Target creature gets +4/+4 until end of turn.
Printings View all
|Eighth Edition (8ED)||Common|
|Seventh Edition (7ED)||Common|
|Starter 2000 (S00)||Common|
|Starter 1999 (S99)||Common|
|Portal Second Age (P02)||Common|
Combos Browse all
|Commander / EDH||Legal|
Monstrous Growth Discussion
4 months ago
Kalav, Acorn Adept
+1: Create a 1/1 green squirrel creature token.
+1: Squirrels you control get +1/+1 until end of turn.
-7: Put up to two target cards with flashback you own from outside the game or in exile into your hand.
Create another card that would make sense to have the same art as athe first card that comes up at This link
6 months ago
Kinda breaking my own rule but Monstrous Growth only mentions the word in the flavor text. Also the expression on the squirrel is pretty funny.
2 years ago
Have you considered running boosts like Monstrous Growth, Overrun, Titanic Growth, or Might of Oaks? I know they are all green, and all your boosts seem to be white. I just figured for the cost, they may be a viable option. I know the first 2 are at sorcery speeds, and the last 2 are instants, but overrun maybe worth it especially if you have a lot of walls out.
2 years ago
Mine was built out of the Portal Starter Deck and some booster packs.
1x Ebon Dragon
1x Defiant Stand
1x Devoted Hero
1x Armored Pegasus
1x Regal Unicorn
1x Sacred Nectar
1x Deja Vu
1x Spotted Griffin
1x Venerable Monk
1x Warrior's Charge
1x Gorilla Warrior
1x Grizzly Bears
1x Untamed Wilds
1x Fire Imp
2x Hill Giant
1x Hulking Goblin
2x Lava Axe
1x Lizard Warrior
3x Raging Goblin
1x Volcanic Hammer
1x Craven Knight
1x Feral Shadow
1x Hand of Death
1x Mind Rot
1x Muck Rats
1x Summer Bloom
1x Thing from the Deep
4x Natural Spring
1x Skeletal Crocodile
1x Vampiric Touch
1x Cloak of Feathers
1x Command of Unsummoning
1x Coral Eel
1x Ingenious Thief
1x Snapping Drake
1x Storm Crow
3x Time Ebb
1x Touch of Brilliance
1x Elite Cat Warrior
2x Monstrous Growth
1x Panther Warriors
2x Rowan Treefolk
3 years ago
I like Nylea... for a few reasons;
Not all my big creatures have Trample
Finally, having an indestructable Commander is great!
Thanks Scofucious for you comments and suggestions.
3 years ago
- Acidic Slime - > Reclamation Sage (unless you want to specifically destroy lands)
- Elvish Aberration (late game ramp is better done with things such as Boundless Realms)
- Giant Adephage sucks if you are not in a aggro deck.
- Kazuul, Tyrant of the Cliffs is not all that useful in most cases, specially since the tokens do not flip
- Hua Tuo, Honored Physician meh. (Outclassed by ETB Eternal Witness or Skullwinder)
- Magmatic Force (not only expensive $-wise, but has a very high CMC)
- Deconstruct (even though getting some mana back seems great, restricted removal is bad removal)
- Detonate (same thing, even worse that you have to pay the mana cost of the artifact)
- Lava Axe (same thing, even more restricted)
- Monstrous Growth (???)
- Searing Flesh (this card is so terrible... go to my "other cards" section and pick something else)
- Stream of Life (pure lifegain only delays the inevitable)
- Carbonize (meh. Same thing that I said about Searing Flesh)
- Comet Storm (use Rolling Thunder instead)
- Evolution Charm (it's simply bad in your deck)
- Fog (you would be better off with Druid's Deliverance if you go with some of my suggestions)
- Heat Ray (ugh, fireball limited to just ONE creature? Really?)
- Lava Burst (ugh, fireball limited to just ONE creature? Really?)
- Turn to Dust (repeat after me: "Specific removal is bad removal")
- Cast Through Time (cost intensive, low rewards)
- Mirror Sheen (only copies instant/sorceries targetting you)
- Volition Reins (does not make any sense in here, plus high mana cost)
+ Mizzix of the Izmagnus
+ Jace's Sanctum (plus scry)
+ Everflowing Chalice (gets you 0.5 of your mana investment back, meaning you can go from 6 mana to 9 mana the following turn, 10 if you get your land drop)
+ Izzet Signet / Simic Signet / Gruul Signet (color fixing and ramp)
+ Sol Ring or Worn Powerstone (budget friendly)
+ Curious Homunculus Flip (if you copy him with Riku, the copy won't be able to flip, but it's still useful)
+ Dizzy Spell (just for the TRANSMUTE. You can fetch Lava Spike with it)
+ Muddle the Mixture (again, TRANSMUTE it into Desperate Ritual... or simply use it as a counter if you need to)
+ Vedalken AEthermage (just for the WIZARDCYCLING. Gets you any wizard you might want)
+ Eerie Procession is a must if you want to pull of your splice into arcane combo.
+ Bring to Light allows you to cast something from the deck for free, which could be interesting as well. (gets you anything from an Izzet Guildmage to a Mizzix of the Izmagnus or a Mnemonic Wall)
+ Signal the Clans (may seem inefficient, but if you copy it with Riku, basically translates into "Pick 4 creature cards and put 2 of them at random in your hand", which is not bad)
+ Mindclaw Shaman
+ Mulldrifter (cast it for the EVOKE cost and copy it with Riku to draw 4 cards for 2U(+ GU) and get a 2/2 flyer)
+ AEthersnipe (again, EVOKE it. With Riku it becomes 1UU(+ GU) for a 4/4 and 2 bounces)
+ Avatar of Fury (easy to cast, copy- able 6/6 creature)
+ Inferno Titan (lightning bolt on a stick)
+ Conjurer's Closet (essential when dealing with lots of ETB creatures)
+ Rude Awakening with Riku allows you to get some extra fuel for your next spell and might even become a win- con if you manage to attack someone with the lands.
+ Talrand, Sky Summoner gives you some creatures for each instant/sorcery casted
+ Docent of Perfection Flip is almost the same thing, with the added bonus of buffing your wizards on the flip side.
+ Young Pyromancer is a Chandra fanboy... just like you :P
+ Lunar Mystic might be worth considering since it allows you to fill back your hand
+ Trail of Evidence nets you some clues for emergencies
+ Dynavolt Tower is Kaladesh's way of saying "every 2.5 instant/sorceries you should be allowed to cast a lightning bolt"
+ Sphinx-Bone Wand finishes games (ask Cian about it)
+ Honden of Seeing Winds increases your draw.
+ Pongify and/or Rapid Hybridization and Reality Shift (instead of having to spend X to kill a creature, simply destroy it or exile it)
+ Curse of the Swine (again, removal is of utmost necessity in EDH)
+ Unsummon or Vapor Snag also help with targeted removal
+ Cyclonic Rift can be a little expensive ($- wise), but it's a staple for a reason
+ Vandalblast (overload is OP)
+ Ixidron gets rid of enemy creatures with ease, as they won't be able to be turned back face up.
+ Rise from the Tides might give you a bunch of creatures if used at the right time.
+ Talrand's Invocation gives you 2 2/2 flyers for 4 mana. Yeah, they are vanilla creatures, but sometimes that's all you need.
+ Past in Flames allows you to cast things from the graveyard
+ Burn from Within (you can cast it with X=0 to stop someone's sacrifice-combo or even use it to get rid of some pesky indestructible creature)
+ Ground Assault and Gruul Charm are cheap and useful damage dealers
+ Impact Resonance allows you to get a ride on someone else's damage and redirect some damage.
+ Price of Progress might be interesting. I'd say it should be an easy way to deal 6~10 damage.
+ Chandra's Ignition is also very strong, specially if you manage to double cast it on Riku himself or by casting it on Ixidron after it had just ETB.
4 years ago
There are an awful lot of singleton and 2-of instants and sorceries in that Harness the Storm deck. I realize this is 40-card instead of 60 but I would make all of the instants and sorceries 3-of if you are trying to accentuate the ability of that card.
In the green deck I see no reason to include a Monstrous Growth instead of a third Titanic Growth. If you want to teach people about strictly worse versions of cards show it to them, don't make them play with it.
Thought Prison seems a little powerful against mono-colored decks with no artifact removal. It is also something that really isn't in flavor for blue. I would personally go more of a Ensoul Artifact route with Darksteel Citadel and Ornithopter.
I don't think that any of the decks are too complicated as long as you are helping people to learn with them and not playing "gotcha" when they miss a trigger or ability. As long as you get them playing out their cards there is time to learn strategy and synergy as they go.
4 years ago
I've always wanted to make some simple 40-card beginner decks to teach people how to play, and with the combination of me moving to a new school district and my girlfriend saying she is willing to learn, I have finally built them. I would like your opinions on them, and if they seem easy enough for a newer player to understand. (As a note, I tried to include a wide cast of keywords to emphasize the diversity of the game.)
Each deck has 17 lands and one rare, which the deck is themed around
Harness the Storm Burn/Aggro Show
1x Hotheaded Giant
1x Terra Ravager
1x Goblin Freerunner
1x Cinder Pyromancer
2x Fiery Impulse
2x Boulder Salvo
2x Magma Spray
1x Lightning Strike
1x Searing Blood
3x Dragon Fodder
3x Krenko's Command
2x Act of Treason
Pretty simple burn/aggro designed to encourage combo plays with Harness the Storm
Unbreathing Horde-Zombies Show
1x Abattoir Ghoul
1x Minotaur Abomination
1x Fleshbag Marauder
1x Walking Corpse
1x Undead Minotaur
1x Wandering Tombshell
1x Twisted Abomination
1x Infectious Horror
1x Dross Prowler
1x Forlorn Pseudamma
2x Black Cat
2x Wight of Precinct Six
1x Night's Whisper
1x Read the Bones
1x Altar's Reap
1x Doom Blade
1x Grasp of Darkness
1x Hissing Miasma
1x Crown of Suspicion
1x Clutch of Undeath
Simple Zombie aggro designed to teach players about spot removal, pain for gain, and the fact that its ok to for your creatures to die
Hero of Leina Tower-Pump and Smash Show
1x Centaur Battlemaster
2x Setessan Oathsworn
1x Pheres-Band Tromper
1x Thundering Tanadon
1x Vulpine Goliath
1x Elvish Visionary
1x Elvish Mystic
1x Ainok Guide
2x Unnatural Predation
2x Ranger's Guile
2x Titanic Growth
1x Giant Growth
1x Aspect of Hydra
1x Feed the Clan
1x Monstrous Growth
1x Rabid Bite
1x Prey Upon
1x Forced Adaptation
Mono-green pump. Encourages players to play offensively and make smart decisions with their mana. My main concern with this deck is the inclusion of Thundering Tanadon. Is phyrexian mana too weird to be in a starter deck?
Captain of the Watch-Soldiers Show
2x Veteran Armorsmith
2x Veteran Swordsmith
1x Kor Skyfisher
1x Topan Freeblade
1x Kor Scythemaster
1x Kinsbaile Skirmisher
1x Consul's Lieutenant
1x Loxodon Partisan
1x God-Favored General
1x Nav Squad Commandos
1x Repel the Darkness
2x Raise the Alarm
1x Sanctified Charge
1x Ajani's Presence
1x Valorous Stance
1x Brave the Sands
Mono-white soldier tribal. Encourages players to know how to utilize synergy between a creature type, and handle multiple situations by using a multitude of answers.
Chief Engineer-Artifacts Show
1x Etherium Sculptor
2x Aeronaut Tinkerer
1x Anvilwrought Raptor
1x Mirror Golem
1x Bronze Sable
1x Runed Servitor
2x Gold-Forged Sentinel
1x Whirler Rogue
1x Yotian Soldier
1x Opaline Unicorn
1x Aether Spellbomb
1x Staff of the Mind Magus
1x Thought Prison
1x Artificer's Epiphany
Encourages players to learn artifact synergy, combo plays, and elements of control.