Wild Growth

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena 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
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Wild Growth

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds an additional (in addition to the mana the land produces).

DreadKhan on Friendship is Magic

5 days ago

I'm also of the opinion that a few more lands would probably solid, 31 doesn't feel like very many, a few more would probably help with consistency (which may or may not be an issue for you).

It might not matter as much if you play vs other casual decks (you'll be less likely to be punished for running artifacts), but in Selesnya I feel like you don't want mana rocks, Green has access to some really good ramp effects, and they're often fairly affordable. For example, I think I'd switch out Arcane Signet for Rampant Growth, Commander Sphere for Kodama's Reach, Cluestone could go for Harrow (if people counter ramp spells I'd go with Roiling Regrowth instead), and Sol Ring could go for something like Wild Growth/Utopia Sprawl/Crop Rotation. If you go this route I would consider switching a few Plains for Forests, even if your deck ends up having a lot of White effects, Green ramp can find Plains for you.

When I try to build Casual decks, I still try to put removal in, but I try not to run stuff like Swords to Plowshares, and instead try to use less pushed options like Intrepid Hero, Avenger en-Dal, and Spurnmage Advocate. Each has it's own drawbacks, but the fact that you can't 'catch' (they aren't a 1 mana Instant) someone with these makes them fun in my experience. Spurnmage is a really powerful political card that can be helpful vs graveyard decks, and Avenger can technically gain you life if you have a big creature and just want the life, but it's also a deterrent. If you want a non-creature source of creature removal their is also Transmogrifying Wand, this is one of the best 'lower power' removal effects ever printed, it's good enough to make a big impact once resolved, but you need it to stick around to get full value over time. IMHO there's nothing wrong with running relatively little removal in a casual environment, but you'll probably win a few more games if you have some ways to slow down opponents that happened to draw well, so if that matters you might throw a few things in.

Not sure if you want actual jank, but Noble Purpose is an old favorite of mine that gains you tons of life if you're in combat, but most importantly it fully stacks with Lifelink.

austintayshus on Skewlrewls

3 weeks ago

Utopia Sprawl and Wild Growth would allow you to play your commander on turn two.

Caerwyn on The Chorus of the Sliver

3 months ago

Aggravated Assault, Amoeboid Changeling, and Intruder Alarm are must-haves in a Sliver Overlord deck. With Aggravated Assault, you tap 6+ slivers to pay for the ability, net positive mana, and repeat forever. While this mana does not survive to a main phase, you can use it to tutor every single sliver in your library to your hand.

Just as importantly, it allows you to infinitely untap Amoeboid Changeling--you can then use the infinite mana you also generate alongside Sliver Overlord's ability to take every single creature your opponents control for your own.

Intruder Alarm works similarly--if you have enough slivers, you can pay for Overlord's tutor ability, cast the sliver you just tutored, untap all your mana-producing slivers, and repeat until you have played all or a significant chunk of the slivers in your deck.

To make room for these cards, I would personally cut the fog cards. Fogs are not particularly good in Commander--they buy you protection only for a single round of combat against a single player. Not exactly a great use of one of your precious cards. Other cards to consider cutting are Wild Growth (there are better ways to ramp with slivers), Prodigious Growth (which is not needed on slivers, as they all pump themselves), and Awakening Zone (which is too slow for how fast sliver decks want to move and not needed since most slivers have a low mana cost).

Timsgotnickels on Mono G Elf

4 months ago

Hi, you've got a decent start here. If you wanted to get down to 60 cards, here's what I'd consider dropping:

4 Forest, Wild Growth and Verdant Haven. 20 lands should be plenty, especially with all of your Elf ramp cards.

Bountiful Harvest and Wurm's Tooth. Between Wellwisher and Essence Warden there's plenty of life gain.

2 Fog. The Druid's Deliverance fits your theme better.

Giant Growth, Titanic Growth and Trollhide. You could swap all of these out for an Overrun, Overwhelming Stampede or Ezuri, Renegade Leader if you have them.

2 Elvish Eulogist, Elvish Scout, Golgari Decoy and Skyshroud Archer. These creatures don't fully fit into what you're trying to do.

2 Moonglove Extract, Blessings of Nature, Cobbled Wings and Bower Passage. These just seem like filler.

Hopefully that helps. Good luck.

king-saproling on A 12/12!? It's turn 3!! (Final Product)

6 months ago

Cool deck! Personally I would make these swaps:

Bite Down -> Berserk
Old-Growth Dryads -> Arbor Elf
Proud Wildbonder -> Wild Growth
Rhonas the Indomitable -> Concordant Crossroads
Ram Through -> Glimpse of Nature

Darsul on C'mon Kes!

6 months ago

if you want to avoid Control Magic, Willbreaker is always fun with aura builds. I see you have Light-Paws, Emperor's Voice were is Ivy, Gleeful Spellthief? They always fun to have out together. Heliod's Pilgrim is always a good way to fine the aura you need. Infiltrator's Magemark just funny i love it (it's an aura with a global effect). Abundant Growth, Nylea's Presence both can trip but, don't ramp. Fertile Ground,Utopia Sprawl and Wild Growth ramp.

eliakimras on Menacing Aura

1 year ago

Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

Part 1: Ramp

In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

Part 2: Card draw

Just as important as ramp is card draw: Galea won't always be available to you.

In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

Part 3: Removal

Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

Out: Reclamation Sage, Swords to Plowshares.

Part 4: Boardwipes

In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

Out: Time Wipe (not one-sided), Plains.

Part 5: Protection and Evasion

In Voltron, tempo is crucial.

Now to the Auras:

Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

Part 6: Tutors

Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

Part 7: Win Conditions

In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

Part 8: Lands

In:

Out:

  • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
  • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
  • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
  • Azorius Chancery, because you don't run the other two bouncelands.
  • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
  • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
  • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

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