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Moxonomy

Vivid Grove

Land

The whole pitch of the Vivid cycle was rationed flexibility: a dual-purpose land that taps for its own color all day, but holds exactly two doses of any-color fixing before reverting to a mono-color source. That counter limit is the price, and it is a genuinely different model from the painlands or the fetch-thinned duals that surround it. Where a painland charges you life every time and a fetchland charges you a card up front, this asks nothing recurring; it simply has a hard ceiling on rainbow output, after which it is a green source and nothing more. The entering-tapped clause does the rest of the bargaining, a tempo tax that keeps the cycle out of aggressive decks and pushes it toward the slower, greedier manabases that actually want to splash. Crucially, the two activations are exactly enough to cast a couple of off-color spells across a long game without ever becoming an infinite rainbow engine, which is the design discipline that kept these lands from displacing more expensive fixing entirely. Read now, the structure looks like an answer to a specific question: how do you give a five-color deck reliable color access without either the life loss of pain or the deckbuilding cost of fetching? The charge counter is the answer, and the fact that it depletes is the entire reason the land was allowed to be painless.

Vivid Grove (plst)
PLST · #LRW-277uncommon
Pricing
Normal: $0.38
Foil:
Oracle Text

Rules text

This land enters tapped with two charge counters on it. Tap: Add Green mana. Tap, Remove a charge counter from this land: Add one mana of any color.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

10 sets
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