Rampant Growth

Rampant Growth

Sorcery

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

Browse Alters
Set Price Alerts Price Chart

DDS

Trade

Have (1) gildan_bladeborn
Want (11) silver374 , adam1floyd3 , arson_is_fun , Connatus , Staiphos23 , wongsys , forchonaporch , Sporefrog91 , BiscuitMeniscus , Wieran98 , heavydutymechanic

Printings View all

Set Rarity
Mystery Booster (MYS1) Common
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

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
2019-10-04 Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

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%

Rampant Growth Discussion

slashdotdash on 5 color no theme deck

8 hours ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

fmastrome2008 on Yarok

4 days ago

Before I make card suggestions, bounce lands require 2 lands return to hand with Yarok. They don't belong in this deck. Get them out!

  1. Command Tower and Bojuka Bog would significantly upgrade the manabase without breaking the bank.

  2. Farseek, Rampant Growth, and Kodama's Reach in favor of Circuitous Route, Explosive Vegetation, and Grow from the Ashes would speed your land acceleration up by 2 turns and giving you more early turn stuff to do, which is always relevant.

  3. Woodland Bellower combos nicely with Fierce Empath, netting 6 cards off 1 creature. That's value!

  4. I see a lack of tutors. Some cheap options are Rune-Scarred Demon, Prime Speaker Vannifar, and Birthing Pod.

Daisybelle on Daisybelle's Werewolf Gruul Deck

1 week ago

@ Labrodor64

Thank you so, so much for your help and advice!  I hadn't thought about either card draw or improving the 'mana ramp,' (which may leave you wondering what I did think about! - werewolves!!) so your suggestions were really useful - thanks!

While I didn't end up adding everything, I really liked and immediately added: Cultivate, Harmonize, Nature's Lore, Rampant Growth, Skyshroud Claim and Vanquisher's Banner.

I also added quite a few of your suggestions to my 'maybe' list.  The main reason they didn't make the main deck was either mana expense or creature type (I've been sticking with humans / wolves / werewolves) - but I might well reconsider them when I've seen how my new deck plays without them!

I didn't end up adding:

  • Colossal Majesty because I felt like I might not get many cards from it

  • Llanowar Elves because I never seem to keep little mana creatures alive long enough to get much use out of them! 

  • Soul's Majesty because I felt like I might not keep a powerful creature alive long enough to make good use of this!

My reasoning is very newbie-based, and so I'm sure it has flaws, but I still feel very excited by the upgrades you have helped me to make to my deck - thank you! :D  Now to see how it plays...

Labrodor64 on Daisybelle's Werewolf Gruul Deck

1 week ago

Great deck but I think that you need a little more card draw to make the deck run smoothly. I suggest to take out some lands since 41 is a lot and add some card draw such as Vanquisher's Banner, Beast Whisperer, Harmonize, Return of the Wildspeaker, Rishkar's Expertise, Hunter's Insight, Colossal Majesty, Shamanic Revelation, Soul's Majesty or Soul of the Harvest. The Ramp is good but i would recommend a little more for some of your big creatures like your commander so consider cards like Cultivate, Rampant Growth, Nature's Lore, Llanowar Elves, Skyshroud Claim or Ulvenwald Captive  Flip (for this deck specifically). But for a first commander deck, you've done a very good job :)

fmastrome2008 on Yarok, who let the lands out?!

1 week ago

ju009x, let's give it a go!

  1. Solemn Simulacrum, Cultivate, Wood Elves, and any other cards you might consider adding like Farhaven Elf, Rampant Growth, etc... all want basics. Even forest cards like Wood Elves sometimes nab basics. Blood Moon is also a card that lots of people play.

  2. Panharmonicon makes it possible to go off without your commander being out since it's the same exact effect. I use Thassa, Deep-Dwelling to draw more cards with Baleful Strix, kill more creatures with Ravenous Chupacabra, or thin my deck more with Wood Elves (think Avenger of Zendikar triggers late game). Both can be put in place of lands here.

  3. Reclamation Sage replaces Krosan Grip simply because of the double triggers. Shriekmaw replaces Erebos's Intervention (seems out of place in this deck).

  4. Fit Sire of Stagnation in place of a land.

  5. Dark Depths seems like it would get 20 triggers because of Yarok unless I'm mistaken. First cut. Unless your opponents steal a lot of your permanents, I'd next cut Homeward Path. Petrified Field seems kind of meh to me, but that's just an opinion.

fmastrome2008 on Yarok

1 week ago

Spicy build. Looks good. My only suggestion is that since I see a landfall theme, I'd recommend switching out the signets for spell acceleration that pull lands from your deck to get the extra triggers... Farseek, Rampant Growth, Nature's Lore, Cultivate, Kodama's Reach shouldn't break the bank at all.

fmastrome2008 on Basic Yarok Lands

1 week ago
  1. Bojuka Bog provides graveyard hate without affecting consistency.
  2. Farhaven Elf and Yavimaya Dryad provide great ETB landfall triggers to complement Wood Elves and company.
  3. Ob Nixilis, the Fallen loves landfall and is a beat stick.
  4. Nature's Lore and Rampant Growth accelerate you and provide extra landfall triggers. This would fit your theme better than Arcane Signet and Sylvan Scrying.

fmastrome2008 on Yarok wants Seconds Please!

1 week ago

Greetings fellow Yarok player!

  1. Shriekmaw is a great utility spell for this deck.

  2. Birthing Pod and Prime Speaker Vannifar are great tutors for toolbox decks like this.

  3. It's a mistake to not include at least 1 of Reclamation Sage and Acidic Slime, but both are not needed.

  4. Bojuka Bog is a great way to have graveyard interaction in your deck without affecting consistency. Replace a Swamp and you won't notice any differences.

  5. Sire of Stagnation is straight gas and draws 8 cards off 1 opposing fetchland.

  6. Since most groups outlaw mass land destruction and lands are less prone to interaction, I'd switch the signets for more spell acceleration like Farseek, Rampant Growth, Cultivate, and Kodama's Reach.

  7. Wall of Blossoms, Ice-Fang Coatl, and Elvish Visionary complement Baleful Strix and give you the full suite of 2 mana cantrips. Bounce with Thassa, Deep-Dwelling for insane card advantage. Draw your entire deck via Deadeye Navigator and cast Thassa's Oracle to win on the spot.

Load more