Rampant Growth

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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

Sorcery

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

Browse Alters

Price & Acquistion Set Price Alerts

C16

C15

MM2

Ebay

Recent Decks

Load more

Rampant Growth Discussion

justinspruiell on Gishath's Hold to close

18 hours ago

To help with mana fixing perhaps Naya Panorama and Rampant Growth this also helps to thin your deck of lands leaving just Dinos for your commanders ability. Adding more artifact ramp like Sol Ring or Gruul Cluestone.

Sylvan Library you can also remove cards that Arnt Dinos. and help to stack the library.

Rogue's Passage and Trailblazer's Boots to make sure your commander gets through to sneak on more Dinos.

I would add in a boardwipe like Wrath of God.

drunktank on Intet loves free stuff!!

1 day ago

I know this is basically a necrobump, but I saw this deck on the main page and had to check it out because I love Temur colors for EDH. I'm struggling to see where you're wanting to go with this deck. It seems all over the place. You have cards like Archaeomancer, Melek, Izzet Paragon, Wee Dragonauts, and others, but you only have 11 Instants and 2 Sorceries, of which the instants are just counter magic. Also Dispel, Force Spike, Turn Aside and Outwit are a little too situational for my tastes. If you need to be that heavy into countermagic for your meta, I would recommend Voidslime, Dissolve, Spell Crumple, or Scatter to the Winds. Those should all be pretty inexpensive. It also couldn't hurt to consider replacing some of your creature ramp with Rampant Growth, Kodama's Reach, and Cultivate. You should also absolutely pull two basic lands for Terramorphic Expanse and Evolving Wilds if you haven't already.

Trifas on Glorious Dinos

2 days ago

I agree Tron Lands are not what your deck wants.And while Manadorks can be useful for a faster beginning, you won't reach the top of your curve much early if you have to Anger of the Gods them.

Wayward Swordtooth works well with things that can get you lands on your hand. But I see your source for Explore costs 4 mana.

I'd suggest 2CMC ramp spells like Thunderherd Migration or Rampant Growth

3CMC spells that get you 2 lands like Cultivate or Kodama's Reach.

Lands are a more realiable way to get enough mana to play your huge Legendary Dinos

Try to think what your deck will be doing on your first 3 turns and include more low CMC cards that can help you achieve that.

xyr0s on Temur Dragons: Khan't Touch This

3 days ago

Here's some suggested changes. But, erhm... dragons just aren't that great a strategy. So this is more of an RG ramp shell, with "add dragon to taste".

Creatures (16)

2x Courser of Kruphix4x Thunderbreak Regent4x Stormbreath Dragon4x Birds of Paradise2x Nissa, Vastwood Seer  Flip

Fewer dragons, and they all have haste. Which means they need less help getting to do damage. birds of paradise added, both as ramp, but also because they have evasion, and can be used with Kessig Wolf Run. Courser of Kruphix is nice - enough toughness to survive being bolted or Anger of the Godsed. Nissa for card advantage. I don't think you should play her until you can flip her right away.

Sorcery (10)4x Serum Visions3x Anger of the Gods3x Pyroclasm4x Search for Tomorrow2x FarseekDon't know why I left Serum Visions in, but it might be better than Rampant Growth - you have to try out what you feel you need the most, more cardselection or more mana. Otherwise: "reset-button added". All you need to do, is hold on until you have 5 or 6 mana... which means surviving early aggro. Which against means getting rid of attackers.

Land (23)

4x Forest2x Frontier Bivouac2x Haven of the Spirit Dragon3x Island5x Mountain2x Temple of Abandon2x Temple of Epiphany2x Temple of Mystery1x Kessig Wolf Run

Added Kessig Wolf Run, since it's a real threat in any ramp deck. All it needs is a Birds of Paradise or dragon token without summoning sickness... In general, consider playing some better lands. A lot of these enter the battlefield tapped, which is a set-back if you try and overtake your opponent - have a look at fastlands, shadowlands, shocklands, and all the other kinds available in modern.

Enchantment (3)

3x Dragon Tempest

Removed Temur Ascendancy, since all dragons in the deck has haste on their own. Cards that do nothing on their own are a real liability, and you had quite a lot of them. Dragon Tempest is a lot cheaper, and can actually end the game at least one turn faster, so that one I nthink you should keep.

Instant (4)

4x Lightning Bolt

I know. Boring and over-used. Also best available option, due to its low casting cost.

Planeswalker (2)

2x Sarkhan Unbroken

Sarkhan might just work. card draw, ramp, and tokens can't be all that bad.

CheapnFast on Golgari Sacrifice (MtG Casual)

5 days ago

I have a few suggestions for you to consider. Firstly, I would suggest a card like Nantuko Husk, which gives you a sacrifice outlet without having to pay mana. Secondly, I would recommend Caravan Vigil, because it is a ramp spell that fits the theme of your deck and also if your sacrificing is consistent every turn, it is strictly better than Rampant Growth because it allows you to get a land untapped.

JohnnyCRO on Simple Sigarda

1 week ago

First; you need more lands. With a commander costing 5 mana it wouldn't be vrazy to start around 37 or 38, 33 is waaaaaay too low. Lifelands are terrible. Brushland, Krosan Verge, Wooded Bastion and Reflecting Pool would be neat.

I'm not playing Sigarda myself,but my best friend is. So my ideas are based on his build as well as on my perception of core concepts such as mana efficiency and draw power.

Reduce number of creatures. Sigarda wants to go voltron here and all these don't help that gameplan. Avacyn, Hart, Mirri, Nazahn and Silverblade paladin have no business here. More enchantress effects would be helpful. Manadorks like Birds of Paradise, Arbor Elf, Llanowar Elves, Elvish Mystic and Avacyn's Pilgrim would be nice. Eidolon of Countless Battles could be fun. Stonehewer Giant or Stoneforge Mystic would be nice if you insist on keeping up the artifact theme.

As for artifacts, there are some underwhelming ones. Caged sun and Strata scythe depend heavily on number of certain basics you run, they aren't goiod outside monocolor decks. Empyrial Plate is unneeded because you aren't really keeping your hand full. Add more swords if you can.Even bad swords will do on a budget honestly. It's not much, but they're not terrible in voltron. Also add Talisman of Unity and Fellwar Stone because 5cmc commanders like to hit the field earlier than expected. Sensei's Divining Top can make your draws better,and since you lack conventional draw spells (most of Sigarda's draw is engine-like more than a good one-time boost), it could help.

Collective Voyage is terrible. Divine Reckoning is very cool in voltron. Nature's Lore and Rampant Growth might be good ramp options.

Sylvan Library is a green staple for a reason. Hyena Umbra is cool if you have the room.

Load more