Swell of Growth

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.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Common

Combos Browse all

Legality

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

Latest Decks as Commander

Swell of Growth Discussion

Reznorboy on Tazri/Zada

2 months 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

1 year 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

1 year 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

1 year 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

1 year 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 .

SynergyBuild on Tatyova Landball

2 years ago

Rites of Flourishing is my issue, the other cards I listed were bad, yes, but were in response to you saying you run "every card that gives me more land drops that is <4 mana"

And yes, I play a competitive (Avg.s turn 3-4 wins not under heavy control) Tatyova list and it does me wonders in a Tier 1.5 playgroup. To be honest, the fastest list run here is General Tazri, and Stax doesn't exist here outside of one Chain Veil Teferi, but no Blood Pod, etc.

One question, how does Swell of Growth have summoning sickness?

Otherwise, I don't agree with many of your card choices, but that is me, I listed cards that would help, 48-52 lands I feel is normal for Tatyova lists, and I respect you landbase, and think the Terrain Generator is a good idea (I might steal that one for my deck!).

Some of my issues include your win condition, as a well-timed Abrupt Decay kills the Laboratory Maniac when a draw is on the stack, and no Pact of Negation/Foil will stop it. At least I'd suggest you run Autumn's Veil for that situation if you don't run Altar of the Brood/Oboro Breezecaller combo as a backup.

Otherwise, I like the list, minus a few inclusions. I have been debating Time Warp and similar effects being run, but lists I run them in don't seem too different than ones I don't, and I haven't built that in paper, so I don't know how well it will work in case of counterspells, etc.

SynergyBuild on Tatyova Landball

2 years ago

Oh, that is fine, if it your challenge to run every card that gives you more land drops <4 mana, even the bad one, you gotta runthe following though if that is your reasoning Walking Atlas, Broken Bond, Swell of Growth, Budoka Gardener, Elvish Pioneer, Krosan Wayfarer, Llanowar Scout, Loam Dweller, Manabond, Skyshroud Ranger, and Swell of Growth.

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