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cm0002 @lemmy.sdf.org

Underused card of the day: Vivien, Champion of the Wilds (2G Planeswalker)

Original by @[email protected]

Have you seen this PW before, or used it yourself? At 3 mana, she is fairly cheap. There are two options:

  • +1: target creature gains vigilance and reach until your next turn
  • -2: Exile one of the top 3 cards of your library face down. If it's a creature, you can cast it from exile even if Vivien is gone.

Her passive: You may cast creatures as though they had flash.


Of course, she doesn't make much sense if you have lots of noncreature cards. You cannot choose to not exile a card for -2.

But since many decks are heavy on creatures, why isn't she used more?

Stashing creatures into exile is nice. AFAIK they are safe from whatever your opponent could do, until you choose to bring them out.

Casting creatures with flash though, is literally a game changer. It essentially gives your creatures haste. Makes countering them much harder. And dodges sorcery-speed removal, if only for one turn. And

Magic: The Gathering @lemmy.ml
Spzi @lemm.ee

Underused card of the day: Vivien, Champion of the Wilds (2G Planeswalker)

Have you seen this PW before, or used it yourself? At 3 mana, she is fairly cheap. There are two options:

  • +1: target creature gains vigilance and reach until your next turn
  • -2: Exile one of the top 3 cards of your library face down. If it's a creature, you can cast it from exile even if Vivien is gone.

Her passive: You may cast creatures as though they had flash.


Of course, she doesn't make much sense if you have lots of noncreature cards. You cannot choose to not exile a card for -2.

But since many decks are heavy on creatures, why isn't she used more?

Stashing creatures into exile is nice. AFAIK they are safe from whatever your opponent could do, until you choose to bring them out.

Casting creatures with flash though, is literally a game changer. It essentially gives your creatures haste. Makes countering them much harder. And dodges sorcery-speed removal, if only for one turn. And of course, you can destroy combos by having a rule-changing creature jump in at instan