Rampant Growth

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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
Ninth Edition Foreign Black Border (9EDFBB) 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

Sorcery

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

Set Price Alerts


DDS

C16

C15

Rampant Growth Discussion

NoSoyYucateco on Multiplicity

1 week ago

You only have 5 possible targets for Isochron Scepter . Personally, I would take it out and add some more ramp. Speaking of which, you're playing green but no land ramp? I'd take Rampant Growth , Farseek , Nature's Lore , Cultivate , Kodama's Reach , Explosive Vegetation , and Circuitous Route over these artifacts any day. Especially since these can be copied with Riku in the late game. I've been playing Riku for a few years. He's really mana-hungry, and every land you can get out helps a ton.

NoSoyYucateco on Suck It, Sheoldred!

1 week ago

I think you need a bit more ramp to speed up the deck. You're playing green--why are you running the signet over more durable land ramp, especially when you only have 35 lands here? Rampant Growth , Nature's Lore , Cultivate , Diligent Farmhand , Wood Elves , Farhaven Elf , and Solemn Simulacrum are all cards I would pick before the signet. These will help you get Sigarda out sooner and give you staying power for the late game.

Also, if you're up against Sheoldred regularly, you might want to consider some more graveyard hate, like Scavenger Grounds , Tormod's Crypt , and Sentinel Totem . Sigarda will keep you from sacking but she won't prevent them from reanimating.

I would also swap one of your artifact/enchantment removal spells for Return to Nature , since it can exile something targeted by a reanimate effect.

Since you're aura-focused here, I would also think about Battle Mastery .

You also have virtually no draw here. Sram, Senior Edificer , Rishkar's Expertise , or Return of the Wildspeaker would all be great in this build. Even a Harmonize would do you good.

As for what you could cut to make room for some of these suggestions, I'd think about Flower / Flourish , Unflinching Courage , Dromoka's Command , Devouring Light , Indestructibility , Darksteel Plate , Bow of Nylea , and maybe one or two other targeted removal spells. You have a lot here.

SideBae on Ezuri, Claw of HELP!

2 weeks ago

My first suggestion is you include the big three xerox spells: Ponder , Preordain and Brainstorm . They may not look like much, but superior card-selection for one blue is hard to argue with. I run them in every blue deck, though I think you'll need more shuffle effects to make Brainstorm good. Though I don't recommend them, you can also consider second-class cantrips like Serum Visions , Sleight of Hand and Opt .

My second suggestion is that you include the one-mana mana-dorks. I see you have Elvish Mystic , but running Birds of Paradise and Arbor Elf can be very helpful too. Utopia Sprawl works really well with Arbor Elf .

I think some of the two-mana ramp spells could be improved; I've never been a fan of Rampant Growth . Consider Nature's Lore (or its $100 cousin, Three Visits ) and/or Farseek . These can get non-basics, like your Breeding Pool , and Nature's Lore etbs untapped.

Evolution Sage is a card that MAY be good, but I'm not sure. Not having an immediate board-impact is a major downer, but its ability may be good enough to make it worth including. Playtesting can help.

Windfall is an excellent card-draw spell if you're down on cards. I suggest running Narset, Parter of Veils to act as a stax piece that is particularly abusive with Windfall . (Note that if you do end up with proliferate effects, you can proliferate her and get extra activations.) Other good card-draw spells include Fact or Fiction , Concentrate , Tezzeret's Gambit , Harmonize ...

Mystic Remora is a GREAT card. I personally think it's better than Rhystic Study , but I'm sure that'll raise a lot of hell (I also think Griselbrand should be unbanned, so I'm used to getting yelled at).

Wirewood Symbiote is a card you may want to consider. It words well with cards like your Reclamation Sage and can protect your guys from getting Toxic Deluge -d, and can buy you more triggers with your mana elf etbs for your general.

Depending on how many creatures you tend to have out, Slate of Ancestry could be a powerhouse. If you don't want to use that, running something like Collector Ouphe to fetch off Green Sun's Zenith can raise your decks chances against storm and the like significantly.

Opposition is a card I've been seeing more and more in powerful EDH decks these days. If you pair it with tokens and Seedborn Muse , Opposition can win the game on the spot. Adding something like Winter Orb to the mix can yield even more fun.

You can get more 'at the beginning of combat' triggers by having more combat steps. Consider extra-turn spells, like Temporal Trespass , Temporal Manipulation , Expropriate , Karn's Temporal Sundering , Nexus of Fate ...

Finally, counter magic is a good thing. Idk what the budget for the deck is, but the best counters are Force of Will and Mana Drain . More affordable cards that are still REALLY good are Spell Snare , Arcane Denial , Negate , Fuel for the Cause and the like. Counter-counters (I call them 'second-order counters,' since it makes me feel smart) are also good. Veil of Summer is the best right now, but Autumn's Veil and Dispel are also really good.

Right. That's all I got. Good luck!

ZendikariWol on Sisay, All Salt No Flavor!

2 weeks ago

I feel like Ajani, Mentor of Heroes is something this deck could make great use of. His second +1 ability seems super relevant. Every one of Dack Fayden 's abilities is relevant in any game of commander. Every one of Kaya, Orzhov Usurper 's abilities is relevant in any game of commander. Narset, Parter of Veils is a literal nightmare. Nahiri, the Harbinger is surprisingly flexible removal (and looting). Sarkhan Unbroken is just a really good, relevant card whose +1 and -2 are just super nice to have at your disposal. Same goes for Teferi, Hero of Dominaria , but he has a -3, not a -2.

There are a lot of instances where Shalai, Voice of Plenty could be useful, Oath of Kaya , while perhaps more oriented toward formats where life starts at 20, is still a solid card, and life gain is very rarely irrelevant.

Wilderness Reclamation is bat-shit crazy with Sisay. Related- your ramp is lacking in a serious way. Yeah, I get that you have a bunch of creature that ramp you but the problem with that is 1- half of them only produce one color of mana, and 2- more importantly, every single color has access to creature removal. Maybe your meta runs a ton of artifact hate and 0% board wipe, that's the only reason I can think of that you wouldn't just use signets and Rampant Growth effects.

KindredDiscovery on Mayael EDH Primer

2 weeks ago

@Rene_the_great I added Oblivion Stone because of the added synergy it has with a few other cards like Sun Titan . It's subbing in for Cleansing Nova right now, and if I like how it plays it may stay.

I haven't been removing ramp so much as I have been replacing it. Sakura-Tribe Elder took the place of Rampant Growth because I can take advantage of the body late game with new additions like Birthing Pod and Eldritch Evolution . Pir's Whim has come out in favor of Natural Order , which early game can grab ramping creatures like Cavalier of Thorns , Titania, Protector of Argoth , and Oracle of Mul Daya . Overall, it's been a shift toward a ramp package that can have more utility in the late game. I almost never have trouble getting the right amount and color of mana, but right now I have no means to fetch specific utility lands like Yavimaya Hollow . I'm not 100% sure if that's the correct call, but space in this deck is so tight that I'm struggling to find a way to make room for it. Having to run 25-30 big, expensive creatures is a massive deck building constraint. I enjoy the challenge, but it means we have to eschew some of the traditional green/Naya strategies.

HvyDrtySoul on Meren of the Grave

2 weeks ago

Just looking through, it looks like the deck could use a few more lands and a little more ramp. I would want at minimum 34 lands but even then would probably do more like 35-36 and with more ramp. Creature based ramp may be nice, so things like Llanowar Elves , Wood Elves , etc. are recommended though a few Rampant Growth s and Farseek s may be good to throw in too. Obviously Kodama's Reach and Sakura-Tribe Elder are good, but more is likely necessary. I would probably cut the things that care more about opponent's creatures dying like Vulturous Zombie for more free sac outlets like Viscera Seer and more card draw like Grim Haruspex . Overall it looks like it has a good amount of power, just a little more tuning is necessary

Azeworai on Karador, ghosty boy

2 weeks ago

For the sake of formatting, I'm just going to make lists for what I would cut and add respectively, but it's really personal preference.

What I would consider banishing:

Tainted Wood - The deck doesn't have a lot of swamps.

One Plains - There doesn't seem to be too much white, so just cantrips or Cultivate for fixing is probably better.

Memorial to Unity - It enters tapped and only produces one colour, so there are other things your deck could do instead.

Viridian Zealot - a bit costly for what it does.

Vampire Hexmage - You don't seem to really abuse it, so it can be lacking.

Tribute to the Wild - It's kind of restrictive and doesn't always get rid of something relevant.

Merciless Eviction - Your deck doesn't really want to exile its own stuff, so other wraths that destroy instead are preferable.

Spore Frog and Kami of False Hope don't stack very well, so I'd remove one of them.

Vraska, Relic Seeker - This seems costly for what she does, but she has her moments.

Evolutionary Leap - It can be powerful, but all of your creatures seem huge and worth keeping around. It's best to run this with more fodder in the deck.

Tormod's Crypt - Depending on your meta, this can be quite potent, but I find that drawing a card with Nihil Spellbomb or recurring Remorseful Cleric can be better.

Whip of Erebos - This is up in the air. I don't enjoy the exile clause of this card, but it's instant-speed and efficient, whilst offering life-gain. Your choice.

Acidic Slime - It's an expensive effect, but a powerful one at that. You already have other five-drops in Sidisi, Undead Vizier and Thalia's Lancers so perhaps it's worth exclusion. Declaration in Stone - It's a bit restrictive for its cost and a sorcery, so I don't think it merits a deck slot.

What I would consider adding:

Grisly Salvage - Essentially takes a land slot with other worth in the later turns, stocking the graveyard.

Satyr Wayfinder - Can be fodder for your sacrifice shenanigans and a land for the early turns (hopefully).

Ransack the Lab - Fills the yard and draws a card. That rhymes, so it's fantastic. However, it only goes three cards deep, so it may be unreliable at finding a land. I'm yet to miss, but it's possible.

Altar of Dementia - This is just a ridiculous card that gives you options for the graveyard later and scales with your large creatures. Great defense, too, and a massive threat.

Lord of Extinction - It's big and mean, black and green. Some things are far too gigantic to ignore. In addition, with Altar of Dementia it can mill someone out.

Perpetual Timepiece - This is great for decks that are all-in on the graveyard plan, so maybe not. It doesn't draw cards, but it grants other routes.

Unburial Rites - If you mill it over, it's still castable. Even if, it gets two things back.

Dread Return - Efficient reanimation and the same from the graveyard.

Buried Ruin - Recursion in the land-base is always lovely.

Austere Command - I believe this to be better than Merciless Eviction in your deck due to destroying as opposed to exile.

Jarad's Orders - This can find utility creatures such as Anafenza, the Foremost or Spore Frog for when you really need them. It also works with the same toolbox shell as Birthing Pod .

Dragonlord Dromoka - It's a muscular Grand Abolisher . Not much more.

Ghostly Prison - With high-cost creatures, this can aid in surviving the early game.

Anguished Unmaking - This card almost always relevant, cheap, and instant-speed. It's a safe option that hits everything.

Necrotic Sliver - It is recurrable universal removal, so it could be rather effective.

Swords to Plowshares - One mana and an instant, it's far too potent. I'd add this.

Despark - This can be efficient, but restrictive. I've found success with it, but it comes down to preference.

Assassin's Trophy - If it's within budget, this is as good as it gets.

Vindicate - Hits it all and does it all.

Kodama's Reach - Another Cultivate . It's always fine.

Rampant Growth - Ramp and more ramp.

Wood Elves - Fodder and ramp.

Explosive Vegetation - Lots of ramp.

Paradise Druid - Fodder and ramp.

Lots of fodder, lots of ramp.

You can really customize your own removal, but you already have many ways to deal with creatures, so removal for other permanents is ideal.

That's what I have for you. Now wreck them all.

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Rampant Growth occurrence in decks from the last year

Commander / EDH:

All decks: 0.14%

Green: 0.42%

GU (Simic): 1.04%

Golgari: 0.32%

RG (Gruul): 1.43%

RGW (Naya): 1.79%