Giant Growth

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

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Giant Growth Discussion

Catpocolypse on Ever Growing

10 hours ago

Hardened Scales is a great way to circulate counters. Nissa, Voice of Zendikar will help distribute counters as well. Fungal Behemoth will be Absolutely MASSIVE late game, as in 12/12. Suspend will also help with distributing counters as well. Vigor is larger than i think you would like but basically make your creatures unkillable. Death's Presence will also help you save counters from dying creatrues.

I am a little concerned about a board wipe seeing as you have no protection from spells whatsoever. Heroic Intervention or Asceticism is again a little pricing but hardcore protection.

Some common pump or fight spells might be worth looking into also. Prey Upon is a great fight spell cause of its mana cost. There is also Giant Growth and Might of Oaks to boost creatures momentarily.

landofMordor on Primal Bones

1 week ago

Yeah, UnleashedHavoc, glad you like it! I figured the key to breaking it was to 1) spread the bonus among as many creatures as possible, and 2) use the bonus as much as possible, from turn 3 onwards. Cuz why get free Giant Growths on big creatures only, when you could get it every turn on two dashed Lightning Berserkers?

solarPULSAR on Hydras and Counters

1 week ago

My general advice with any Ramp/Hydra deck is to try the combo of Arbor Elf + Utopia Sprawl as this will let you get 4 mana by turn 2. I also recommend you add some protection for your critters, like Blossoming Defense, Vines of Vastwood, or Heroic Intervention. I think these will provide better utility than further buffs like Giant Growth. You also need some trample in the deck, so you can add Rancor for that, otherwise you will simply be chump blocked all day.

jacobef on Fear the Charging Badger

1 week ago

I will rarely have 3 or more devotion to green in this deck because I'll usually only have one or two creatures, plus Giant Growth is just a lot more reliable.

Gabiane on Fear the Charging Badger

1 week ago

You might be better of playing Aspect of Hydra instead of Giant Growth. It has the same mana cost and by the looks of it will give you more value in this deck

franjimen421 on Modern UG Infect

3 weeks ago

if you're on a budget, you should put "budget" in the hubs, it would help people to understand.

nice deck, btw. i'd cut dome lands (preferrably Rogue's Passage and Evolving Wilds, and some basics) because your avg CMC is really low, and it'd help you.

also you should arrange the instants like this (that is my opinion, of course. there are other versions):

4x Mutagenic Growth

3x Vines of Vastwood

3x Blossoming Defense

4x Groundswell

4x Giant Growth

sorcery: +1 of each.

that's it. hope I helped!

Olivvyia on Mono Green

1 month ago

It's a good start. Removal in green is very hard to find so I like the small touches.

However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.

Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.

Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.

Now, what to cut.

Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".

In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:

Ancient Ooze

Ancient Silverback

Awakener Druid

Bloodbriar

Crocodile of the Crossing

Duskdale Wurm ... Pelakka Wurm

Emperor Crocodile

Nessian Asp

Pathbreaker Wurm ... Nylea, God of the Hunt or Brawn or Thunderfoot Baloth or even Primal Rage

Plated Crusher

Prized Unicorn

Pouncing Cheetah

Quilled Slagwurm

Ridgescale Tusker

Scaled Behemoth

Shoe Tree ... This is illegal in commander.

Skysnare Spider

Woodborn Behemoth

Yavimaya Ancients

Yew Spirit

A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.

Other cards to cut with recommendations:

Call of the Herd ... Not really worth it unless you're running a token deck which you are not.

Prey Upon ... It's just not very good in commander. Try Ulvenwald Tracker

Might of Old Krosa ... Meh. Try Giant Growth

Shed Weakness ... Unnecessary. Again. Giant Growth

Genju of the Cedars

Gift of Paradise

Living Terrain

Sheltered Aerie

Trial of Strength

Zendikar's Roil

TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.

If you have any questions, feel free to ask! Welcome to the format.

hyperhazard on Toxin (Help Wanted!)

1 month ago

Lastly fix you mana base, and I suggest some pump spells, Giant Growth and Might of Oaks are very viable mid and late game.

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