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Giant Growth Discussion
5 days ago
I feel like restricting this to the releases within the last few years is a hugely limiting factor in a casual format. Not only does this mean that a lot of casual staples (e.g. Giant Growth, Terror) are completely out of the question, but it also means that the nostalgia factor that people like about kitchen table formats is removed as well. Also, while yes, Counterspells can make games long and grindy, it's the only effective removal blue has, and Blue doesn't really have any real wincons asides stalling the player. It's also weird you're arguing for the use of control despite the fact you're intentionally trying to put it at a disadvantage by giving it less spell consistency. I would also like to argue, there's nothing in this format limiting the use of incredibly powerful cards. For all it matters, I could build Birthing Pod or Storm in this format without much difficulty. I do feel like this has potential, but for the moment I'm not understanding it.
2 weeks ago
The_Cardinal - It's great yet it's just for 6 mana and at turn 3-4, it's kind of hit or miss since Inkmoth Nexus + Mutagenic Growth on turn 2 for 3 and then turn 3 doing a Giant Growth for 4 (7 total), turn 4 doesn't hold merit holding a Become Immense when there's only 2 delve and 3-4 mana to use it and then nothing to cast it on. Titanic Growth would be a better replacement, especially keeping on curve and total CMC of the deck down now that I'm thinking about it.
The only green card that has flying AND infect is Blightwidow and that really doesn't have flying and is CMC 4.
2 weeks ago
Hello! Relly cool to see new players also testing out the waters of Commander :)
For a first deck, this is not bad at all. You have a relevant amount of creatures and lands for such a deck and you're trying to utilize Iroas in some ways. But here are some points, that are especially relevant in commander:
You have a lot of lifegain in your deck, but no real payoff. If you're playing a commander (for example Karlov of the Ghost Council), where lifegain is relevant, those lifegain creatures are a fine addition. Otherwise I'd recommend aggressive creatures, that support the main focus of Iroas: Combat.
Cards that are probably good (like Sigil of the Empty Throne, but don't support your strategy are better replaced with cards, that support your commander. Remember: This is a 100-card singleton format, the odds to utilize the forementioned enchantment are pretty low.
Keep going and try cards that go well with your commander!
1 month ago
Unfortunately, you can't.
When you cast a spell, declare values of variables (such as how many cards you're discarding for Nostalgic Dreams, and which ones) and choose targets (such as which cards in your graveyard you're returning) before you pay costs. Paying the cost of a spell is actually the last thing you do, not the first.
1 month ago
Targeting happens first: No, Giant Growth is not in the graveyard at the time of casting, so it's not a valid target.
Paying costs happens first: Yes, Giant Growth will have been discarded by the time I choose targets, so it can be targeted.
Which is correct?
1 month ago
OK, consider the following changes. Obviously you'll need to consider the budget you want to keep with this deck. I'm looking at options to bring up the kill speed for this deck.
If you really want to hit hard and hit fast, then you need not worry about you own life total early in the game.
I know what you're going for in this deck and I think you should look at this dekc from a different perspective.
I'm not talking about play styles. I'm working with your aggressive beatdown style.
I'm talking about shifting strategies in mid-game.
In the early game you go all-out and hit as hard and fast as possible. Get the kill by turn 4 or 5.
Once you've taken out the primary threat, you shift strategies. Change your approach and work on recovery and defense, shift to a midrange gameplay.
Ditch that crappy Putrefax. The "sacrifice at the end step" is too much of a hinderance for 5 mana. It it were cheaper, maybe, but nope it is just crap.
I really like Elesh Norn, Grand Cenobite but the mana cost is too high for the early game. Not sure on this one.
I also think you should reconsider keeping the Lost Leonin since he's cheap and hits the field early. He's also a great pump target.
Better infect creatures:
Relic Putrescence - screw your mana rock.
Skithiryx, the Blight Dragon
Pump for the kill:
Invigorate - Because we don't care what their life total is.
Tainted Strike - Surprise!
Snake Cult Initiation - 3 poison counters at once.
Giant Growth, Mutagenic Growth, Titanic Growth, Might of Old Krosa - The classic pump tactic.
Let's consider toolbox utility cards:
Azorius Guildmage - Because screw your activated ability. Counter a planeswalker ability and watch the looks on their face.
Simic Guildmage - Imagine moving the Rancor or Phyresis after blockers have been declared but before the damage phase.
Prowling Serpopard - Nope, I'm gonna get my creatures.
Melira, Sylvok Outcast - Make the game one-sided.
Lightning Greaves - An additional set of Swiftfoot Boots. Yeah, I know shroud means that you can't pump, but there are ways around that.
Unburial Rites - Here it comes again.
Virulent Wound - Poison and removal.
Pistus Strike - Poison and removal.
There are some -1/-1 counters decks based around Hapatra or Atraxa. Since the infect creatures deal combat damage as whither, we can use that to our advantage.
Hapatra, Vizier of Poisons - Put those -1 counters on opponent's creatures to work making tokens.
Phyrexian Hydra - This gets just stupid with Hapatra, Vizier of Poisons.
Lands you may have missed:
I know we've talked about this in the past, but I think you should really consider getting the shock lands. A quick check of the card prices on TCGPlayer puts the shocks at about @10-15 each. Totally worth it.
Gavony Township - Proliferate!
Vault of the Archangel - Need to stay in the game a bit longer.
Boseiju, Who Shelters All - Screw your counterspell.
1 month ago
Master Biomancer has a replacement effect that alters how creatures enter the battlefield. This means there isn't any moment when the creature is on the battlefiled without counters.
Ezuri, Claw of Progress has a triggered ability that triggers once a creature has entered the battlefield. As such creatures will already have counters from Master Biomancer before Ezuri, Claw of Progress checks to see if it triggers.
In short, no, those cards interact unfavorably.
As for how Ezuri, Claw of Progress's first ability interacts with the stack, once it triggers, it will give you an experience counter regardless of whether the creature still has power 2 or less. This means if you play a creature and it enters with power 2 or less, your opponent won't be able to use something like Giant Growth to try to stop you getting a counter.