Giant Growth


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

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Giant Growth Discussion

Devith on spread the infection

2 hours ago

Hynx no problem man, hope you had a nice lunch :p i'm already glad someone came with suggestions. also i think should put some more Giant Growth in it and maybe some extra removal.

Devith on spread the infection

6 hours ago

Hynx thanks for the suggestions, they allot.

the reason i play Melira, Sylvok Outcast is cause a friend of mine plays infect as well and i wanna beat him with another infect deck :) maybe i should replace Might of Oaks for Giant Growth not sure

brokensaint058 on The Bloodpack

11 hours ago

The problem (I have) with werewolves in general is that they rely on the unpredictability factor (which is never a good thing) when compared to other tribal aggro decks. Here's a handful of scenarios I have ran into multiple times while testing this decks against some of the Modern staples:

1) You never get to flip your humans normally because Modern format is fast and spells will always be cast on an opponents turn.

2) When starting to build your werewolf army, your creatures rarely ever survive long enough because, again, Modern is a fast format and removal is plenty there. Lack of removal cripples their survival chances severely.

3) Werewolf decks rely on the all-out alpha strike strategy, do or die, if you will. You need to gather a bunch of them, flip them, and hopefully have them unflipped for at lest another turn to win. Basically you need to have 3 land, a T1 and T2 your 1 drops, Mayor in your hand, a Moonmist AND an Immerwolf to pull this off. Not an easy feet to accomplish, seeying how you have many 3-4 drops, that again will be removed asap as they hit the field unflipped. A normal Modern aggro decks usually wins by turn 4-5, this decks needs at least 4 turns to set itself up and another 2 to actually win, which rarely happens.

4) You can't cast two spells in a turn without flipping your werewolves back without Immerwolf, or another Moonmist (which again drains mana you could be using on summoning more creatures). Aggro decks needs to throw creatures out per round.

5) Control and combo decks will be your bane, you will hardly ever race them before they win. Sad, but true.

For casual, kitchen magic this deck is pretty fun. Winning with werewolves aggro in Modern will be very tough. I can't stop you from doing so, but here are a few pointers (that will make me sound like a broken record) to improve the deck:

1) Up those color lands, you need 4 Karplusan Forest to keep it bugetary. Investing into Stomping Ground and(/or) Wooded Foothills is a necessity if you want to race for damage. Those cost big money... is it worth the money? Up for you to decide. Also 1-2 Kessig Wolf Run ?

2) Drop Grizzled Outcasts  Flip , Villagers of Estwald  Flip , Mondronen Shaman  Flip and Daybreak Ranger  Flip . They contribute nothing to the overall strategy, will be dead draws in the first few turns and you won't see the light of day before they hit the field.

3) Up Wolfbitten Captive  Flip to 4, you need your 1 drops asap.

4) Consider 3-4 Scorned Villager  Flip if you want to keep the tribal theme going, or substitute her with any cheap Llanowar Elves /Elvish Mystic or the expensive Birds of Paradise .

5) Drop Branching Bolt + Incinerate for 4x Lightning Bolt

6) Consider some sort of protection Giant Growth , Vines of Vastwood or Might of Old Krosa , they dodge Lightning Bolts! and their ilk while also boosting your creatures for some added damage. Autumn's Veil can work some charm against control, not many options left in those colors. Witchstalker is also something to consider if your meta is heavy on black and control.

Hope this helps

Hynx on spread the infection

1 day ago

Id try to work in Caress of Phyrexia for endgame, when they have blockers available. especially since they only need 10 poison counters. I'd drop Phyrexian Swarmlord personally. it's too expensive for a 4/4 and too slow for a late game factory, especially considering elvish mystic is your only green mana ramp. Another nice end game card is Spinebiter as you can have it deal 3 poison damage as if it wasnt blocked for its 6 mana cost. and still has 4 toughness which would also have synergy with Might of Oaks for a single turn "i did nothing too you, prior" victory or Giant Growth for 6 poison counters in one turn. Melira, Sylvok Outcast isnt doing a whole lot, unless you are playing against a poison deck or are heavily giving yourself poison counters too, which i dont see. throw that too sideboard. Id throw in Ambush Viper in for a nice defense flash card too. scares away lots of big creature cards without flying, especially if they dont have ways to make them unblockable/indestructible. Phyrexian Hydra is cheap considering its size to mana cost ratio, but useless unless it has a way to gain trample, for what you want to do, because chump blockers are a pain in the game come beginning of turn 6, the earliest it possibly can attack with out mana ramps.

I left out actual numbers on your suggested changes as everyone has their own play style

Abubroki on $10 Infect

1 day ago

lucidlife9 on Not much fun to play against

2 days ago

That's pretty awesome, I see what you're doing with tainted strike, and that's pretty smart. however, instead of blue, red, black, (with white splash), I would recommend removing the black spells as well as the blue counter spells. I say remove the counter spells because they all cost 2 mana, and I would recommend having all your instant and sorcery spells be only 1 mana each. I would say to replace them with green spells like Giant Growth , Ranger's Guile , or Unnatural Predation . If you want to keep it blue, then I'd use spells like Unsummon and whatnot. I'd even throw in some cards like Shock , just for some more reds. all of what I listed are still within a tight budget. and I have the feeling they'd be much more effective than 2 drop counter spells.

Cotter11 on Enchanted 'Green' Devotion

5 days ago

At the minute. Archetype of Endurance doesn't help me, as the only real threats are burn spells, Hero's Downfall And Elspeth (In my local gaming store, anyway). By the time I'm in a position to cast Archetype of Endurance, I'd rather be casting one of my bigger creatures, or setting myself up for a massive Nykthos the next turn, for whatever card I have in my hand! Don't get me wrong, I like the card, but I don't think it's too well suited in the deck. I may give it a go though! I'd stick with Mortal's Resolve over Titanic Growth because for the same mana, it's more flexible as it protects me from cards such as Hero's Downfall If Giant Growth was still in standard, I'd probably put them in, because the one mana difference is huge in the early game! Thanks for the suggestions though, and I appreciate the +1's!

WicKid52 on Does this look infected?

5 days ago

peeple underestimate just plain Giant Growth in this deck. it's really fricking good. Price

Low Avg High Foil
$0.03 $0.15 $0.75 $0.29

Cardhoarder (MTGO) Price

Normal Foil
0.02 TIX 0.02 TIX
Color(s) Green
Cost G
Converted cost 1
Avg. draft pick 7.21
Avg. cube pick 12.54


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

Printings View all

Set Rarity
Magic 2014 Common
Return to Ravnica Common
2011 Core Set Common
Duel Decks: Garruk vs. Liliana Common
2010 Core Set Common
Masters Edition II Common
Duel Decks: Elves vs. Goblins Common
Tenth Edition Common
Ninth Edition Common
Eighth Edition Common
Seventh Edition Common
Starter 2000 Common
Battle Royale Box Set Common
Classic Sixth Edition Common
Fifth Edition Common
Ice Age Common
Fourth Edition Common
Revised Edition Common
Unlimited Edition Common
Limited Edition Beta Common
Limited Edition Alpha Common
Promo set for Gatherer Rare

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