Giant Growth

Instant

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

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Giant Growth Discussion

Triton on Prowess + Mono Red = Quick Win

1 hour ago

Though it's not red, I'd reccomend Mutagenic Growth. It acts as a Giant Growth for free. Phyrexian mana symbols in general help rack up damage, and are your friends.

Would reccomend adding 4x Bedlam Revelers along with 4x Growths in place of the Mage-Ring Bullys (bad grammar, but oh well) and Sanguinary Mages. Hope this helps!

Crayfish on Opinions of my personal starter ...

1 day ago

I've always wanted to make some simple 40-card beginner decks to teach people how to play, and with the combination of me moving to a new school district and my girlfriend saying she is willing to learn, I have finally built them. I would like your opinions on them, and if they seem easy enough for a newer player to understand. (As a note, I tried to include a wide cast of keywords to emphasize the diversity of the game.)

Each deck has 17 lands and one rare, which the deck is themed around





mana symbol g Hero of Leina Tower-Pump and Smash mana symbol g Show


mana symbol w Captain of the Watch-Soldiers mana symbol w Show


IzzetGod on Turbo Delirium

1 day ago

20IzzetEngineer00: Thanks for the upvote as well as the feedback! Appreciate it!

On the position of win-cons and creatures in general: The main win condition is in fact Emrakul, the Promised End. Emrakul, the Promised End in this deck, the way that it is built, is completely as easy as casting your Chandra, Flamecaller. I played the deck at the FNM last week (first EMN legal FNM) and every single time I casted Emrakul, I only spent 7 mana, on curve, almost all the time. One time even only 6 mana (on turn 6) and no more than 9 mana for her. My deck mills itself so hardcore and fast that almost all the time, Delirium is active on the 1st, if not 2nd go around with the self mill spells I have in Gather the Pack, Vessel of Nascency & Mindwrack Demon. Even Grim Flayer a lot of the time. One of the cards that really helps turn Delirium on extremely quickly: Hangarback Walker! He acts as BOTH an Artifact + Creature. One in the graveyard and that's already 1/2 of Delirium. Yes, when I cast it, it is very bad against Declaration in Stone but what is amazing is that I can cast it for mana symbol x = mana symbol 0 and viola! It's in the graveyard. I've actually made that play quite a bit.

As for the win conditions for creatures, Mindwrack Demon is an excellent card as it's a 4 mana 4/5. It survives Languish as well as Grasp of Darkness which are both very important for it to survive. Grim Flayer is really really good because first of all, he's a Grizzly Bear and that's decent in general. But when I mill myself and turn that Delirium on during my 3rd turn after casting him on the previous turn; he's already bigger than your Sylvan Advocate 3 turns before Sylvan Advocate even becomes a 4/5. Which if he forces Advocate to chump block that early and still get Trample through, that's a sign of weakness on the opponents behalf. Ishkanah, Grafwidow, from your perspective on the card, I have to disagree 100%. The card always always comes into play with the Spider Tokens. We aren't playing the card for the ability. We're playing the card for its tempo swing when you cast it. It's the same as casting a 6/11 with no downside on turn 5 that also has reach. The ability can be used as a win condition if it's late game and you have nothing else to spend mana on, but the ability is literally no point. If it didn't have that activated ability, it would still be amazing. Now for the creatures you suggested. Soul Swallower I feel has always been a good card in my eyes, but I feel it lacks in the fact that it's a 3/3 for 4 mana. By that time, the opponent already has removal ready and the fact it dies to Grasp of Darkness is a small issue. If it was a 4/4 or a 4/5,that wouldn't be so bad because its power would be up with the curve. Inexorable Blob is another creature that I think is amazing. Now that card's stats are on curve (3 mana 3/3 is good) but the way that card plays, it's definitely not for this deck in particular. Autumnal Gloom  Flip again. Is a decent card. But I don't like how you gotta spend another mana on it basically making it a 4 drop in reality.

Now for the spells: I really like your idea of swapping a copy of Whispers of Emrakul for another Traverse the Ulvenwald, but for now, I'm gonna stick with the way it's set up because you know...Hymn to Tourach is just straight up good. Murder is a natural kill spell. But what does it kill that Grasp of Darkness doesn't that's a huge threat? I honestly think Murder is complete garbage in this format right now. It's the same situation where Evolving Wilds is at. That card isn't constructed playable, but it only is because it's the best we got. Murder isn't the best we got so it's not constructed playable. That's the way I see it though. Might Beyond Reason is in my opinion, a really bad card. You could look at it as a nice combat trick at least in my deck, because a majority of my creatures have Trample. But 4 mana for a permanent Giant Growth isn't that good at all. I would rather just play Titanic Growth so I can follow combat up with another 2 drop. Fork in the Road to me is unnecessary because again, with all the self milling I do, Lands are very easy to get into the graveyard, especially when playing Evolving Wilds. And finally, Grapple with the Past. I really think this is easily in the top 5 cards of Eldritch Moon. My only reason for not running it, is I feel Vessel of Nascency does a little better because it's an Enchantment. The only thing that makes Grapple with the Past better is I can choose from the entire Graveyard. But due to the Vessel being an Enchantment and milling 1 more card, it wins me over.

Now for the final bits: Terrarion is the Artifact that isn't Hangarback Walker that has a chance of making it into this deck. I think it's decent since it's a 1 drop. But late game, the card is a cantrip and that in my opinion is worse than a large Hangarback Walker. Explosive Apparatus...I'm not gonna say anything other than that card should never be touched unless it's in a Limited format. I've already spoken about Autumnal Gloom  Flip but as for it being an Enchantment. I still feel it isn't good enough. I don't understand how you said Vessel of Malignity opens me up to more chances for Delirium? Did you mean to put Vessel of Nascency?

Liliana, the Last Hope isn't as good in this build as other versions so you'really right there. But she still deserves that 1 spot because she can kill small creatures. She also makes my Trampling creatures better thanks to Trample. And her other abilities are just value for me. It gets me a milled Emrakul. And the ultimate just wins. I already run 2 Ob Nixilis Reignited and adding a 3rd is just over flow because of his CMC and the fact that in the late game, you use the Murder ability and than it's to risky to even use his +1. Warped Landscape doesn't even compare to Evolving Wilds simply because of color deprivation and it can't be activated until turn 3 which mears you took an entire turn off just to get a basic land into play tapped. Evolving Wilds is better.

I also want to know...did you read the description? Just curious...

IzzetGod on Warrior's Call

1 day ago

I feel like the non creature spells you have do need a bit of cleaning up. This looks like it's meant to be an aggressive deck so I really don't think you need Transgress the Mind at all. It won't help you get around things like Spell Queller or Collected Company because they'll just respond with the spell they know you'll take. In an aggressive deck, just taking turn 2 off to cast something that doesn't add to the board is bad. I also don't really like Oakenform. 3 mana for a +3/+3 is decent, but the fact that you have to main phase it sucks. Swell of Growth also is a little bit of a let down. Yes it lets you ramp up a land; but it's not even a Giant Growth and you don't really have any benefit from dropping another land without Retreat to Kazandu and by the time the Enchantment is there, the board is probably already clogged up with bad attacks so you wouldn't even use the Swell of Growth. The best pump spell in those colors is probably Titanic Growth.

You're also really greedy with the lands I find. Only having 21 lands, it'll be tough to consistently hit turn 4 plays and even get to a point where you can cast multiple things per turn and that can make you fall behind very quickly at a 1-2 ratio between your spells per turn and opponents spells per turn. I would consider putting it up to 23 lands.

Also need to ask, are you on a budget?

codpieceofjustice on Fast Zoo

1 day ago

Kessig Prowler  Flip costs a kidney to transform but initially it's a 2/1, which is better than say a 0/1 Defender, lol. Giant Growth - can't believe I mentioned that old staple cough cough. Rogue Elephant? S.N.O.T.... sorry, moving along. Scute Mob - probably too slow. Scythe Tiger? I was going to mention Warden of the First Tree, but it's too slow, so I won't.

Mandalorian on Infection

3 days ago

Okay Ill give you the non budget version you could run and the budget version.

First, you have too many creatures friend. Infect decks run a very low number of creatures and a lot of pump spells.

Keep these creatures and ditch the rest.

4 Glistener Elf

4 Plague Stinger

2-3 Ichorclaw Myr or Necropede

1-2 Viridian Corrupter (could easily stay in the SB depending on meta) Good for getting rid of MB Spellskite

2-3 Phyrexian Crusader

4 Inkmoth Nexus (disregard if too expensive)

Pump Spells

There are much better pump spells out there today than Giant Growth. Try some of these:

4 Groundswell

4 Might of Old Krosa (keep one of the two pump spells you have already if too expensive)

1-2 Become Immense

4 Vines of Vastwood (also doubles as protection against removal)

4 Mutagenic Growth (doesn't seem impressive but its a nice pump that doesn't cost you anything meaning you can play it while tapped out.

Disruption

For B/G infect disruption typically comes in the form of hand hate and cheap removal like these.

4 Abrupt Decay (sub for cheap removal like Doom Blade or Go for the Throat if necessary for budget)

1-2 Apostle's Blessing for protection from removal or to attack past blockers

2-3 Thoughtseize

2-3 Inquisition of Kozilek (Sub either of these for Duress for budget)

Your mana base could use some upgrades as well. Being a fast deck you don't want to play with any lands that enter tapped like Foul Orchard.

Without a budget you could of course run these:

Verdant Catacombs

Twilight Mire

Overgrown Tomb are not terribly expensive

Woodland Cemetery are going to be your best bet

Thoughts?

Indexxical on Mono-Green Ramp

1 week ago

Good stuff. I like decks like these. Traverse the Ulvenwald is nice for it's mana cost, but since Delirium probably doesn't happen a ton, you may enjoy Rancor or Giant Growth for their full benefits.

Just a thought, I still enjoy the deck when I playtest it.

forevermayhem on Johan

1 week ago

I went through the rest of the cards in the shoebox and made the following tweaks. With the few cards I have, it looks like I can lead toward elf tribal. I should probably post this as a new deck because it's very much different.

Land:

In: Forgotten Cave, Contested Cliffs, Tranquil Thicket, 1 Forest, 1 Mountain

Creatures:

In: Clockwork Steed, Clockwork Swarm, Mobile Fort, Kelsinko Ranger, Nomad Decoy, Witch Hunter, Seasoned Marshal, Ardent Militia, Anger, Wall of Fire, Wall of Diffusion, Centaur Chieftain, Harvester Druid, Werebear, Wall of Ice, Sylvan Hierophant, Llanowar Knight, Llanowar Elves, Elvish Scrapper, Wellwisher, Wirewood Elf, Wirewood Herald, Skyshroud Elf, Fyndhorn Elder, Elvish Pathcutter, Symbiotic Elf, Heedless One

Out: Balduvian Barbarians, Centaur Rootcaster, Dire Wolves, Folk of the Pines, Horned Kavu, Hungry Mist, Ironroot Treefolk, Kavu Climber, Kei Takahashi, Krosan Tusker, Lightning Elemental, Marble Titan, Panther Warriors, Pincher Beetles, Rowan Treefolk, Ruham Djinn, Sawtooth Ogre, Soldevi Golem, Spined Wurm, Treespring Lorian, Viashino Grappler

Instants:

In: Giant Growth, Run Wild, Moment's Peace, Wirewood Pride, Shatter, Lead Astray, Shield Wall, Accelerate

Out: Alabaster Potion, Ambush, Aura Blast, Blood Lust, Death Ward, Fiery Temper, Lightning Blast, Naturalize, Second Thoughts, Serene Offering, Soothing Balm, Thunderbolt, Violent Eruption

Sorcery:

In: Defiant Stand, Sacred Nectar, Reckless Charge, Nature's Lore, Aftershock

Out: Desert Twister, Lava Axe, Nostalgic Dreams, Scorching Missile, Sizzle

Enchantments:

In: Wild Growth, Serra's Embrace, Shackles, Primal Order, Elvish Guidance

Out: Arcane Teachings, Armor of Faith, Goblin War Drums, Granite Grip, Holy Armor, Primal Frenzy, Regeneration, Seton's Desire

Artifacts:

In: Touchstone, Jade Monolith, Icy Manipulator

Out: Crown of the Ages, Thran Forge

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