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.

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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

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Legality

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

Latest Decks as Commander

Rampant Growth Discussion

KindredDiscovery on Mayael EDH Primer

3 days ago

@Erikschmerik Honestly I've never owned one, and haven't had a chance to test it. It looks very strong though, and could easily substitute for one of our weaker ramp spells. I'll go out on a limb and say that it should probably be included in the deck over something like Rampant Growth.

GreenGuy47 on Omnath Waking the World

5 days ago

Nice Deck! I have a few recommendations to make it better Lifecrafter's Bestiary This card is cheap and gets you lots of cards with all that extra mana! Sylvan Library More card advantage, sadly less cheap I noticed you have Rampant Growth but not Nature's Lore also if it was less expensive Three Visits Mirri's Guile Is also wonderful card advantage kinda expensive though

Beebles on Mina & Denn's Supermassive ZNR Update! | Primer

1 week ago

Thanks Profet93 :). I like your questions! They makes me reconsider card assessments formed long ago. Let’s dig into our new ones:

  • Yavimaya Hollow: a card I like and play in other decks. I also considered it for this deck several times. However, every time I do I feel it just does not belong in this deck. I think the reason why I feel that way is because it’s not the creatures that need protecting most of the time (or that I don’t want to focus on protecting them). Opponents could kill Mina and Denn, Wildborn sure. But they are just an enabler for the deck. Not a key piece, like in decks where I do run Hollow. The deck does not really have many vital pieces like that. On certain moments, yes, hollow will save that one creature you needed for the explosive play, so I do agree it would be a useful include. I just don’t think it is necessary or used very often. A bit like Kessig Wolf Run maybe. To be honest, the threshold of getting one in FOIL also contributes to a feeling of resistance nowadays. However, I can totally see anyone swapping out Spikefield Hazard for Yavimaya Hollow if they feel differently. It might be a good idea to test this one again just to see what happens.
  • If I’d cut Retreat to Kazandu now - which I won’t ;) - I’d probably go for another 2-mana ramp piece or put Krosan Tusker back in. I did just put in Rampant Growth in the last update, so I’m already up a ramp piece (5 now) to skip a turn for M&D. Sol Ring is a no go for me because of the total lack of synergy. Life from the Loam was cut in the last update for Ancient Greenwarden and the deck does not need a 4th effect like that I think. Eternal Witness is nice to have, especially with all the green creature tutors, so that is also a valid choice. Has creeped up on my maybe list rank recently because of Valakut Exploration. Depending on your meta, you can also consider something like Vexing Shusher for the spot.
  • Ancient Tomb: I have a similar opinion on this land compared to hollow and kessig wolf run. They all provide a little something for the deck, but creating a spot for them is just terrible. Apart from Spikefield Hazard there are no lands I am willing to cut atm. Blast Zone has been a strong answer on a land so far that’s easily found. Khalni Garden has a lot of applications and synergy, Radiant Fountain I like for the same reasons as Retreat to Kazandu. Cryptic Caves and Temple of Abandon get you out of dead situations, which I value more than the benefits of the competition. Most other lands feel like they are kind of set in stone now.

BenWin on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

1 week ago

VexenX, I love the new conversation sparked by Zendikar Rising! When deck-building or adding new cards, I think it's important to revisit our win-cons. As it stands, I believe your deck has two types of win cons: burn and creature overrun. Ever since the removal of Akroma's Memorial and addition of Fiery Emancipation, I've come around to the fact that Burn is a more competitive win con. Would you disagree?

Next, since Omrath runs little removal, I believe that we should be in the mindset of designing a deck that works towards its strengths more than patching its weaknesses. This way, our goal should be to put pressure on our opponents and win as quickly as possible. You can see where I'm going with all this, as I am suggesting cuts to creature overrun enhancing cards and keeping/adding burn enhancing cards.

A few comments on your new card update post:

1) I 100% agree with Valakut Exploration. Although card draw is neat, you and everyone else on this page may be underestimating just how good the burn value can be! Because the damage is dealt to "each" opponent, we have a mini Purphoros, God of the Forge on our hands. Since Valakut Exploration burn is triggered by landfall, it works especially well with - you guessed it - Burgeoning + Ghost Town! And the more creature overrun enhancing cards like Doubling Season we slot out for cheaper draw-into-hand cards, the more smoothly Burgeoning works in the deck just by itself. And the more cheap draw-into-hand cards we have in the deck, the more likely we are to cast the cards we draw off of Valakut Exploration. Ahh!!! Okay rant done.

2) I feel like slotting out Perilous Forays is crazy talk. Other sac outlets need Omnath, Locus of Rage AND creatures to sac to take effect. Perilous Forays only needs Omnath, Locus of Rage in play - plus an upside of comboing off - plus an upside of working towards the burn win con.

3) I can see slotting out Force of Vigor. It is a flex card after all. Personally, I think 0 mana removal is too broken to cut through.

4) Ancient Greenwarden may be a godlike card, but I'd like to play devil's advocate and remind you that it is both expensive and plays towards a creature overrun win con just like Doubling Season. I respect and even back your choice to add this card, but I think it's just a little clunky and on the for-fun side.

5) Isn't Roiling Regrowth a strictly worse Springbloom Druid? Not that I'm against adding more cheap mana ramp, but I would personally add Springbloom Druid back first. For the record, I do agree with Ranger's Path being on the chopping block. Same goes for Migration Path. On paper they look just fine. In testing, I'd be happy to see one or both go.

6) I'm worried that Nahiri's Lithoforming may de-ramp us in some games resulting in an autoloss. The risk is too high for this card in too many hand states in my opinion.

7) I think Moraug, Fury of Akoum is a great reason to be back IN for the creature overrun win con. However, it benefits greatly from Doubling Season effects and doesn't synergize at all with Where Ancients Tread or sacrificing effects. This once again comes down to priority of win cons. If we're more in burn, which I personally believe us to be, than I would recommend against this.

Next, I'd like your thoughts on a few cards as additions to the deck if you wouldn't mind!

1) Full credits to _Arra_ and Rasaru (at least): Add Sekki, Seasons' Guide + Tooth and Nail. As explained by Rasaru, the combo goes as follows:

1) Play Tooth and Nail, paying it's entwine cost (9 cmc total - which is nothing for this deck)

2) Search for Sekki, Seasons' Guide and Terror of the Peaks

3) When they both hit the battlefield, Terror will see Sekki and trigger causing 8 dmg to a target. In this case, point that damage right back at Sekki.

4) Sekki will lose all of it's counters, creating 8x 1/1 faeries and going to the graveyard.

5) Terror sees these 8 faeries coming in, pointing this 8 damage at a player's face.

6) Then sac all 8 faeries to bring Sekki back. (Sekki's last ability is played from the grave)

7) Rinse and repeat for an infinite damage combo.

In my opinion, adding 1 card to the deck, Sekki, Seasons' Guide, isn't a tall ask for an extra infinite combo in the deck. We already have creature tutors, so Tooth and Nail isn't even required. But after the addition of Sekki, Seasons' Guide, adding 1 more card, Tooth and Nail, instantly wins us many games when we draw it for just 9 mana. Not only do I think you could cut Craterhoof Behemoth for this combo but Craterhoof Behemoth works towards a creature overrun win con, so I'd argue it's on the chopping block anyways! You could use Avenger of Zendikar and Purphoros, God of the Forge as backup Tooth and Nail targets for the burn win con. To take this one step further, with the addition of a card that can win us the game if resolved, why not run Gamble? Twice the chance to draw into a quick and easy win con with added upside of 1 cmc and flexibility.

2) Thoughts on Skullclamp? I think it's a disgustingly good card for draw and we already have sac outlets to trigger it.

3) Thoughts on re-adding Sylvan Scrying? Ever since the removal of Tempt with Discovery, I've been missing nonbasic land tutors. Lets compare Sylvan Scrying to Rampant Growth. Rampant Growth gives us 1 mana ramp for 2 mana to use as early as turn 3. Sylvan Scrying at the very least does the same if we search up Ancient Tomb. And I think it has so much more upside if we draw it mid or late game too.

4) Thoughts on Sensei's Divining Top? I think it feels great to draw in opening hand and makes early game even more consistent.

Thanks for your time in answering my posts. I know they can be a little long!

Joe_Ken_ on Mono Green Creature Deck **UNFINISHED**

1 week ago

Frontier Siege is a cheap bit that will get you 4 each of your turns that could come in handy.

Here are the budget version of the great green finisher Craterhooh. End-Raze Forerunners , Decimator of the Provinces , and Overwhelming Stampede

Cultivate , Rampant Growth , Explosive Vegetation , and Grow from the Ashes are all good ramp spells for budget.

Shamanic Revelation and Harmonize are good for card draw.

Bellowing Tanglewurm is an amazing all star that people don't use enough sometimes making your board unblock able against non green opponents.

Terastodon is great for taking out utility lands as well as artifacts/enchantments.

Wolfbriar Elemental or Howl of the Night Pack is just an easy way to give yourself a massive board of creatures that can run over your opponents next turn if not answered.

Crashing Drawbridge is fantastic to give your creatures haste so you don't need to wait to go for that swing.

DemMeowsephs on Pharika, Giver of Afflictions

1 week ago

Llanowar Wastes is super cheap and still OP. Blooming Marsh, Woodland Cemetery, Twilight Mire, and Nurturing Peatland are still rather budgetish if you want other upgrades.

Kodama's Reach, Cultivate, Rampant Growth, Farseek, and Talisman of Resilience are also budget and still very important ramp spells in commander. Maybe try those.

StopShot on Elsha's Infinite Voltron

1 week ago

Cards I’d cut:

Basilisk Collar - You don’t need deathtouch and your other lifelink equipment are more desirable.

Helm of the Host - Creating extra 3/3 prowess creatures isn’t worth it.

Sigiled Sword of Valeron, Sword of Body and Mind - the slight power boost and token production aren’t worth it.

Sword of Sinew and Steel, Sword of War and Peace - not enough payoff to justify these. Light and Shadow is a bit weak because you don’t have much creatures to reanimate, but the pro-white/pro-black is good at stopping removal and evading blockers. Truth and Justice feels also weak, but you’re getting a bigger beater every turn which is improving your damage output. Fire and Ice and Feast and Famine are the best swords to keep and not cut.

Sword of Vengeance - First Strike won’t matter when you get enough equipment and 3 to equip is a lot when you want haste. Run Haunted Cloak instead.

Armory Automaton - Cute but doesn’t contribute anything to you smacking your opponent with your commander.

Godo, Bandit Warlord - Clunky. I know he can be used as part of an infinite combo, but infinite combos should be added in when you have your 100 cards set aside and can start replacing them.

Leonin Shikari - It can make a bunch of cute interactions, but I think you can go without it. Run Sram, Senior Edificer instead.

Brainstorm - it might be good for removing lands but you should run Druidic Satchel over it as its a repeatable Rampant Growth in this deck, though since you’re trying to cut cards I think you can go without either.

Remember the Fallen, Serum Visions, Sevinne's Reclamation - Remove these as you can go without them. If you’re worried about losing your stuff you should run Academy Ruins as it only takes up a land slot.

Mystic Forge - Your commander is already doing its job for you.

Masterwork of Ingenuity, Mirrormade - These are situational cards that vary on what you have out. They also provide amazing incentives for your opponents to destroy the original equipment effectively 2-for-1’ing you.

SynergyBuild on Kinnan the Incredibly Frightening

2 weeks ago

Drop Ancient Stone Idol, Beanstalk Giant, Rampant Growth, Nature's Lore, Lotus Bloom, and Mox Tantalite, they are traps, or don't work as well with Kinnan.

Otherwise basically what jaymc1130 said.

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