|Commander / EDH||Legal|
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Target creature gets +3/+3 until end of turn.
|Have (4)||Tiddilywinkus , rebelteddybear , Orypool , bfarber91|
|Want (13)||kodie53 , umbertobomba , VampSlayer , Deadpool155 , vashaclarens , king0fclubs , mlouden03 , smedlrg , Trupie , OutsideTheMox , sttmccln , sleepy104 , zgriffin1989|
Giant Growth Discussion
2 weeks ago
wraya2 Titanic Growth , Giant Growth and their ilk are in the Maybeboard. I've been considering using them in place of the auras, but sometimes I'm stuck with only a Shadow creature and the auras are probably more useful to them than the one-off pump spells. I'll probably do some testing with the pumps to see if that's true or not. Thanks for the upvote!
1 month ago
You're very welcome, always fun to help out!
Harrow is a good card if you want to continue the landfall theme. Note that you can sacrifice one of the lands you already tapped for mana, That way you won't lose any unused mana.
I think Modern-casual is a great starting format, since you have a larger card pool than say standard, which will give you more flexibility when creating decks!
Now, since you're playing casual magic you don't need to spend a lot of money on great cards. There are really good commons, uncommons and even rares that are very cheap.
Some more things to consider when building decks: - A common mistake for newer players is to focus to much on your life total. The game is not lost until your life is at 0 (or if your library runs out of cards..). This means that as long as you have one point of life left, you're still in the game. Cards such as Grazing Gladehart is only good if you're already winning. It's landfall-ability is not very impactful, meaning it doesn't do much to affect the playing field.
Card advantage/card draw. You start with 7 cards in your hand and naturally draw one extra at the start of your turn. Now, say that you manage to play two or even three cards in the same turn. This means that you will have a net card-advantage of -2. The last thing you want is to rely on that one card draw each turn to get out of a situation (also called top-decking). If you have 5 cards in hand you'll possibly have answers to the opponents creatures and spells. But if you have no cards in your hand, your options are severely limited. So make sure you're able to draw extra cards to keep that hand filled up with juciy answers to what your opponent does!. River Hoopoe is a great example of a great card that generates good advantage. If you draw it early, you'll be able to play it turn 2 and do some damage or stall by blocking your opponents creatures. Late game, it's not a dead draw, since you can use it's ability to gain more cards and draw into an answer.
Removal is good! Cards such as Prey Upon is perfect for you, since it's a green card that can take care of creatures with evasion! It's also very good to Murder your opponents creature that he's invested several cards in, with just one card.
Bit of a long section, but in my opinion some very important points to keep in mind :)
As for more cards to fit into your deck (i'll try to keep the list on the cheaper side):
Rampaging Baloths - Great Landfall card!
Prey Upon - As mentioned above, Great removal!
Overrun - A great finisher, buffs all your creatures and gives them trample!
Llanowar Elves - Since most of your cards costs a bit of mana to play, having some creature based ramp is very good.
Retreat to Kazandu - Again, landfall that either stabilizes your health if needed or gives your creatures a boon.
Think Twice - One of my favorite cheap card draws out there. You play it once to draw one card and can also play it again from the graveyard when you have some mana left!
Giant Growth - A perfect battle trick to buff your creatures, either to deal that extra 3 damage to the opponents life or to play in order for your creature to survive!
Vapor Snag - A cheap card to return your opponents creatures in order to squeeze some of your big hitters through. A bit better than unsummon, since your opponent loses 1 life as well!
Dissipate - Since you have access to blue, why not throw in some counters, to negate some of your opponents spells?
Arcane Flight - To give your landfall creatures flying..
These are only a few suggestions, but it might help you get some ideas on what to build!
1 month ago
Additionally, IDK why the Exodus printing is the default view of Manabond . Since the "discard phase" is no longer a game concept the card has received erata that is shown on the Tempest Remastered version. The erata makes another line of play viable. You can use flicker effects that return the card EOT such as Roon of the Hidden Realm or Flickerform to keep your Psychosis Crawler safe by putting the return trigger on the stack first and then putting the Manabond trigger on top of it. The downside to this is that it wouldn't ping off of the Tatyova draws.
1 month ago
If you are looking for a card to keep it from dying, you can use a spell that pumps its toughness, such as Giant Growth . This will ensure the Crawler has 3 toughness when it would otherwise be a 0/0.
Like Kogarashi’s suggestion of tucking Crawler away, you would have to proactively pump crawler before Manabound resolves.
1 month ago
Pretty broken at this cost. Any effect like Giant Growth on it gives 3 extra tokens when it dies, could make a really stupid good deck.
1 month ago
Why does everyone knock on Heroes' Reunion?
That is a fair question, let me try and answer it. In the beginning a very smart man called Richard Garfield created a game called Magic the Gathering. He wanted to have a dependable cycle of cards, something that showed each colour philosophy, as it was. He created the boon cycle, each card did something with the number 3: Lightning Bolt, Giant Growth, Ancestral Recall, Dark Ritual and Healing Salve. The game was in its infancy and this all seemed reasonable enough... Events prove otherwise. Healing Salve is by far the worst of the 5 cards, Ancestral Recall and Dark Ritual are downright broken, Lightning Bolt is too strong for standard, Giant Growth is fair. So why is everyone down on Heroes' Reunion, it can't even prevent 7 damage, it's a less useful Healing Salve.
"Bolt the bird", is a phrase nearly as old as Magic itself, what it means is that you can't rely on your ramp creature surviving past the turn you play it. If it's a choice between killing Birds of Paradise and Sacred Cat any experienced player kills the bird.
Ramp isn't a reason to use inefficient cards, Fleecemane Lion is the perfect card to use with ramp, you can play it as an early threat, then make it a near irremovable beast once it's monstrous. The same is true of Adorned Pouncer, but If I wanted to abuse Anointed Procession, I'd also run Honored Hydra and Advent of the Wurm too, building a Procession deck, not a tribal cat one. On a similar note, most of the time you play Qasali Ambusher for free and Qasali Pridemage is a removal spell on a body...
1 month ago
Hope these help!
1 month ago
It would be annoying to advise huge changes to your deck, so here are a few nice cards that you may or may not know about that could replace some of the cards in your deck:
Lifelink, Fog and Spirit Link are kind of inefficient for commander. You can sort of think of commander as a 3 on 1 game, so you should have cards that do more than just one little thing, even if they cost more mana. Some examples would be Brave the Sands and Teferi's Protection. (Giant Growth is also kinda bad for commander.)
EDH is a much slower format than all the others. Games consistently go on to turn 15 for more casual players. If you run out of gas early, that's a lot more time with no hand than in a 1v1 match. So a lot of commander decks dedicate close to 10 of their cards to card draw and around 10 more for mana ramp. You have some, but I'd recommend adding a little more. Some good mana ramp and card draw cards that generally work with any deck are Rhystic Study, Future Sight Sylvan Library, Skullclamp (though that one might not be so good with your deck), Cultivate, Kodama's Reach,Beast Whisperer, and Selvala, Explorer Returned. A more specialized card draw cards I can think of off the top of my head are Soul's Majesty, Hunter's Insight, and Hunter's Prowess (To put on your unblockables).
Your strategy's cool though! +1 Upvote from me!
Giant Growth occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.0%