|Commander / EDH||Legal|
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|Ravnica Allegiance (RNA)||Rare|
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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.
Growth-Chamber Guardian Discussion
3 days ago
This is a cool list, & I'm honestly not surprised to see someone as decorated as LSV saying that it could be a good archetype. I've played a few Flash decks over the years, and I honestly feel like Nightpack Ambusher is the best win con for that kind of deck that I've seen in Standard. IMHO a lot of people are underestimating it since it first stands out as a Wolf lord, versus looking at it as a 4/4 that makes a 3/3 every turn. Add in the fact that we have Frilled Mystic and you have a pretty disgusting 4-drop Flash option to serve as the backbone of the deck. The only problem is T3feri.
That all said, having tried to do straight Simic Flash multiple times in the past, I'm skeptical that Green & Blue can do it alone since they have such limited removal & rely so heavily on counterspells & bounces, which create card disadvantage. If that kind of deck gets behind in tempo, it can have a hard time catching up. I'm looking at these low-CMC creatures like Spectral Sailor , Merfolk Trickster , and even Brineborn Cutthroat (which takes a few turns to get going), and it's just hard to see how it keeps up with a fast aggro deck. I've always leaned toward Bant for a Flash deck since White offers good removal & usually some solid instant-speed creature options, though currently I could also see BUG being good with Assassin's Trophy for removal.
I brewed a Bant version & it feels pretty consistent in playtesting. Settle the Wreckage is the perfect card for regaining the tempo advantage & hosing the go-wide strategies that can give Flash decks problems. Seal Away is nice cheap instant-speed spot removal. Angel of Grace is a great top-of-curve option that can go above the fray while Ambusher mucks up the ground, and its trigger is surprisingly useful for enabling aggressive attacks to close out games.
Additionally, I've beefed up the low-CMC creatures by including Growth-Chamber Guardian & Incubation Druid . They aren't Flash creatures, but they are cheap to play & their ability to Adapt at instant speed means that your opponent has to treat them as though they are bigger than they really are if you have mana up, while also offering a nice mana-dump in case you don't need to counter anything. During playtesting, GCG has really shined in the midgame when you have 5-6 mana & can continually tutor a friend while showing counterspell mana. The Druid is the card you always want to see in your opening hand, as hitting the 4 drops on turn 3 is where you really want to be.
Sorry for writing a novel but this has always been one of my favorite archetypes to play, so it's exciting to see it have some real viability. Here's my Bant list if you want to check it out: M20 Flash
2 weeks ago
Nice, a fellow Flash enthusiast. +1 all day
I've also really enjoyed playing these kinds of decks over the years but have typically opted for Bant due to White having removal options that Simic doesn't, so I'll be interested to see how this fares.
A couple ideas I'll share from the deck I put together (M20 Flash):
For my one-drop slot I'm mixing 2 Siren Stormtamer alongside 2 Spectral Sailors, rather than 4 Sailors like you have. Since there's no benefit to having multiple Sailors in play at once, while the Stormtamers still play well with draw-go & can cheaply protect your Ambusher, it might be worth considering.
Two other non-Flash creatures I included are Incubation Druid & Growth-Chamber Guardian . The Druid might not be necessary here due to only 2 colors, but ramping into turn 3 Frilled Mystic or Ambusher is pretty nice. Both creatures share the fact that they are cheap bodies that can be leveled up at instant speed.
Essence Capture might be worth looking at as well. Since you only have 4 lands that don't produce blue, I think you could swing the mana cost. Also works nicely with those 2 Adapt creatures if you decide to add those.
Btw if you're thinking about adding another color here's what I have for White so far: Settle the Wreckage (definitely helps with the "going wide" problem you mentioned), Seal Away , Absorb , and Angel of Grace
2 weeks ago
Hey man, I've always loved Elf decks so thought I would share a few ideas:
Imho End-Raze Forerunners is the best win con for an Elf deck in standard right now since it's immediate & gives everyone trample, whereas with Finale you still have to wait an extra turn after you cast it.
Paradise Druid seems like an upgrade over Llanowar Envoy, tho it doesn't offer the infinite combo shenanigans haha.
Growth-Chamber Guardian is a nice cheap body who can grab his buddies to keep the chain of Beast Whisperer triggers going after you inevitably run into a clump of land on your draws.
1 month ago
I have found the quickest way to get +1/+1 counters on your creatures is to play Biomancer's Familiar with Growth-Chamber Guardian and Incubation Druid . This means almost instant flipping of Hadana's Climb Flip. Jiang Yanggu, Wildcrafter and Simic Ascendancy then help to create back-up win conditions, while Nissa, Who Shapes the World gives you all the mana you could want.
I would keep Pelt Collector and Roalesk, Apex Hybrid , but Siren Stormtamer is so much easier to cast and almost as effective as Frilled Mystic and the explore package (12 cards) may actually slow you down.
My recommendations for this deck would be:
This combination should give you super-rapid growth of your creatures power with +1/+1 counters and an alternative win-con with the effect of Simic Ascendancy . I would look to have Sylvan Awakening in the side-board to be able to swing with an army of 2/2's after using Nissa's ultimate effect.
I suppose that we could design the sideboard so that we could swap out the adapt and the explore themes, but I would prefer some control options.
1 month ago
Hydroid Krasis is a crazy good card here but it is a bit expensive, Growth-Chamber Guardian is also really good here with the biomancer in the deck. I feel like you could replace Gyre Engineer with Paradise Druid , while it does make one less mana, the overall mana cost for this deck is low so you rarely need the one extra made by him also druid is a 2/1 and has hexproof, sometimes. you could also consider Neoform as it might be good here.
1 month ago
I would replace Rhonas with a 3rd Oketra and Saprolling Migration for the 4th Huatli's Raptor And Growth-Chamber Guardian they are super powerful-maybe the best 2 drops you could play, and this will just give you more consistency. You’re not a token build so you don’t really need them, imo. It’s also hard to pump them, and they don’t proliferate at all.
1 month ago
I play against old standard decks as well as decks using the lagacy banlist (nothing anywhere near compedetive). I want to build a fun deck with Frilled Mystic Growth-Chamber Guardian maybe Vivien's Arkbow and other fun instant speed things. Suggestions of cards and lists are welcome. I want to stay blue green.
2 months ago
Playing around with a similar idea, I found that adapt creatures (led by Growth-Chamber Guardian ) with Biomancer's Familiar are probably the most efficient way of generating +1/+1 counters. If you then play both Evolution Sage and Flux Channeler your number of counters on the field grow very quickly. Add in Simic Ascendancy (which also gets growth counters for every proliferate) and you have a strong added win-con.
Growth-Chamber Guardian occurrence in decks from the last year
All decks: 0.41%