deck I would have probably replaced Unbound Flourishing with Branching Evolution.


To answer your question about those 3 cards and why I removed them from my deck:

Unbound Flourishing

Don't get me wrong, this card is powerful and has a sweet art. I love it, or rather I loved it. This card is good with X spells and X abilities, but the more I upgraded this deck the less card I had that could work with it. I hold on to that card as much as I could, but after a few games I found out that it was most of the time a dead draw because I either didn't have any spell or abilities that worked with it or had already cast them... I was sad when I removed it from my deck, but it is for the better. I still want to build a deck where this card could really shine.

For example, right now in my deck, it can only work for 12 Hydras. Two of them are for Monstruous abilities that don't even work when copied and for no spells at all. So in the end, only 10 cards work with this and the second ability of the card will never be used. Too little chance of being used is what made me decide to cut it.

Zendikar Resurgent

This is also a cool card, but the CMC/MV is too high in my opinion. This card comes up too late in the game when I have already cast a bunch of Hydras so both effects become a little bit useless. I found out that I preferred cards with smaller CMC/MV that draw me cards like Elemental Bond and Garruk's Uprising rather than this one because those keep me going during the game, transforming my creatures into cantrips really early on. The mana doubling aspect is pretty good too, but I can ramp so easily that I don't need that much many at any time so I didn't feel it had any impact on there too. Also, it is a big magnet for removal so spending 7 mana for nothing always feels bad when it gets removed before you can even use it.

Nylea, God of the Hunt

This deck needs evasion in the form of Trample or being unblockable. I did cut Nylea, God of the Hunt, but I'm thinking of putting her back in just because of Ohran Frostfang and how Trample and Deathtouch work together. She was doing fine in the deck, I just found that sometimes she feels like a dead draw when you have other Trample enablers already in place and I never found myself using her ability that much. But I did like the fact that she was Indestructible.

Right those are the cards I'm using to give Trample to my creatures:

And those are the cards to make my big Hydras unblockable:

  • Glaring Spotlight > because it can allow me to fight my opponents' creatures even if they have protection on them and protect my board or allow for a final swing (or sometimes just a "player removal" swing).

  • Bellowing tanglewurm > because I just love it and found it really useful, but if your meta is full of green decks, maybe not a good idea for you. But could probably be the one to be cut if I bring Nylea, God of the Hunt back.

And that is all!

Thanks again for your comments I greatly appreciate it and I'll go take a look at your own Gargos list too soon!

wallisface on Will WotC Ever Print Another …

1 year ago

A green version of Squadron Hawk already exists in Growth-Chamber Guardian.

There is also an existing green creature fetch that puts said creature straight into play, in Fiend Artisan.

And there are a ton of green planeswalkers that can go digging for creatures, the most recent being Ellywick Tumblestrum, but also from memory Vivien Reid (i'm not going to search these all out here, but I'm sure there's more).

In spell form there's also Tooth and Nail, which is notorious for throwing both Xenagos, God of Revels and Emrakul, the Aeons Torn into play and winning on the spot.

So, given enough time Wotc will probably print something which aligns more closely with what you're wanting... but it feels like there is already plenty-enough tools to get the effects you're after, and plenty enough cards that already do the thing you're wanting.

TheVectornaut on Death Touch Green Boi

1 year ago

It is true that the deathtouch package will be worse in multiplayer games since you have more threats to deal with. I think siding into a bigger ramp package would be a good idea. I would caution though that it's important to add in more mana dorks or ramp spells to keep pace with any new bombs you include or you'll find yourself mana screwed a lot of the time.

I went ahead and added my creature-based commander deck so I could link it for reference. It was built from a casual 60-card skeleton that's quite similar to your deck, so some of the ramp cards I've had success with over the years might do well here too.
deck: Predator's Toolkit

Prowling Serpopard or Destiny Spinner could be useful tech if counters are flying around left and right. Vigor is definitely strong against board stalls, and I like Archetype of Endurance against a lot of common removal. Somberwald Sage and Elvish Piper would probably be my first picks for dropping haymakers early without much other support. Yeva, Nature's Herald and Seedborn Muse are particularly disgusting in multiplayer since you essentially play on every turn. Some final bombs I love are Whiptongue Hydra for flyers, Polukranos, World Eater for other creatures, and Sylvan Primordial for most anything else.

For your existing ideas, I think Worldspine Wurm is good if your games go long enough to cast it while Tempt with Discovery is good if you don't have opponents who greatly benefit from the mana. I'm still iffy on Lumberknot in a deck not based around token sacrifice, and I'd probably just run Dungrove Elder if you need a midrange hexproof creature. Hydra's Growth is very good with additional +1/+1 synergy, Kazandu Tuskcaller needs more token synergy, and Strixhaven Stadium feels optimistic in multiplayer. For the bigger cards, I think Vigor , Soul of New Phyrexia , Toski, Bearer of Secrets , Verdant Sun's Avatar , and Vivien Reid are all playable. Myojin of Life's Web needs some way to refill the hand or its ability will never do anything that impactful. Impervious Greatwurm is the weakest option since it gets completely stuffed by chump blockers. I used Connive / Concoct to reanimate it in standard and still found it to be too slow. If you had a Warstorm Surge or something, maybe it'd be a different story...

RNR_Gaming on Pure Poison *Primer*

1 year ago

I really like Vorn. Garruk Wildspeaker , Garruk, Unleashed , Nissa, Voice of Zendikar , Vivien, Monsters' Advocate , Vivien Reid and Vivien, Arkbow Ranger would be the walkers that most fit your strategy even without corn out they'd be good on their own.

Epicurus on Get off my Land (and yours)

1 year ago

I love this deck! A couple suggestions...

That's all I got for now.

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