Rampant Growth

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rampant Growth

Sorcery

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

Profet93 on Xenagos, Prehistoric Party God

2 weeks ago

Urza's Incubator > Impact tremors - Tremors is for going wide decks, Xenagos is a going tall deck. You need more ramp in the deck.

City on fire is nice but a bit winmore.

Skyshroud Claim > Explosive veg - Skyshroud allows you to get duals, untapped and explosive veg is unnecessary redundancy for migration path. Although personally, I think a Kodama's Reach is better since it helps get your commander faster by 1 turn because it's on curve. Lotus pedal would be good to swap for it given your avg cmc is 4+ and this is not a speedy deck that requires lotus pedal.

Nature's Lore > Elixir of immortal - You need more ramp, I see no reason for elixir in the deck. Meta?

Ruby Medallion/Emerald Medallion > Chromatic lantern - Lantern is best for 3+ color decks and while it is on curve, it is not needed for a 2 color deck which has green. If it's static ability really helps you, then you have a landbase issue. Medallions help ramp you and are low on curve. Personally, I like Rampant Growth and Three Visits more as lands are harder to destroy than artifacts in EDH.

legendofa on How many Snow-Covered Basics for …

1 month ago

I would say it depends on on how much land tutoring you have. The usual suite like Cultivate, Rampant Growth, Kodama's Reach, all the green stuff, one of each snow land (or non-snow land) is probably fine, if you can get them reliably.

For something like a deck that might have less heavy draw or land tutors, closer to 50/50 is safer. You won't be able to pull them up at will as much. If there's no difference outside of Field of the Dead going off, a simple 50/50 would be the least brain load.

I'm not sure what kind of deck would want a more moderate split, like 70/30 or whatever. Either a 50/50 split or a bunch of 1-ofs would cover most situations I can think of.

Profet93 on Godzilla, King of Monsters Budget Build

1 month ago

x1AlphaWolf36 +1

What is your budget per card?

Why run a signet in a 2 color deck with green? Rampant Growth/Nature's Lore are budget friendly swaps

Elemental Bond - Should budget allow, better than colossal majesty

Soul's Majesty - Budget friendly draw

Harmonize - Regula, reliable draw

Life's Legacy/Momentous Fall - Super draw, beware of the blue player however

Traverse the Outlands - ???? Or do you not have enough basics?

Sakura-Tribe Elder/Wood Elves/Nissa's Pilgrimage/Farhaven Elf - Solid ramp

Eternal Witness - Recursion

Fierce Empath - Tutor

Inferno Titan - Damage

Terastodon - Removal (that can hit pesky lands)

Decimate - 4 in 1!

Would love to hear your thoughts on each suggestion, hope this helps!

rwn1971 on Buttercup: Princess Bride

4 months ago

I did one change. Took out Rampant Growth for Utopia Sprawl

NV_1980 on Maelstrom the bringer of Eldrazi

5 months ago

I've play-tested it a few times. Speed is a bit of an issue; in its current form the deck just doesn't get off the ground very fast. Depending on your meta, that might not be an issue (in mine it is, which is why I brought it up). Mostly, this has to do with your CMC balance. Fortyfive of your spells cost 4 or more to cast (the average EDH deck sits at around 25-30). Take your ramp sorceries for example; one costs 3, two cost 4. Replacing all of these with CMC2 ramp spells (like Nature's Lore, Rampant Growth and Three Visits) already helps a lot. Same principle applies to your mana rocks (which for some reason do not include a Sol Ring. Interested to hear your thoughts. By the way, don't forget to remove three cards from your list, otherwise it's not EDH-legal.

zacktheprogamer on Anikthea, Hand of Erebos is Graverobbing

5 months ago

Azoth2099

I got the Signet's, Talismans, Veil of Summer, Silence. I was already gonna remove Rampant Growth for Pull from Eternity but I couldn't get the card atm, so besides Rampant Growth what else should

Azoth2099 on Anikthea, Hand of Erebos is Graverobbing

6 months ago

zacktheprogamer

OK here we go lol

Creature cuts: Archon of Sun's Grace, Composer of Spring, Courser of Kruphix, Doomwake Giant, Dryad of the Ilysian Grove, Nessian Wanderer, Nyx Weaver

Artifact cuts: Mesmeric Orb, Whip of Erebos

Enchantment cuts: Battle for Bretagard, Boon of the Spirit Realm, Cast Out, Exploration, Familiar Ground

Sorcery cuts: Extinguish All Hope, Kodama's Reach, Rampant Growth, Skyshroud Claim

Instant cuts: None! Add things like Veil of Summer & Silence, though

I'd recommend that you replace all of those lands ramp spells that cost more than 2 with more mana rocks instead! Your guild signets (Selesnya Signet, Orzhov Signet & Golgari Signet) & talismans (Talisman of Hierarchy, Talisman of Resilience & Talisman of Unity) are all better options since this isn't a Landfall deck.

Load more