Beanstalk Giant

Beanstalk Giant

Creature — Giant

Beanstalk Giant's power and toughness are each equal to the number of lands you control.


(You may cast Beanstalk Giant from exile if you sent it on an adventure.)


Fertile Footsteps

Sorcery — Adventure

Search your library for a basic land card, put it onto the battlefield, then shuffle your library.


(You may cast Fertile Footsteps for from anywhere that you have the permission to cast this, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Fertile Footsteps, this card is treated only as Beanstalk Giant in whatever zone it is in.)

(Example scenarios for Fertile Footsteps: You may cast this off of Melek, Izzet Paragon. You may not target this with Snapcaster Mage. Thalia, Guardian of Thraben increases the cost of this. Electrodominance requires X=3. If your opponent owns this and you cast it, you may cast their Beanstalk Giant from exile. You can cast this from a cascade spell if the spell has a cost greater than Beanstalk Giant's cost.)

Browse Alters

Printings View all

Set Rarity
Throne of Eldraine (ELD) Uncommon

Combos Browse all

Legality

Format Legality
Pioneer Legal
Duel Commander Legal
Magic Duels Legal
1v1 Commander Legal
Leviathan Legal
Vintage Legal
Canadian Highlander Legal
Commander / EDH Legal
Arena Legal
Frontier Legal
Standard Legal
Penny Dreadful Legal
Oathbreaker Legal
Casual Legal
Highlander Legal
Historic Legal
Brawl Legal
Modern Legal
Block Constructed Legal
Pre-release Legal
Unformat Legal
Legacy Legal
Tiny Leaders Legal

Beanstalk Giant Discussion

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

rdean14 on Card creation challenge

1 month ago

Huh, no one actually did this one, as far as I can tell.

"Challenge: A planeswalking Giant. No red."

Mentioned on Indomitable Ancients, which is super fun in a Doran, the Siege Tower/Arcades, the Strategist deck, btw. Based off of Beanstalk Giant:

Moran, Gardener of Forests

Legendary Planeswalker - Moran

+1: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.

-3: Create a 0/0 green Giant token. It enters the battlefield with X +1/+1 counters, where X is the number of lands you control.

-7: For each land you control, create a token copy of it.

4


I'd like to see a Three color planeswalker for a combination we don't currently have.

Grixis, Esper, Jund, Bant, Jeskai, and Temur have been done, leaving:

- Sultai

- Mardu

- Abzan

- Naya

9-lives on Gruul Fires

3 months ago

I think you don't realize that you have to pay with Beanstalk Giant before you can use its 'Fertile Footsteps'.

9-lives on Gruul Fires

3 months ago

But would you need one land whenever you're already at 7? Again, Beanstalk Giant is pointless. Nice combo, but I wouldn't make that your win condition.

Conte7 on Gruul Fires

3 months ago

9-lives you're missing the adventure part of Beanstalk Giant: 3 mana ramp one land.

Ilharg puts a creature from hand into play attacking, Medomai gives you an extra turn when it deals damage and then comes back to hand. Next turn you put it in play against attacking for another turn. Medomai cannot "attack" in extra turns but Ilharg puts it into playing already "attacking", so it gets around the "can't attack" clause.

9-lives on Gruul Fires

3 months ago

Perhaps the old-fashioned Lightning Strike would be in order?

What do you mean Beanstalk Giant is the cheapest land ramp card in pioneer? It's 7 mana cost total! I don't think you're seeing its

Beanstalk Giant is useless, like I said, Gigantosaurus is way better on the mana curve as well as P/T.

Also, can you tell me what the infinite turns combo is and how it works? I'm not familiar with that. And wouldn't infinite turns be GG?

Conte7 on Gruul Fires

3 months ago

9-lives Casting Medomai with Fires is a possibility but the main way of putting it into play is with Ilharg, the Raze-Boar for the infinite turns combo.

Main gameplan is having Fires out with Cavalier of Flame, then Shared Summons for Ilharg and Medomai or Ilharg and God-Eternal Rhonas, playing Ilharg and giving him haste to take infinite turns or win on the spot in absence of blockers.

I don't really care about having "mana" per se, i care a lot about reaching 5 LANDS. That's why i'm not running mana dorks but rather Beanstalk Giant. As far as i know it's the cheapest land ramp card in pioneer and it counts as a permanent for Bond of Flourishing and as a creature for Shared summons.

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