Growth-Chamber Guardian

Growth-Chamber Guardian

Creature — Elf Crab Warrior

: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle your library.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Ravnica Allegiance (RNA) Rare

Combos Browse all


Format Legality
Block Constructed Legal
Vintage Legal
Duel Commander Legal
Canadian Highlander Legal
Highlander Legal
Oathbreaker Legal
Modern Legal
Leviathan Legal
Unformat Legal
Casual Legal
Legacy Legal
Limited Legal
Custom Legal
Arena Legal
1v1 Commander Legal
Pioneer Legal
Historic Legal
Commander / EDH Legal
2019-10-04 Legal
Tiny Leaders Legal

Latest Decks as Commander

Growth-Chamber Guardian Discussion

gingerthewritingdog on Mono-Green Stompy

6 months ago

With mono G stompy builds I like to play Lovestruck Beast and Yorvo, Lord of Garenbrig, as they make Ghalta a ton cheaper. Also, Surrak, the Hunt Caller is quite good and The Great Henge is amazing with Growth-Chamber Guardian.

Nostrafer on Green Stompy

8 months ago

ZorrosRage I like the aspect of it! Maybe some card draw would help you not running out of gas. Winding Way always strikes me as a good option! And Strangleroot Geist is a good defender, but something like Growth-Chamber Guardian seems to me as more proative.

HyrdaDOOM666 on Budget counters insanity

9 months ago

I think Vivien's Arkbow could be very useful in this deck. It's budget and you can pull some great use from it with your ramp and devotion. Growth-Chamber Guardian could help out when it comes to creature supply relative to the power you want, and is also a budget card, as well as having a built in counter mechanic. I would remove Paradise Druid for Ilysian Caryatid and you will most definitely have a creature with power 4 or greater.

drhouse10 on Gruul Monsters and Friends

11 months ago

Hi, thanks for joining the gruul team. :)

general your deck lacks removal. The Common Package is 4of Bonecrusher Giant and 2of Wild Slash . They hit any target & can counter fogs from the nexus deck.

Also this deck struggles a bit on what it want to be. You need to straight up, what the gameplan should be.

for aggro -> landcount up to 22. 20 is too low, only decks that combo or mono red play this count of lands. replace all slow cards: Nikya of the Old Ways, Beast Whisperer, Gaea's Revenge, Goreclaw, Terror of Qal Sisma, the planeswalker -> for Goblin Rabblemaster, Questing Beast, Lovestruck Beast, extra copies of Fanatic of Xenagos & Ghor-Clan Rampager

for midrange/ramp -> landcount up to ~23, when you slow down your gameplan, efficient removal & card advantage is necessary. Nikya of the Old Ways -> nonbo with planeswalkers -> decide for the one or the other Nikya of the Old Ways is build around card and also needs a payoff -> something like a big dump creature like ulamog or an ability to dump the extra mana. Growth-Chamber Guardian is already a good start. Also here can you build many different decks. So i need an idea, what you want to build, if the aggro approach is not yours.

For inspiration here is my midrange/ramp deck building around Combustible Gearhulk :

Sorin_Markov_1947 on My T2

1 year ago

Why Growth-Chamber Guardian ? He's not that great and he's super mana expensive if you want to get him going. I might also take out Wildwood Tracker , since he stops growing at 2/2 and generally isn't great. You need some big creatures to put the threat on your opponent. I'd recommend Questing Beast and Skarrgan Hellkite . You also definitely want Embercleave (2-3 of them).

Next, your mana. 20 lands is not enough. Most competitive decks run 22-24. Since this is a low-mana deck, I'd recommend 22 (but you should experiment and see what works). You also need 4x Stomping Ground instead of Rugged Highlands . Any tapped land is a risk of putting yourself a full turn behind your opponent.

Murphy77 on M PAW M

1 year ago

Thanks for commenting LotusBrun

I appreciate your concern - I suppose that there are problems in designing a deck according to a formula. Generally, I base the number of lands in a standard deck on 10 + 3 times the number of land colors + 3 times the average cmc of the deck. In this case that gives me 22 lands. Although Evolution Sage becomes more valuable with a higher number of landfalls, Growth Spiral and Growth-Chamber Guardian also act to thin out the deck and make landfalls more likely.

Having said the above, I have considered losing 1 Passwall Adept and 1 Essence Capture for 2 extra Forest s. This deck would really be magic if we could play 8 Growth-Chamber Guardian s, but we can only dream. On a Modern version of this deck, I also play 2 Nissa, Steward of Elements (with Hardened Scales ), which all tend to speed up the deck.

Skyler1776 on

1 year ago

I have a thread, Quick, thoughtful deck help, that can be used to get help should you want it. As for my own suggestions, Evolution Sage and Fathom Mage , as well as Growth-Chamber Guardian are good payoffs for counters. Karn's Bastion also helps in that department

Nillstan on

1 year ago


The only reason I straight up refuse to run Domri's Ambush over Thrash / Threat is because I've found the added bonus of possibly generating a token when needed VERY useful in testing.

I tried out Rhythm of the Wild and Growth-Chamber Guardian at various stages of the build and they've never really panned out. Rhythm for fairly obvious reasons. Guardian, however, took some thinking. Eventually I figured that it just cut too much of the token plan to be worth the loss in consistency. If it made tokens of itself for all the triggers and synergies, it'd be an auto-include. Unfortunately it just doesn't work. At least for now.

Karn's Bastion does interest me though. I'll definitely be trying that one out in the near future.

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