|Commander / EDH||Legal|
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|Core Set 2019 (M19)||Common|
|Magic Origins (ORI)||Common|
|Magic 2015 (M15)||Common|
|Magic 2013 (M13)||Common|
|2012 Core Set (M12)||Common|
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Target creature gets +4/+4 until end of turn.
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Titanic Growth Discussion
2 weeks ago
3 weeks ago
The_Cardinal - It's great yet it's just for 6 mana and at turn 3-4, it's kind of hit or miss since Inkmoth Nexus + Mutagenic Growth on turn 2 for 3 and then turn 3 doing a Giant Growth for 4 (7 total), turn 4 doesn't hold merit holding a Become Immense when there's only 2 delve and 3-4 mana to use it and then nothing to cast it on. Titanic Growth would be a better replacement, especially keeping on curve and total CMC of the deck down now that I'm thinking about it.
The only green card that has flying AND infect is Blightwidow and that really doesn't have flying and is CMC 4.
1 month ago
Adventurous Impulse is good against removal heavy decks, ensures you hit land drops early and keeps the gas going later. Playing 4 between the main and sideboard seems solid. I'd probably cut the Titanic Growths as you're just asking to be two-for-oned.
The meta is obviously going to change, but having some number of Vine Mares in the 75 will probably be necessary depending on how good B/X decks are going to be.
jzt0 on Modern Elves
1 month ago
I also have an elf deck I'm constantly working on, but am not restricted by format. However, my suggestions are entirely Modern legal! I would just like to preface my comments with this: These are all positive criticisms, and wouldn't mind your input for my Allies deck. I play casually and am looking for any card ($10 or less) to make it better/more consistent.
1) Anyway, right from the start, I don't quite get adding in black. The two creatures you put in aren't nearly good enough to warrant adding in another color and making the deck more inconsistent. They don't buff your other elves, and are pretty mediocre on their own. If you wanted to add in kill spells, like Doom Blade, it would make more sense to add in black. Prey Upon is a good kill spell for green.
2) The raw power of each creature is rather low, and you're highly dependent on Ezuri, Renegade Leader to end the game. Steel Leaf Champion is very strong. It's $5, but if you play around with it online, you'll see how badly the thing carries games. Talara's Battalion is also great. It's probably the most mana efficient creature in the game, as a 4/3 trampler for 2 mana. Your deck has so many one drops, including Elvish Mystic + Llanowar Elves, you'll have no problem dropping Battalion many games on turn two. That with Titanic Growth + Hashep Oasis can end games before they begin. Wren's Run Vanquisher is another ridiculously efficient creature, boasting a 3/3 body for 2 AND deathtouch. These three creatures will make your deck so much faster, stronger, and consistent.
3) Heritage Druid is expensive money-wise, crummy alone, and crummy late game (unless you're running Banefire). Elvish Archdruid is pretty bonkers. It not only helps you get mana (it's a 3 drop, but you already have 8 Llanowar Elves, so you're fine there anyway), but it boosts every elf in play. My last suggestion is Imperious Perfect. Card's great at every point in the game. Helps refill the field with 2/2s for chump blocking, after a board sweep late, or to attack with later on with an empty hand.
I think if you stick to green, and maybe test around with all or some of my card suggestions, you'll have a lot of fun, enjoy how the cards interact with each other, and have a stronger deck.
I really hope this helps and I wish you the best of luck!
1 month ago
OK, consider the following changes. Obviously you'll need to consider the budget you want to keep with this deck. I'm looking at options to bring up the kill speed for this deck.
If you really want to hit hard and hit fast, then you need not worry about you own life total early in the game.
I know what you're going for in this deck and I think you should look at this dekc from a different perspective.
I'm not talking about play styles. I'm working with your aggressive beatdown style.
I'm talking about shifting strategies in mid-game.
In the early game you go all-out and hit as hard and fast as possible. Get the kill by turn 4 or 5.
Once you've taken out the primary threat, you shift strategies. Change your approach and work on recovery and defense, shift to a midrange gameplay.
Ditch that crappy Putrefax. The "sacrifice at the end step" is too much of a hinderance for 5 mana. It it were cheaper, maybe, but nope it is just crap.
I really like Elesh Norn, Grand Cenobite but the mana cost is too high for the early game. Not sure on this one.
I also think you should reconsider keeping the Lost Leonin since he's cheap and hits the field early. He's also a great pump target.
Better infect creatures:
Relic Putrescence - screw your mana rock.
Skithiryx, the Blight Dragon
Pump for the kill:
Invigorate - Because we don't care what their life total is.
Tainted Strike - Surprise!
Snake Cult Initiation - 3 poison counters at once.
Giant Growth, Mutagenic Growth, Titanic Growth, Might of Old Krosa - The classic pump tactic.
Let's consider toolbox utility cards:
Azorius Guildmage - Because screw your activated ability. Counter a planeswalker ability and watch the looks on their face.
Simic Guildmage - Imagine moving the Rancor or Phyresis after blockers have been declared but before the damage phase.
Prowling Serpopard - Nope, I'm gonna get my creatures.
Melira, Sylvok Outcast - Make the game one-sided.
Lightning Greaves - An additional set of Swiftfoot Boots. Yeah, I know shroud means that you can't pump, but there are ways around that.
Unburial Rites - Here it comes again.
Virulent Wound - Poison and removal.
Pistus Strike - Poison and removal.
There are some -1/-1 counters decks based around Hapatra or Atraxa. Since the infect creatures deal combat damage as whither, we can use that to our advantage.
Hapatra, Vizier of Poisons - Put those -1 counters on opponent's creatures to work making tokens.
Phyrexian Hydra - This gets just stupid with Hapatra, Vizier of Poisons.
Lands you may have missed:
I know we've talked about this in the past, but I think you should really consider getting the shock lands. A quick check of the card prices on TCGPlayer puts the shocks at about @10-15 each. Totally worth it.
Gavony Township - Proliferate!
Vault of the Archangel - Need to stay in the game a bit longer.
Boseiju, Who Shelters All - Screw your counterspell.
2 months ago
2 months ago
Have you considered running boosts like Monstrous Growth, Overrun, Titanic Growth, or Might of Oaks? I know they are all green, and all your boosts seem to be white. I just figured for the cost, they may be a viable option. I know the first 2 are at sorcery speeds, and the last 2 are instants, but overrun maybe worth it especially if you have a lot of walls out.
2 months ago
You know what, I'd like to reword her -7 ability.
It's a bit unfair if you pay something like 8 life to target two big creatures and your opponent Titanic Growth's something while it's on the stack. That's just not fair, thwarting something like that. It does leave you in a rather dangerous bind.
So, here's her new wording. Sorry about that.
-7 Pay up to X life where X is your life total minus 1. Destroy any number of creatures with total converted mana cost X or less.
So the benefit here is your opponent can't change their CMC. The downside to your opponent is that it leaves their tokens up for free grabs.
It leaves us in a bit of a bind with tokens, though. In a heavy token deck like Goblins, you could effectively boardwipe them by paying 0 life. But at the same time, if I make it contingent on non-token creatures or setting tokens as a minimum cost of 1, then it's a bit unfair to you - the controller - as Planeswalker ultimates are meant to be powerful.
So I come to a cross-roads. Do I sway in favor of the controller or the opponent. And when met with that unique dilemma, when factoring in it is also a Planeswalker ultimate, I am going to rule in favor of the controller.
Tokens, sorry bros. Yo ass' toast.