Giant Growth


Target creature gets +3/+3 until end of turn.

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Giant Growth Discussion

Wirox on Zoolander

8 hours ago

A deck very similar to yours was my first deck as well and I've been playing it for some time so I know this a that.You should try to be as aggressive as possible, so try to avoid slow creatures that do not make much pressure from the very beginning. That's why I'd cut Elvish Visionarys, Predator Oozes and Wilt-Leaf Cavaliers. Now that you no longer have so many 3-drops, you can lower your land count to 20.

You definitely need more one-drop creatures so you don't waste your first turn. Dryad Militant is good for the stats itself and its ability is just a nice bonus which can disrupts many strategies. I'd recommend running 3. The 8th one-drop could be Kessig Prowler  Flip - Dryad Militant's ability is redundant in multiplies and Kessig Prowler  Flip's transform can help you in case the game takes too long and you've ran out of fuel.

Strangleroot Geist is another great aggressive creature. Because of haste it makes much pressure on the opponent, can be a big surprise and its Undying ability makes you less vulnerable to removal - I'd definitely run 4!

I think you should also play more boosts. Fourth Vines of Vastwood is a good idea. Remaining slots can be filled with either Blossoming Defense/Groundswell or just Giant Growths if you want a more budget option (although the first one is definitely not expensive as well).

Garruk's Companions can be later replaced by Avatar of the Resolutes which are strictly better. They have reach and can get bigger thanks to Experiment One and Strangleroot Geist.

Burl on Infect Primer

14 hours ago

Xtream737 Giant Growth is in the Maybeboard in the primer section.

Burl on Infect

1 week ago

Vines of Vastwood can also counter spells your opponents cast on their creatures. Since Vines does not grant hexproof, if say they pump a creature and you Vines (no kicker) in response, then the creature can no longer be the target of spells or abilities your opponents control. Vines fizzle trick.

Might of Old Krosa for Giant Growth.

just some suggestions from a fellow infect player, you will need more infect creatures.

Ichorclaw Myr + Rancor is a crazy combo.

With such a low mana curve for the deck I would cut to 20 lands.

Apostle's Blessing

Gitaxian Probe needed in all infect decks. Peek if you can't afford Probe.

Dismember takes out large threats.

Phytoburst 2 of at most. I wld just replace it with something better.

4 of Nature's Claim can replace the cards in your sideboard. Keep 2 Creeping Corrosion for affinity tho.

Noble Hierarch but if your on a budget run any tap elf. Elvish Mystic for example

Also maybe Cathedral of War and 8-10 fetch lands, even if 4 are Evolving Wilds.

I have a primer that may helpmgive you some!e other ideas. Again just ideas. You need to set yourself up !eta depending.

Insight to Pauper Infect

WhisperingBlade on natures wrath

1 week ago

Okay, so let's get down to business, shall we?

I'll try to guide you into creating your deck in a way that reflects what you want from it while pushing it towards the consistency and potential you'll want it to have. I'll try to keep my suggestions budget unless you let me know otherwise.

First, your deck's cards seem to be legal in modern, so I'd suggest that you keep any changes within the modern format. Another thing that I HIGHLY suggest is that you shave cards from the deck until you have 60 cards (the minimum number of cards a deck must have in the majority of formats). The reason for this is all in the statistics, as you will be more likely to draw your best cards more often the less cards you have, which is why nearly all decks religiously stick to 60 cards.

Next, we'll want to decide what we want the deck to do. Some core options to get you thinking about what you'd like to see are as follows:

Ramp: A ramp deck will want to get a lot of mana as quickly as possible and then lay down large threats that your opponent may not be ready or capable of dealing with. There are a lot of cheap creatures that tap for mana called mana dorks such as Elvish Mystic and Llanowar Elves, and there are a few creatures that help you get extra lands onto the battlefield such as Viridian Emissary and Sakura-Tribe Elder. Ramp decks also can take better advantage of fight cards like Prey Upon. A typical early game could look like this:

Turn 1 - Forest, play an Elvish Mystic or Llanowar Elves. Turn 2 - Forest, play a Sakura-Tribe Elder or Viridian Emissary, tap your mana dork to get another mana dork, and either sacrifice Sakura-Tribe Elder or block an opponent's creature with Viridian Emissary to get another Forest from your deck. Turn 3 - Forest, play a Soul of the Harvest.

Counters: A +1/+1 counter deck will typically try to create a powerful, resilient early game board presence by using synergy based on +1/+1 counters. They typically run cards that generate +1/+1 counters on their own, and then later play other creatures that give benefits to or benefit from other creatures with +1/+1 counters. These decks are usually fast and aggressive, and want to race their opponent down rather than playing a long game trying to out-value them. Early game creatures might include Servant of the Scale, Young Wolf, Strangleroot Geist, and Avatar of the Resolute, Salt Road Quartermasters and Fairgrounds Trumpeter. Later, you might lay down cards that benefit from all of the counters distributed on your creatures, like Armorcraft Judge and Tuskguard Captain. These decks also have some sweet cards like Inspiring Call and and Blessings of Nature that can be simply phenomenal. Let's take some of the cards I mentioned and see how they might play out:

Turn 1 - Forest, play a 1 drop (Servant of the Scale or Young Wolf). Turn 2 - Forest, play a 2 drop (Avatar of the Resolute or Strangleroot Geist), attack with your creatures. Turn 3 - Forest, play a 1 drop and a 2 drop or 3 drop (Salt-Road Quartermasters or Fairgrounds Trumpeter), swing with your creatures. Turn 4 - Forest, play a card to draw value from or give bonus to your creatures, such as Armorcraft Judge or Crowned Ceratok.

Infect: Infect is a deck built to deal poison damage to your opponent for an early win through cheap creatures with infect and cheap pump spells. The deck's gameplan is to lay down an early infect creature, and then swing in, and do the appropriate pump spell for the situation or if unblocked, further develop the board unless they can do major damage or deal letahl. Solid creatures for infect could be Glistener Elf, Ichorclaw Myr, Necropede, Plague Myr, Blight Mamba, and Viridian Corrupter. Some cheap pump spells could be Giant Growth, Groundswell, Titanic Growth, and Become Immense. Your typical game may look something like this:

Turn 1 - Forest, play a Glistener Elf. Turn 2 - Forest, decide how you'd like to do combat, and either use a pump spell like Titanic Growth on Glistener Elf or play a 2 drop (Ichorclaw Myr, Necropede, Plague Myr, or Blight Mamba). Turn 3 - Forest, try to get lethal with your pump spells for an early win, or lay more threats down if your others were removed.

These are some solid budget options that you could take to give your deck a bit more focus. If any of these seems right for you or if there is something in else that you have in mind for your deck, just let me know and I'd be happy to work on it with you.

Burl on 0 to 10 in 60 Seconds

2 weeks ago


So your lands should look like this:

4x Lotus Petal

2x Tranquil Thicket

12x Forest

18 total mana sources

You can run low Forests so long as you have Thickets, Petals, and Probes. The slot you free up is for Gitaxian Probe

I would also recommend:

-2 Predator's Strike

+2 Llanowar Augur


-2 Giant Growth

+2 Rot Wolf

Laslty, (meta depending) sideboard:

Gut Shot or Sandstorm over Vitality Charm

Fog for a mirror match if your playing against infect

Relic of Progenitus is just better (imo) than Tormod's Crypt as it can be used multiple times and replaces itself

Noxious Revival is always another option.

Hope this helps.

Pieguy396 on UG Infect

2 weeks ago

I'm not sure how good Ichorclaw Myr is, maybe replace it with Giant Growths for more pump spells, or possibly Serum Visions for more inevitability. I'm by no means a Pauper expert, though, so feel free to take my advice with a grain of salt.

Neotrup on Mishra's Factory new creature question

2 weeks ago

Activating Mishra's Factory's ability a second time will reset it's base power/toughness if it gets hit with something like Gigantomancer, but not if it's total power/toughness changes from something like Giant Growth. It will also make it an artifact creature again if it lost either of those types from something like Neurok Transmuter. Otherwise the ability won't do anything.

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