Giant Growth

Giant Growth


Target creature gets +3/+3 until end of turn.
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Giant Growth Discussion

Telerik on Breaking the Meta - Reanimator Mill (Modern)

1 day ago

Yes. But important: As it states on the card, "until end of turn effects wear off", which means if you cast a Giant Growth for example, your creature won't stay +3/+3 forever, because Sundial of the Infiniteremoves that effect.

mtgThaen on Budget BUG Infect help

6 days ago

First off, Huzzah!

Second, I don't have a BUG Infect Deck, so I haven't done any extensive testing with the list, but I do know a good bit about it.

I think you may be able to throw in a couple more Ichorclaw Myrs, since running Noble Hierarch is out of the question. You can probably relegate two of the Dismembers to the side board to accomodate this, since, in my opinion, 4 MB is a little overkill. That should take care of your creature base.

As for lands, I strongly suggest you run at least two Forests, since Path to Exile is a thing, and also, you are running three colors: fetching in an untapped dual is three life, and that can add up -- sometimes, you want to be able to grab a land for only one life, especially against zoo and burn. Personally, I dislike running Mana Confluence and City of Brass, but I understand that for a budget build they should work fine. I would suggest maybe running just three of each, and playing four Forests, which would bring you up to twenty lands. Eighteen is a bit greedy, but if it works for you, then great! :) I would suggest removing the Giant Growths for the two extra basics, if that's the route you want to go. Oh, and, also, Urborg, Tomb of Yawgmoth as a singleton in place of one of the basics isn't horrible. Makes your Inkmoth Nexus tap for , which is never a bad thing.

Blue stuff: other than Blighted Agent, the big reasons to play in an infect build is Serum Visions, Dispel, and Spell Pierce. Serum Visions would probably be fine as a two-of. I would like to see two Spell Pierce main board, with two Dispel in the SB; playing these against burn and control is so satisfying! Countering a Deflecting Palm or Far / Away is priceless! :D Unfortunately, Ponder and Brainstorm are banned in Modern, otherwise they'd be in over Serum Visions. Oh, I almost forgot! Gitaxian Probe and Distortion Strike! I run Probe as a four-of, although this can tax the wallet, and D-Strike as a three-of, I believe. To go along with the probes, I would suggest Become Immense as a two-of, as this can often with the game outright. I like D-Strike better than Artful Dodge, but that's a personal view. I could see dropping the Rancors and one of each Might of Old Krosa and Groundswell to make room for the cards I listed, but only if you plan on including them. In fact, I could see even dropping the Ichorclaw Myrs completely to make space.

The Black stuff: okay, so other than Plague Stinger and not having to always pay four life for Dismember, hand disruption in the form of Thoughtseize and Inquisition of Kozilek are big reasons for playing . Obviously, Thoughtseize is out of the question for a budget deck, but I think you might be able to fit in a pair of Inquisition of Kozilek main board, with possibly a pair of Duress in the side board to handle combo better (looking at you, Splinter Twin) but it isn't necessary.

As far as sideboarding goes, I would suggest Hurkyl's Recall to deal with affinity; Torpor Orb to hose Twin and other ETB-based decks, probably as a two-of; either Nature's Claim or Naturalize, depending on whether or not you're afraid of running into "Chalice of the Void = 1 Go" or not; Melira, Sylvok Outcast if you think the mirror match will be a problem in your meta; Abrupt Decay (as a one-of, since it's pricey) for any decks with hard-to-remove permanents with CMC less than or equal to three (Chalice of the Void); Wild Defiance for burn matchup; Duress, as I said before, although I've never tested it; and, if you can afford even one, Spellskite, which is almost invaluable.

Well, that is all that comes to mind right now. I hope I've been a help, and if anything I said doesn't make sense or seems wrong, just let me know. :) I wish you the best, by the way, and I hope you can turn many to the Phyrexian cause, whether they want to or not! >:)

CruelOptimist on Budget Infect

6 days ago

I like Feed the Clan, but I can't see it meshing well in this deck, unfortunately. It's not contributing to the tempo, and I don't think lifegain will be an issue with this deck. I'd consider it in the sideboard but I feel that's pretty well set.

So far, I haven't had any issue with mana, and every hand I've drawn has given me 2-3 lands off the bat. For now, I think I'll keep it the same, but I do think 18 seems a bit low myself; Ghost Quarter does seem rather neat, too. I'll put it on the maybeboard for now, and if I feel like it, I'll put two of them in in place of a Mutagenic Growth and Giant Growth.

Thanks for all the help!

Gigi_Year on Budget Infect

6 days ago

With as many buffs as you have, Feed the Clan is a great card when you can trigger ferocious to screw burn over as a sideboard card. Granted, it may not be that simple since they can also burn your creatures, but that's why you have protection.

Also I just realized you only have 18 lands. How is that working for you? If it's not an issue then it should be fine, but unless it is the most aggro of aggro I usually want at least 20 lands. If you added some more lands, I'd add two Ghost Quarters to help fight against greedy mana bases like Tron or any deck using the Urza lands and multicolor decks that having very few basic lands. As for what two cards to take out potentially, I'd probably go with at least one Giant Growth if not two, and if only one GG, then a Might of Old Krosa since I don't like playing instants during my main phases, or a Mutagenic Growth since in the burn matchup you'll be wanting to play that as an even worse Giant Growth.

Guttural Response is a nice card, hopefully it pulls its weight in the control match up like you want it to. I have a control deck you can test against on here, granted it's not fully updated yet I win...eventually. I'll update it soon.

This is the deck that Nature's Claim wants to be in, so that's a good add. Everything else looks pretty decent for the sideboard being in a single color.

Wizard_of_the_Broke on Bugs with Axes

1 week ago

UG infect is just plain good, and doesn't need extra Giant Growth effects, or a red splash. If you want to run the best version of infect possible, that's it. But I like this as a decent budget infect concept, and Scalding Tarn and Misty Rainforest aren't cheap if you got into blue.

Junius on Dromoka's Reign - 2nd Place Commander League

1 week ago

Since you have a lot of enchantments (including a lot of auras), maybe Dowsing Shaman could be of use? If you want a lot of counters on your creatures, Dragon Blood, Gleam of Authority or Echoes of the Kin Tree, might be of use.

For some card draw, you can use Momentous Fall, Harmonize or Fruit of the First Tree. Maybe a Dreamstone Hedron or Hedron Archive for both ramp and draw.

You could switch one of your instants (like Giant Growth or Titanic Growth) for Phalanx Formation, which might surprise your opponent when used on your commander (and deal double the damage). Very effective if he also has Trample.

I will say that I am not the most experienced Commander player, so don't follow my suggestions blindly. I'm just mentioning some cards that might be of use for you.

Epochalyptik on Modular + giant growth

1 week ago

Link all cards in your question.
Giant Growth
Arcbound Worker (example of modular)

Giant Growth doesn't give counters. It just gives a static +3/+3 effect. An effect only uses counters if it specifies as such by using the word "counter(s)."

Questions about what cards could work for a given situation are suited to the forums. The Q&A only handles rules questions.

thegigibeast on Stomping the Yard

2 weeks ago

I'm secondingon the +2 Aspect of Hydra -2 Giant Growth. I already played a similar list and the aspect is way better.

I would also -1 (or -2) Scavenging Ooze and at least +1 Dungrove Elder. The ooze is only useful for graveyard decks, and is less powerfull against other decks. I would put that copy in sideboard to play against graveyard decks. Because if you play against a deck that is not even touching the graveyard, your ooze is kinda useless. It would also "surprise" your opponent on game 2 if they are playing with the graveyard because they will not know you have it.

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Color(s) Green
Cost G
Converted cost 1


Format Legality
Legacy Legal
MTGO Legal
Heirloom Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Pauper Legal
Duel Commander Legal

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