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
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
Promo Set (000) 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

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.

Price & Acquistion Set Price Alerts

DDS

C16

C15

Show All Prices

Ebay

Recent Decks

Rampant Growth Discussion

ChristopherP on Better bring bugspray for this one

1 day ago

Love the deck! Got my +1. Scute Mob is devastating, but you need more land draw to get it up to speed. Cultivate is good (you should use more), and you should use other land draw, like Rampant Growth. Making sure your bugs can punch through with Rancor would be the bee's knees (pun intended). Not sure what to take out though.

Boza on card rarity methodology

1 day ago

Not to mention, changes in rarity. Mortician Beetle was originally printed as rare, but its reprint is at common. Additionally, the requirements for the rarity of something move. Planeswalkers started as rare, but the moment mythic started existing, they were upshifted to mythic. Cards with multiple printings usually have multiple rarities. Lightning Bolt is either a common or an uncommon, depending on the set.

Power level is also not a consideration. Why is Rampant Growth a common, but Thunderherd Migration strictly worse and uncommon? Additionally, power level is deceptive - Ancient Stirrings is a powerful common from zendikar block that commands a 5 dolar price tag, just because it sees play in 1 modern deck, despite not doing much on the surface.

Price is highly subjective too. Force of Will was originally an uncommon and used to be in the triple digits until it was reprinted as a mythic.

ellie-is on Saparooos Gonna Get You

2 days ago

How exactly is Khalni Garden supposed to help you get to four mana quicker, when all it does is slow you down a turn? You can't exactly sacrifice the token for mana, since it's a Plant and not a Saproling, so unless I'm missing something, it's really not that great a fit for the deck.

That said, it's a fun deck. I like how you have all these ways of taking advantage of the infinite Saprolings once the combo gets going, and to use that to end the combo.

The only thing I worry about is how reliably you can get the combo going on time. You have ways to find the pieces, but the pieces themselves cost a lot of mana, and even Utopia Mycon can't help much, as you aren't really reliably making Saprolings before the combo goes off. It might be nice to look into better ways to ramp, to make sure you can do the thing before the opponent has a chance to win. Even something simple like Rampant Growth or Cultivate might be useful, since you're not doing that much on turns 2-3.

Kayne117 on mightymorph

4 days ago

This is a super cool idea, making all of your creatures cost nothing to cast morphed in order to abuse their flip effect. That said, I think there could be some better morph creatures out there to use instead of the lowly Broodhatch Nantuko... Deathmist Raptor comes to mind. 35 lands is just a little low, so I recommend removing Farseek and Rampant Growth in favor of Kodama's Reach and Cultivate, just to make sure you can always be hitting those land drops. Even then, a few mana rocks or a few mana dorks could be very beneficial, thinking Birds of Paradise or Sylvan Caryatid. Other than that, you're being shut down by powerful artifacts and enchantments pretty hard, and while most of the answers to those are noncreature spells, not all of them are. Cards like Acidic Slime and Reclamation Sage will continue to uptick Animar while also being cheaper than their instant and sorcery counterparts. The weakness is that they will be sorcery speed, but I think that's worth the advantage for this deck. You have a pretty solid amount of draw, but I still recommend both Arch of Orazca and The Immortal Sun. The Arch is great because in the mid to late game, you will be playing your creatures very cheaply, which means you will probably have lots of leftover mana. Arch of Orazca has a pretty low opportunity cost and will let you put that mana to very good use. The Immortal Sun will make your plethora of creatures stronger, shut out planeswalkers, let you cast your first few creatures after Animar more easily, and draw you more cards. Every part of that card seems relevant for this deck.

Cellran on Aura Uril

1 week ago

So I have a Uril deck that I have been working on for a while so I am going to make some suggestions to take out, the reason why, and then will give some cards I feel you should use if you can get ahold of them. So some general suggestions is to avoid fieldwipes that also hurt you a lot, secondly run very few creatures. Honestly mana dorks and the enchantress' are all that I really run so the major suggestion I would say is to cut down on the creatures and mostly leave dorks/enchantress' like Mesa Enchantress or things like Herald of the Pantheon which make auras cheaper. Another thing are instants and sorceries, the majority of those should be targeted removal and mass removal or land grab spells like Swords to Plowshares, Day of Judgment, or Rampant Growth. Some specifics on those are Titanic Ultimatum isn't awesome if you only have one creature, which is all you generally need to win. (Uril, the Miststalker) Including the other pump spells i would say aren't great with Uril because he pumps so much anyways. Predator's Rapport isn't a terrible one as it can get you some life if you need but their might be a better option if you really want to keep that in. Alright, on to the enchantments. I would say that out of auras, Ancestral Mask and Bear Umbra are your best two, the others I like are Dryad's Favor and Indestructibility and finally Rancor. Other than those three I would say most of your aura's are just a tad weak. Out of normal enchantments I would almost avoid these with a fiery passion, other than protection of course. I would say Oblivion Ring is the only one I for sure would say to keep in (yes I know it's an aura but you don't target uril with it.). Other than those I would say that you mostly want auras, other than removal or extremely powerful cards. Alright, on to suggestions: The major suggestions I would make for auras would be these Armadillo Cloak, Ethereal Armor, Flickerform, Runes of the Deus, Scourge of the Nobilis, Shield of the Oversoul, Spectra Ward, Spirit Mantle, Unquestioned Authority, and finally Vow of Wildness along with any of the umbras. (boar, spider, and hyena for example.) Some normal enchantments I like are: Burgeoning for ramp, Dueling Grounds and Ghostly Prison for protection. Also, Mayael's Aria and Sigil of the Empty Throne for alternate win cons and finally Sterling Grove for search and protection. The artifacts should be general ramp or mana fixing with maybe a Helm of the Gods for boosting. The wipes I use are Austere Command for when you really run into crap and Winds of Rath and Divine Reckoning because they don't normally hit uril so he doesn't die. I use Retether and Open the Vaults for recursion and Enlightened Tutor and Three Dreams for tutor and my two targeted removal is just Swords to Plowshares and Path to Exile. Those are just my general suggestions. If you want to look at my deck you can go to Uril the miststalker

jozef on Animar Big Stuff

1 week ago

Some suggestions to consider: take out Manalith, Opaline Unicorn, Embodiment of Spring, and Gruul Keyrune, replace with Gruul Signet, Simic Signet, and Izzet Signet, and Sol Ring. For flying, Wonder provides a similar effect to Archetype of Imagination, and is a little harder to deal with. You will want to add more lands to this deck in order to cast your big creatures on time. I would say 35-38 lands, and cut some of your sorceries for ramp spells like Rampant Growth, Farseek,Cultivate, Kodama's Reach, Explosive Vegetation, or Skyshroud Claim. Thassa, God of the Sea is a more reliable way to make creatures unblockable than Invisibility or Way of the Thief. I always include a copy of Decimate in any deck that can play it. The same goes for Cyclonic Rift and Chaos Warp. Lastly, a few creatures that you could upgrade your deck with: Sakura-Tribe Elder, Joraga Treespeaker, Sylvan Caryatid, Courser of Kruphix, Genesis, Avenger of Zendikar, Prime Speaker Zegana, and Progenitor Mimic.

Cartrix on Fuck you nick

1 week ago

I Might replace the Explores with Rampant Growths.

Also ... Fuck Nick.

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