Wild Growth

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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
Commander 2018 (C18) Common
Seventh Edition (7ED) Common
Beatdown Box Set (BTD) Common
Classic Sixth Edition (6ED) Common
Fifth Edition (5ED) Common
Ice Age (ICE) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common

Combos Browse all

Wild Growth

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller gains an additional (in addition to the mana the land produces).

Price & Acquistion Set Price Alerts

C18

7ED

BTD

Ebay

Wild Growth Discussion

themistocles333 on Breakfast Hulk

1 day ago

Alright, so I get that Angel of Glory's Rise can bring back Auriok Salvagers and Eternal Witness to get back LED and make infinite mana letting you Memory's Journey back a timetwister and loop your whole deck, but I don’t get why Bloom Tender Freed from the Real makes the cut or why Fatestitcher was cut, it allowed a Hermit Druid activation to get all 3 creatures for Dread Return and also works with Utopia Sprawl or Wild Growth and Freed from the Real.

gandalfguyysnp on spamming those tokens

4 days ago

I get where you're coming from, but I don't really want to pay 3.50 for a card like that, and I don't think it would make too much of difference to put it in. I may just put in Wild Growth or Elvish Mystic since they are much cheaper, and do essentially the same thing, just with green mana specifically

SynergyBuild on Fungus Humongous

2 weeks ago

I think more ramp would help, cards like Wild Growth, Avacyn's Pilgrim, Wild Growth, Fyndhorn Elves, Utopia Mycon, etc.

+1 for this sick brew!

Funkydiscogod on help cut cards

3 weeks ago

Here's an idea: Oboro Breezecaller.

This would let you pull lands up off the battlefield to launch at the opponent. Since you have Wild Growth and Overgrowth, the ability can generate tons of mana. I know from experience these three cards make 8 mana on turn 3, but I'm not sure if 3-color Borborygmos Enraged would be reasonable, especially since you'd probably need a pretty good mana base.

duffman24 on Fatties Galore

4 weeks ago

I think this deck could be improved by lowering the curve of your mana ramp spells. The goal in the first couple turns should be to make sure you get Mayael the Anima out early.

Some budget 1 cmc options: Elvish Mystic, Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Arbor Elf, Utopia Sprawl, and Wild Growth.

Some budget 2 cmc options: Permanents that ramp: Selesnya Signet, Gruul Signet, Talisman of Impulse, Talisman of Unity, and maybe Fellwar Stone.

Land searching: Sakura-Tribe Elder, Farseek, and Nature's Lore.

All of the shock lands will drop in price with Ravinca being in Standard again, so if you ever plan to pick those up the next year or so will be the absolute bottom for those for a very long time.

ghostfire86 on Tuvasa, Altered Reality

1 month ago

Snap157,

Sacred Mesa gives me enough reason to add back in Fertile Ground. I’m already running Wild Growth. I’ve run all the above mentioned enchant land cards you’ve listed in previous builds of this deck and was never satisfied, even when Estrid, the Masked was the commander. Exploration and Burgeoning offer more towards ramp with inclusion of draw and Land Tax.

I’m already running Satyr Enchanter, Eidolon of Blossoms, Argothian Enchantress, Enchantress's Presence, Mystic Remora, and Sylvan Library, not to mention my Commander is a guaranteed turn 2-3 drop. Also, I can always tutor my enchantress pieces in multiple ways. Inclusion of two additional enchantress cards with double mana costs is not as good as you think.

Thought Vessel is needed fo hand size and not to be dropped. More options in hand to respond during other players turns is power. Including Seedborn Muse continuous plays at all times is guaranteed.

Aurification and Dissipation Field are actually worthless pillowfort choices as Commander damage or an all out assault can still kill you when up and opponents have possiblility to reobtain their creatures. Taxing effects are often more effective to discourage assaults as well as being cheaper to cast. Elephant Grass is listed on my maybe list, but is not prime choice due to cumulative upkeep and gives no card draw unlike Mystic Remora.

Overall my deck shuts down opponents very effectively so they can’t interact with me, but I can still touch them. Either opponents die to combat damage, Commander damage, or scoop due to lack of ability. I do like that Sacred Mesa that you mentioned.

Snap157 on Tuvasa, Altered Reality

1 month ago

Earthcraft has a couple more combos that can be easily included here. By using an enchantment like Wild Growth on a basic plains, you can then use Earthcraft to combo with Luminarch Ascension and Sacred Mesa.

As a general tip for enchantment decks, I would include the other ones such as Satyr Enchanter, Verduran Enchantress, and Mesa Enchantress. These will provide reliable draw for an engine

For ramp, include enchantments such as Fertile Ground, New Horizons, Utopia Sprawl, Overgrowth, Awakening Zone, and Weirding Wood. These will trigger your tuvasa draws and also will combo with earthcraft, and should probably be included over your signets and Thought Vessel. I would shoot for ten reliable ramp cards and ten reliable draw cards, putting in as many enchantress effects as possible.

I really like your pillowfort aspect of the deck, and would also include Aurification, Elephant Grass and Dissipation Field.

Hope this helps! +1

rockleemyhero on Marath, Bloody Stax

1 month ago

No prob! Like I said above, it's really important you have 1 cmc mana dorks. Any 2 cmc dork needs to be able to tap for multiple mana to make it worth it. Your curve is wayyy smoother going from t1 dork into t2 marath.

I don't think you need a board wipe, you have a flexible creature killer in the command zone and plenty of spot removal. I think the biggest mistake newer cEDH players make is playing cards to "not lose" when they could be playing other cards to win instead. I'd personally run another 1 mana dork or another cheap tutor in its place. In fact, I'd strongly recommend cutting all of your ramp that's more than 1 color that taps for 1 mana. Fertile Ground, Chromatic Lantern (although you may need to keep this one if you don't adjust the mana base, all the 2 cmc sorcery Rampant Growth variants really slow you down a lot. Wild Growth would be another card to consider.

If the budget is an issue and you already own the cards you have here, you can still get pretty cheap rainbow lands such as Command Tower, City of Brass, Mana Confluence, and Tarnished Citadel. All the 1 cmc dorks are cheap as well. The only reason to play off colored fetches in your deck like Scalding Tarn is because you can grab essentially any color you need via Stomping Ground or Sacred Foundry. If you aren't running any dual lands without basic land types then the off colored fetches are really bad. The pain lands are excellent choices and are cheap as well.

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