Swell of Growth

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Legality

Format Legality
1v1 Commander 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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Swell of Growth

Instant

Target creature gets +2/+2 until end of turn. You may put a land card from your hand onto the battlefield.

thesilentpyro on Pervasive Footprints

2 years ago

Out: Besmirch

In: Nothing, there were 101 cards in the deck because I didn't finish cutting last time.

  • A wincon that relies on combat (even if it's pretty well guaranteed) that doesn't further the gameplan is a hard sell. If the goad is relevant at all it means you didn't go off hard enough.

Out: Dovescape

In: Dizzy Spell

  • Dovescape is a hilarious card that does win you the game, but six mana is too much when it doesn't immediately do something. Dizzy Spell for Nivmagus Elemental is often going to be better.
  • The one-mana slot has gotten very versatile, and a you can always just nab Kick in the Door to get things started if you don't need something specific like Crop Rotation or Nivmagus Elemental. It's also a targeted spell if you want to just trigger mentors or Storm-Kiln Artist.

Out: Feather, the Redeemed

In: Kick in the Door

  • Feather is cute, but slow and win-more; we should win the turn we're casting a bunch of spells and its three mana is better spent doing exactly that.
  • Kick does little bits of everything we want: gives treasures, makes tokens, and draws cards, with some random lifegain and scry thrown in. None of these effects are as efficient as the cards that are focused on them, but you're never sad to have Kick. Four creatures on the board is enough to complete Lost Mine of Phandelver for a little benefit, and at five you can work on Dungeon of the Mad Mage and accelerate the combo. When there's seven+ the card's gold.

Out: Gods Willing

In: Tamiyo's Safekeeping

  • Protection is not as good as indestructible when multiple Pongify/Beast Within-type cards are in the deck. I'm only leaving in Apostle's Blessing as the sole protection from color card because the colorless cost is more relevant than scry when we can already draw a million cards and having some ability to protect from targeted non-destroy removal is good. The hexproof from the blessing is very relevant to protect from opposing targeted removal of any kind, and the lifegain isn't irrelevant either.

Out: Leyline of Anticipation

In: Storm-Kiln Artist

  • Leyline is too expensive to not do anything itself and the concentration of instant-speed cards is just getting higher. Dizzy Spell for Crop Rotation for Emergence Zone is pretty similar if you are really worried about timing, and the Crop Rotation can be done at instant speed itself or held to fetch Gaea's Cradle when going off.
  • The rulings on Storm-Kiln Artist dictate that every copy makes another treasure. Four mana might actually make this win-more considering how many other bonkers mana generators there are, but it's really hard for me to resist how explosive this is. It's an easy way to burn someone out with Electrodominance, hitting more than one player with Regrowth and Eternal Witness.

Out: Mercy Killing

In: Startle

  • Using Mercy Killing as a radiated forced sacrifice is bad as we can't protect with indestructibility. Losing instant-speed multiple tokens is a hard sell, though, and it's amazing when Nivmagus Elemental or Flusterstorm are available. This might still make it back in if only to use as a regular removal spell that is also a token generator. You need things to have at least two power to net tokens, but there's accidental synergy with all the random power buffs in here. I've gotta think on it.
  • Startle is probably now the best targeted spell in the deck; it's instant speed tokens AND draw for two mana.

Out: Quasiduplicate

In: Croaking Counterpart

  • Croak is a targeted copy maker that gets opponents' creatures at three mana with flashback. Don't need to say anything else. It sucks that it doesn't hit its own tokens when you flash it back, but that won't come up much as the flashback isn't necessary so getting opponents' creatures up front is better than getting more of your own with a second cast. Hilariously, it doesn't hit Rapid Hybridization tokens.

Out: Reliquary Tower

In: Boseiju, Who Endures

  • I've never liked Reliquary. It was only in as a remnant from when the deck was slower and we were more likely to run out of mana. Now we should win on the same turn we draw a million cards, and the colorless mana can be relevant when the curve is so low.
  • Boseiju, Who Endures is an untapped colored source that is also uncounterable removal for problematic permanents. I don't anticipate ever taking it out.

Out: Rite of Replication

In: Mythos of Illuna

  • This should always have been Mythos. Having the option to hit the occasional doozy of a non-creature is pretty great, and while it's rare that you want it the removal is always an option. The kicker on Rite is and always was win-more that just makes the table groan.

Out: Swell of Growth

In: Sudden Breakthrough

  • Swell is a good card, but one treasure per creature is better than being limited to the number of lands you have. It's possible Scale the Heights is the right cut instead.

king-saproling on ProVag 2.0

3 years ago

I like cards like these with Damia since they get her out faster and help to empty your hand once she's out: Sakura-Tribe Scout, Skyshroud Ranger, Broken Bond, Swell of Growth, Azusa, Lost but Seeking. And they all feature ladies!

You might like these too: Alexi, Zephyr Mage, Diplomatic Escort, Silverglade Pathfinder, Go for the Throat (the promo art is also nice), Alluring Siren, Complicate, Fauna Shaman, Meren of Clan Nel Toth, Calming Verse, Song of Freyalise, Sheoldred, Whispering One

Reznorboy on Tazri/Zada

3 years ago

Thanks again for your continued input :). Also, I like more text. More chances to find what I need.

Anyway, I had put in the Maybeboard one combo that I knew about for a while but never acted on, Swell of Growth with Rain of Filth. I'll need to find room for it. However, with your addition of Enter the Unknown (it's actually perfect, seriously) the combo just gets better and more consistent. It makes the ~15 lands I have in hand during my final turn not useless.

I knew about Hundred-Talon Strike, but forgot to actually include it. I will add it but I'll want to first add more cards similar to Cerulean Wisps. (I would be playing that already if I had a copy/more use for it.)

A card I may add that is similar to Adverse Conditions is Traitorous Greed. Rather than making tokens and colorless mana, it makes double the colored mana.

I may add Splicer's Skill (but not Everdream.) (Odd choice, I know). It just feels that despite the higher mana cost, the tokens are invaluable.

Lastly, the whole protection spell thing was absolutely, completely beyond necessary. In the third game I played that day, one of my opponents played a card that gave all creatures -4/-4. I lost that game for that reason. If I had been playing a counterspell (I actually had Ajani's Presence in my hand when he played it, and the mana to do it), I would have most likely won that game as well (tragic, I know).

Caerwyn on Me likey bouncy

4 years ago

Yes. Part of Swell of Growth 's resolution is the option of putting a land card from your hand onto the battlefield. This has no relationship to playing a land for your turn. As such, you can (a) use Swell of Growth to put a land into play on an enemy turn; (b) use Swell of Growth on your turn to put a land into play, even if you have already played your land for turn; and (c) use Swell of Growth before playing your land for turn to put a land into play, then also play your regular land drop for that turn.

Darkmoses on Me likey bouncy

4 years ago

So Swell of Growth allows me to put a land into play at instant speed. Does this also work during the enemy turn?

Higenoaka on Budget Gruul Rampflood

5 years ago

Turn 1- Forest, Arbor Elf ... Turn 2- Mountain, Voyaging Satyr ... Turn 3- Forest or Mountain, Mirrorwing Dragon or Zada, Hedron Grinder ... Turn 4- The craziness can begin: 2x Aggressive Urge (makes 6 copies) or Wildsize (make 3 copies). Chances are good that I draw land and Swell of Growth for more land drop/buffs. More buffs/draw > more land/buffs > more buffs/draw

PlatinumOne on Budget Gruul Rampflood

5 years ago

mana base definitely needs some upgrading. try to get Wooded Foothills , Stomping Ground , and Rootbound Crag . if you want more efficient ramp, replace Swell of Growth with Utopia Sprawl (which combos with Arbor Elf to potentially let you play a 4-mana card turn 2), and replace Sylvan Caryatid with Birds of Paradise .

also keep in mind that a general rule for modern is you have to either be able to win turn 4, or have a ton of interaction to stop your opponent. modern is quite a brutal format. your deck has zero interaction, and looks like it can win turn 6 at best if your opponent doesn't block and has no removal. at the very least, you need some creature removal, like Lightning Bolt and Beast Within .

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