|Commander / EDH||Legal|
Printings View all
|Return to Ravnica||Common|
|Masters Edition IV||Common|
|2011 Core Set||Common|
|Duel Decks: Garruk vs. Liliana||Common|
|Duels of the Planeswalkers||Common|
|Masters Edition III||Common|
|2010 Core Set||Common|
|Masters Edition II||Common|
|Duel Decks: Elves vs. Goblins||Common|
|Deckmasters: Garfield vs. Finkel||Common|
|Beatdown Box Set||Common|
|Battle Royale Box Set||Common|
|Classic Sixth Edition||Common|
|International Collector's Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|
|Promo set for Gatherer||Rare|
|Magic Online Promo Cards||Rare|
Combos Browse all
Target creature gets +3/+3 until end of turn.
Price & Acquistion Set Price Alerts
Giant Growth Discussion
3 days ago
Sorry, I should have mentioned that this deck is built for a format where every card name must have an alliteration in it. Barkshell Blessing is an okay pump spell, but I just took most of them out and replaced them with Giant Growth once I realised that card is legal.
4 days ago
It's more important to have fun with these kinds of decks than to just always make them better, but if you want to try and deal with or play against like Kuldotha, Affinity, and Tron in the pauper meta, then I'll lend some words.
If you can deal with 5/5s, 2/2s, x/1s, mass amounts of tokens, and Hexproof 1/1s ( Slippery Bogle ) you can probably deal with anything, and so if you can play around that idea of dealing with anything, then you might have a smoother time playing the deck at all.
Without being able to abuse ETBs of other lands like Radiant Fountain or untapping lands more easily, Simic Growth Chamber does not help manafixing and can accidentally send you back 2 turns in mana, or is just more tapped mana than you need. Find a way to make better use of it, or just replace it with Evolving Wilds or Terramorphic Expanse, which can also be a way to shuffle away cards when Ponder or Brainstorm sees only maybe 1 card you need. The biggest issue with cards like Auras and Giant Growth is that if someone kills a creature when you cast those on it, you'll lose 2 cards instead of 1, and are now struggling to get back in. Vines of Vastwood or Neurok Stealthsuit that I use in Ahhhh! Spiders with Clothes! could be safe cards.
Hopefully that gives you some things to think about and see for yourself where you end up with your deck :)
4 days ago
Thanks Gattison! I'm really grateful for the advice. I agree about Wings of Velis Vel, I was mostly thinking about turning that Coiling Oracle into a friend that can swing in the air but your plan is much better and harder to avoid. Giant Growth will be added.
I thought about Crown of Vigor, but I chose to go with Crown of Ascension because it can give all of my creatures flying if I give it to Mothdust Changeling or Woodland Changeling, which usually closes out the game, or it means winning the following turn. I figured evasion might be more important in that case, but if you have any strong recommendations as to what to cut in place of it, I could definitely find a place if you think it'd make the deck better.
Additionally, thank you for the advice on lands. I would say I'm a bit of a rookie when it comes to brewing, and so it's super helpful to learn about the proportional things that can make my deck more fluid.
All in all I'm very happy with this feedback, thanks for helping out! Happy brewing and playtesting to you too!
5 days ago
Hey there, interesting build. I like obscure stuff like this. I do have some ides for you, too.
First of all, with an average CMC of just over 2.0, 25 lands seems way high. Do you draw too many lands if games go to 10-15+ turns? I would try 20, maybe 21 lands in this deck, personally.
Also, I would only do 3-of Simic Growth Chamber & Thornwood Falls each. Full playsets (4-ofs) are for cards you don't mind seeing in your opening hand, 3-of is for when you want to draw into it every game, but don't want it clogging up your opener. You seem to know this, but I'm just being clear. You don't want slow-lands on T1-T3.
Wings of Velis Vel seems like an under-performer here. All your creatures are already aurochs, so you don't need the second part. I think you'd be better off with the classic Giant Growth. it costs less, and if you use it on an Aurochs Herd, it'll become a 7/7, not remain a 4/4.
EDIT: Also, you should add the "Aggro" and "Tribal" hubs to your deck's categories for maximum exposure. As well as "U/G Simic."
1 week ago
They are not counters. So if you played something like Giant Growth on one of your guys, the other with the aura would not get the +3/+3. But if you played something like Hunt the Weak. The creature you play it on would get the counter and the one with the aura would just get a +1/+1 buff, no counters.
2 weeks ago
Hey there! Sweet G/R Infect deck you have here! I have just a few suggestions:
- More pump spells like Giant Growth and Might of Old Krosa would probably go a long way in a deck like this. Wild Defiance is also good, maybe as a 2-of.
- You could probably make do with fewer infect creatures; Blight Mamba in particular is a little on the weak side.
- If you're looking for a more consistent mana base, adding something like Karplusan Forest can really help, as in a fast deck like Infect, it's important to have access to fast mana.
In any case, awesome deck! Good luck with it!
2 weeks ago
Oh and JKRice what would you consider as "better buff spells", do you mean better lord effects? Or just more cards like Giant Growth? Please be specific so I can take something away from your feedback. Personally, I find that having vigilance, and +1/+1 on something that doesn't die to the most common removal spells in the format (Fatal Push, Lightning Bolt, Path to Exile, etc) is fairly strong. And again, remember, the idea is to keep the deck cheap, so cards like Metallic Mimic or Adaptive Automaton are out of the picture.
2 weeks ago
You seem quite new to the game, so let's expand a little on that.
Just like how "land" and "mana" are two totally different but somewhat interlinked concepts, so are "power/toughness" and "damage".
When a creature is dealt damage, this damage is virtually marked on the creature. If it gets damaged again in the same turn, that damage is added to the previous damage. In the cleanup step (after the end of turn step), all damage marked on creatures is removed.
See how these concepts are different? Your 3/3 creature with a +1/+1 counter is a 4/4 all in all. It gets 1 damage. This damage is marked on the creature, so now it's a 4/4 with 1 damage. Right now, P/T and damage have nothing to do with each other.
They are interlinked, however. When the damage marked on a creature is equal to or greater than its toughness, the creature is put into its owner's graveyard.
So, if I were to cast Lightning Bolt targetting your creature, it would now be a 4/4 with 1+3=4 damage marked on it. The damage dealt this turn is equal to the creature's toughness, so it is put into your graveyard.