Rampant Growth


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Mind vs Might (DDS) Common
Commander 2016 (C16) Common
Commander 2015 (C15) Common
Modern Masters 2015 Edition (MM2) Common
Tempest Remastered (TPR) Common
2012 Core Set (M12) Common
Duels of the Planeswalkers (DPA) Common
Planechase (HOP) Common
2010 Core Set (M10) Common
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Eighth Edition (8ED) Common
Seventh Edition (7ED) Common
Beatdown Box Set (BTD) Common
Classic Sixth Edition (6ED) Common
Tempest (TMP) Common
Mirage (MIR) Common
Promo Set (000) Common

Combos Browse all

Rampant Growth


Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.

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Rampant Growth Discussion

TaegukTheWise on Roon Blink

1 day ago

Utility lands are a great substitute like Reliquary Tower or a pain lands like Yavimaya Coast, however they aren't basics which is the important part and the only reason I recommend them. Unless you had a creature like Ulvenwald Hydra (even though he is a good finisher I would recommend) that you can get out early and often to get any land, it would be hard to tutor for them otherwise (aka get them often enough), that and Blood Moon/Magus of the Moon turn them into mountains, rendering them useless. If you also had enough card draw it would get some of those cards, but its not as reliable as having a bunch of ramp spells like Rampant Growth, Kodama's Reach, Explosive Vegetation, and even a land that can even sit there and produce colorless; Blighted Woodland that for very cheap, can get the basic lands that you need and put them directly into play. However in one very specific case (albeit a more rare case than blood moon by a HUGE margin) Sundering Titan, the controller has to name every basic on the board and they are gone, which is another reason why I run fetches and dual lands that can be fetched, other than their enormous help with fixing when I need them. The only decks that will ever feasibly play this is either a Daretti, Scrap Savant deck or a prison style deck, which you should be trying to kill first anyway. I recommend more basics because they are easier to get out of your deck, nothing feels worse than to top deck a land when you really needed a removal spell, or to have a counterspell up for defense, but that's my take anyway, and it works out great for me since I happen to thin out my deck each time I play my Roon deck.

KEEP IN MIND Adding those wastes will basically turn your 3 color Roon deck into a 4 color deck. You will need to get at least one waste per game in order for you to get some form of value when you do play your displacer. The other upside to adding Wastes include: not being a good target for land destruction like Strip Mine, they are basics, and are under a dollar on sites like amazon. Downsides include: Adding another color to your deck, and lowering the amount of actual fixing for fetching a wastes. I feel the downsides are rather negligible since they should be the last land type you should fetch for after getting your colors. Except when it comes to opening hands, but that's highly dependent on other factors as well since they are still lands that actually do something when they come into play. If you aren't running Thought-Knot Seer then I would recommend 3-4 wastes if you do consider getting them (and 4-6 if you do get the seer). I would trade them with the ravnica bounce lands: Azorius Chancery and Selesnya Sanctuary along with Temple of the False God (since its never good in your opening hand nor when you can actually use it) and Secluded Steppe because its bad, especially for a 3 color deck.

Also, Opal Palace isn't that good here. Its more for voltron style decks, or decks that have a commander that gets removed a lot like Scion of the Ur-Dragon, Mana is pretty precious. Washing some colors can be cool, but that's like adding an extra (1) to every spell you play because you need to tap an extra land. I have also gotten the prebuilt Derevi commander deck, its what I used to build my Roon deck. I used to run Rupture Spire and Transguild Promenade as well, but I find that they slow me down WAY to much for what they offer in return, they are even worse when I have both of them in my opening hand. For all 3 of these I would just put in a regular forest, plains, and an island in their place. That's how bad I believe they are, if you want to add other utility lands in there or more wastes, be my guest, but I would strongly urge against these 3 unless you absolutely NEED that kind of fixing.

Also, no problem! I love deck doctoring, especially when it helps another Roon player :D

Just ask and I can answer other questions or provide more advice. I have this very terrible habit to mid-max my decks...

whatskraken on Mana Acceleration Commander

1 week ago

Some good mana-accelerating cards I can think of include Farhaven Elf, Ondu Giant, Wood Elves, Rampant Growth and Explosive Vegetation.

Howdie91 on Swell the Host +$200 Deck-building Challenge

1 week ago

Thanks for the advice! I really like Vizier of the Menagerie, and Lumbering Falls. I had Sakura-Tribe Elder, Kodama's Reach, and Rampant Growth in the deck originally (I think they all came with the PreCon). I mainly took them out because I have 9 creatures that either act as mana sources (like Crystalline Crawler and Rishkar, Peema Renegade) or fetch lands (one-offs like Solemn Simulacrum or repeatable like Fertilid). That being said most of my ramping ability uses Ezuri's counters to produce said mana, so I could see how that would be a problem if he wasn't around.I also didn't realize I had so many lands, so I may cut a few for fetch spells like Kodama's Reach!

My comment about the landbase was if there were any better utility lands to help with my win conditions. Until I can afford the shock, and check lands, the tap lands will have to suffice.

From your deck I'm really curious how a few cards perform:

1) Can you use Duplicant on Ezuri, Claw of Progress to protect him while still abusing the counters? Allow him to be exiled, and when someone board wipes or removes Duplicant, Ezuri would then come back? Just kidding, Duplicant doesn't return the exiled card when he dies.

2) Simic Keyrune and Lumbering Falls, do they retain counters once they stop being creatures after end of turn?

3) Is there something you usually tutor for with Fauna Shaman?

Lame_Duck on Attack of the.. Elk?

1 week ago

Cryptolith Rite and Burgeoning don't seem like great choices for ramp in this deck. You've only got 12 cheapish creatures in the deck to make use of Cryptolith and both Golden Hind and Dawntreader Elk's abilities make them pretty redundant with it. With only 21 lands in the deck, Burgeoning seems really unreliable; most of the time it's only going to be useful if you can cast it on turn 1 and it doesn't help you get out of mana-screw. I would swap them out for something like Rampant Growth and Nature's Lore, or, if you don't mind having off-tribe creatures in the deck, Sakura-Tribe Elder and Elvish Mystic.

Pieguy396 on Don't Let the Dead Bite

1 week ago

Have you considered Wayfarer's Bauble and/or Pull from Tomorrow? The Bauble is basically a 3-mana Rampant Growth, which is playable in pretty much any non-Green deck, and Pull seems better than Blue Sun's Zenith (easier on the mana plus you get to discard a card), unless you really need the self-shuffle clause or are planning on using it to mill an opponent out.

SirSh4ggy on Go wide, go tall, go all the way...

1 week ago

Clue stones of any kind are junk, instead try playing with cards like Thran Dynamo, Worn Powerstone, and Mana Vault. You could also run green mana ramp since you're playing green. Cards like Sakura-Tribe Elder, Rampant Growth is a staple, Harrow is alright, Explosive Vegetation is good, Farseek, or if you're looking more at creatures you can then devour, try elves like Farhaven Elf or Wood Elves.

Beyond the rampage, it looks like you've got a pretty fun deck. My only worry is that your creatures for the most part aren't 5 power, so you're not getting the most out of your commander's ability. You're also not running Avenger of Zendikar which is a staple in any green deck. While you're clearly doing something unique, I wouldn't recommend sacrificing fun for power.

Carmasem on Hapatra, the Withered

1 week ago

Honestly, unless youre playing a full infect deck, you should probably take out the infect stuff. I know it goes well with Hapatra but that's only if those creatures deal damage to other creatures. Also you're right in saying you need more lands (at least 10 more). I playtested a bunch and almost never got a keepable hand. Lastly, you just need more ramp. You can't rely on hitting land drops to cast anything with a CMC 5+ on time. Green makes this really easy: Cultivate, Rampant Growth, and Explosive Vegetation are all good for commander. It's a cool deck! Have fun Upgrading it and beating your brother!

thijmnesoy on General Tazri Awesomeness!

1 week ago

haha, yes, Coalition Victory, that was the name. Door to Nothingness is also a great alternate win condition (if you have mana for it)

talking of ramp: Rampant Growth is always a great, early game ramp card. I see you already included Evolving Wilds but you should also add Terramorphic Expanse, it does exactly the same, but it has a different name. Myriad Landscape can get you also any type of basic land so maybe put in that one aswell. And I see you already considered Kodama's Reach and Cultivate. So yes put those in aswell! they are really good mana fixers.

I hope you find my suggestions useful.

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