Giant Growth

Instant

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

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Giant Growth Discussion

Olivvyia on Mono Green

1 hour 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 Poison

2 days 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.

sillydecks on All of the creatures pop-pop-pop...

5 days ago

Suggestions:

It seems like Avacyn's Judgment and Abandon Reason are meant to be cast for Madness? If so, Bloodrage Brawler is awfully inconsistent here, as there's no way to be sure you'll have a hand with both Bloodrage Brawler, Avacyn's Judgment in a game, and it's even less likely you'll have the mana to cast both of them in the same turn. I'd recommend either replacing the Bloodrage Brawlers with the suggestions below, scrapping Abandon Reason, or both.

Bloodrage Brawler is an incredibly aggressive card, I'll admit. However, there are some creatures that are quite a bit more synergistic with your deck. Nantuko Husk, Carrion Feeder, and Blood Bairn help your creatures die without Distended Mindbender. Perilous Myr and Goblin Arsonist are relatives of Mudbutton Torchrunner.

It seems like Distended Mindbender and Avacyn's Judgment are your sac outlets right now. Your opponent isn't going to block your Mudbutton Torchrunners if they're going to take 3 damage for it - they're just going to let the 1 go through. So, you need ways to power them yourself. Again, Nantuko Husk, Carrion Feeder, and Blood Bairn will all do that job for you, and Artillerize and Fling are cheap, sometimes even better, substitutes or alternatives.

For a budget deck, your mana base is to be expected, but it can be better. Rakdos Guildgate is a dual land, sure, but entering the battlefield tapped without anything else means it's outclassed by others. Akoum Refuge and Bloodfell Caves are gainlands in Rakdos colors. Rakdos Carnarium is a tapland that bounces one of your own lands, which can be bad or good, but helps you stay on curve the turn after, unlike the Guildgate. Temple of Malice is a scryland, which might not be so useful, but it's still better than the Guildgate by virtue of its scry. Dragonskull Summit is probably your best bet for a dual under $5/each, though, because it's not necessarily a tapland as long as you have a Swamp or Mountain.

Soul-Scar Mage and Abandon Reason are really weird cards in this deck. You have no burn spells (which might be something to consider) if you don't hit creatures with your Torchrunner or Showstopper, so I would consider either burn spells or better combat tricks. Red has much better combat tricks than Abandon Reason, like Brute Strength, a red Giant Growth.

Sorry for the wall of text; I hope it helped.

ibstudent2200 on feed varolz

1 week ago

Phyrexian Dreadnought and Death's Shadow work great in Varolz, though they aren't the cheapest cards to acquire. Force of Savagery, Phyrexian Soulgorger, Hunted Troll, Hunted Horror, Groundbreaker, and Nyxathid are reasonable cards to scavenge, though some are harder to get into your graveyard.

Corpsejack Menace, Reyhan, Last of the Abzan, Hardened Scales, and Retribution of the Ancients all play nicely with +1/+1 counters.

You are playing a green commander that can be quite aggressive. Therefore, you should be playing Rancor.

I'd probably try to play closer to 37 lands with Varolz.

If Worldslayer has a place anywhere in the format, it's in a Varolz deck, since you can regenerate him to survive the first boardwipe (possibly more, depending on whether you make tokens or blow up the Worldslayer in response to the damage trigger).

Blood Seeker > Tresspasser's Curse, though neither card is very good (unless you're hosing a specific combo).

Fertile Ground > Gift of Paradise.

Prey Upon > Cartouche of Strength.

Polluted Mire > Cartouche of Ambition. There are hundreds of other cards I could list here, but I'd rather have a land that cycles in a format where you never stop wanting to hit land drops than this cartouche.

Victim of Night/Go for the Throat > Reave Soul.

Silence the Believers > Edifice of Authority.

Basilisk Collar/Gorgon Flail/Gorgon's Head > Sultai Runemark.

You should really cut all your Ironshell Beetle variants. Run cards like Satyr Wayfinder, Elvish Visionary, Golgari Brownscale, Shambling Shell, or Yavimaya Elder instead.

Golgari Signet > Golgari Cluestone.

Lull > Haze of Pollen, though I would advise against running either card.

Nature's Claim > Natural State.

Sword of the Animist > Explorer's Scope.

I like Inspiring Call more than Destined // Lead, but the two aren't nearly as comparable as some of the other cards listed.

Giant Growth > Shed Weakness, though I wouldn't recommend running either card.

Seal of Doom > Spidery Grasp.

Wickerbough Elder > Springsage Ritual.

You have a lot of creature slots that are due for upgrades.

Master_Of_Obscure_Blue_Spells on U/G Big Cheapo

1 week ago

This seems great! I know you're running Blossoming Defense but maybe you should try Vines of Vastwood or just Giant Growth, depending on what your using defense for in this deck. If you're using it mainly as pump, I'd go with Giant Growth and if your just using it for protection, I'd say Vines of Vastwood is strictly better.

MOOBS

Phenix on White Green Golem

1 week ago

Your deck is mainly green, yet I don't see any boost such as Giant Growth which could do miracles on your Precursor Golem.

Snap157 on Don't Pick At It! ($50 Turn 2 win)

1 week ago

davENGR I considered in when building at first, but I need the Mutagenic Growth for the T2 win and Giant Growth is great except it does not grant trample or hexproof, and unfortunatly I had to make room for the cards that do. Thanks anyway!

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