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Rules guide · Land

Vivid GroveHow it works & interactions with other cards

By the ManaCount desk· 2 min read· New Capenna Commander· April 29, 2022
Carte Magic Vivid Grove

Vivid Grove is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

This land enters tapped with two charge counters on it. {T}: Add {G}. {T}, Remove a charge counter from this land: Add one mana of any color.

Complete guide

Vivid Grove is a versatile utility land that ensures your multicolored decks run smoothly during the early game. While it enters the battlefield slowly, it provides essential color fixing by allowing you to tap into any color of mana your strategy requires. Understanding how to manage its charge counters is key to mastering its potential.

Dual-Mode Mana Production

Vivid Grove functions in two ways. Its basic ability allows you to tap it for Green mana at any time without a cost beyond tapping. Its second ability allows you to spend one of its two charge counters to produce one mana of any color (White, Blue, Black, Red, or Green). Once those counters are gone, it functions primarily as a basic Green source unless you have ways to proliferate or move counters onto it.

Resolution Step-by-Step

When you play Vivid Grove, it enters the battlefield tapped; you cannot use it the turn it is played. As it enters, it receives two charge counters. To use the fixing ability, you activate the mana ability by tapping the land and removing one counter as a cost. This mana is added to your mana pool immediately and does not use the stack, meaning it cannot be responded to.

Common Mistakes

A frequent error is forgetting that the land enters tapped, meaning it cannot be used to pay for a spell on the same turn it is played. Additionally, players sometimes forget that once the two charge counters are removed, the land stays on the battlefield; it doesn't get sacrificed, but it can no longer produce non-Green mana using its own abilities.

Strategic Timing

Save the charge counters for your most difficult mana requirements. If you have a spell that requires Green mana, always use the first ability to preserve your charge counters for future turns where you might need to cast a spell with specific White, Blue, Black, or Red requirements.

Interaction examples

Managing Limited Resources

If you have a spell costing one Green and one Blue mana, you tap Vivid Grove and remove a charge counter to produce Blue mana, then use another land for the Green mana. If you instead tapped Vivid Grove for Green, you would be unable to produce the Blue mana needed from this specific land.

Comparing Color Fixing

Unlike Command Tower, which is limited by your Commander's color identity, Vivid Grove can produce any of the five colors regardless of your deck's restrictions, provided you have a charge counter to spend.

Opponent Interaction

If you control a Vivid Grove, an opponent's Exotic Orchard can produce Green mana because Vivid Grove has a mana ability that produces Green. However, Exotic Orchard cannot produce other colors unless your Vivid Grove has a counter and you could currently activate its second ability.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Vivid Grove

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

modernlegacyvintagecommanderoathbreakerduelpredhtlr
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