Rampant Growth

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Big Apple Highlander 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed 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.

indieinside on Hydra

1 day ago

https://edhrec.com/combos/mono-green/4179-5610

You already have Hydra Omnivore. That card combined with Triumph of the Hordes is an instant win condition. Here is a LINK that explains how it works.

Hydra that I think are pretty good.

Voracious Hydra

Steelbane Hydra

Kalonian Hydra

Mistcutter Hydra

I am personally surprised that you aren’t playing way more ramp. Things like Garruk's Uprising. Green is made for ramp. Utilize it.

Power cards:

Krosan Grip

Return to Nature

Aspect of Hydra

Rampant Growth

The Earth Crystal

Anyway, I feel that is a bit too much. I hope this helps.

indieinside on 100% Dinosaur Tribal

1 week ago

Mortlocke

I shoved in nearly everything you suggested. I added in 2 basics of every color, Ancient Tomb, Kodama's Reach, Yavimaya, Cradle of Growth, Rampant Growth, Topiary Stomper, and Cultivate. That was a 12 card change because of you. Way too much, lol.

As for cuts, I took out 4 lands that entered tapped and 2 utility lands that weren’t mana center. Including my favorite one, Arena. I also cut 3 or 4 dinosaurs like you suggested, which was hard to do. The rest of the cards that got cut were higher CMC cards that were redundancies of other more efficient cards already in the deck. Stuff that did the same things but were at sorcery speed instead of instant speed. Things like that.

In regard to Duelist's Heritage and double trike, sadly you are mistaken. The official MTG ruling regarding double strike is that adding another instance of double strike through equipment or any other effects will not grant it any additional damage steps. No matter how much double strike you add, it is just a redundancy of the word with no gains. As for cuts though, I think the only areas that didn’t get cuts were the Mana Rocks and Tutors while adding to the Ramp and Lands.

I just can’t go with Roaming Throne. It’s not a dinosaur.

Thanks so much for the help.

indieinside on 100% Dinosaur Tribal

1 week ago

Hey Mortlocke, spam all you want!!!

To me Jeska's Will would be considered a late game card because I would already have it cast for free if my Commander is in play. Otherwise casting it to possibly only merit about two additional mana isn’t that big of a boost.

Kodama's Reach – no basic lands available. Maybe I should add some.

Rampant Growth – no basic lands available. Maybe I should add some.

Topiary Stomper – no basic lands available. Maybe I should add some.

Fellwar Stone – it is "okay", but weaker than people tend to realize.

I agree, I should probably cut a few dinosaurs to add in some basic lands. Even cutting down utility lands to and in basic lands and tutors.

I just can’t commit to Roaming Throne because he isn’t “actually” a dinosaur. It wouldn’t be 100% if I did that. Sure, you can choose a creature type. But he isn’t that creature type. He is a Golem. I am willing to lose strength to keep theme.

I love Arena, but you’re right. A basic would be much more helpful early game.

This is super helpful. Any other suggestions?

Mortlocke on 100% Dinosaur Tribal

1 week ago

As a fellow Dinosaur enthusiast, I am happy to take a look at your deck and toss in my two cents. From a glance at your deck and drawing a few first hands I've noted that your early game is rife with very high cmc spells and permanents with few opportunities to ramp and even fewer spells to keep the tempo going. You have an 8 cmc commander but not nearly enough ramp to get it out consistently. Please consider including:

As for what to cut to make room, is the difficult part. I'd look at the more redundant spells that make little difference once your board is established - shed the high cmc "win more" spells.

Also 35 lands is too few - bump them up to at least 37 maybe 38. You're a bit too greedy on Dinos, and should cut a few.

CommanderNeyo on That is not dead which can eternal lie

1 week ago

Since Arixthemes is 4 mana, I highly recommend 2-mana ramp spells - that way, you can play it on turn 3 instead of turn 2, starting your gameplan a whole turn early. Some I recommend are: Three Visits, Farseek, Nature's Lore, Rampant Growth, Sakura-Tribe Elder, and Into the North (if you decide to put a few snow lands in there). Some artifact ramp would include Arcane Signet, Sol Ring, Simic Signet, and Talisman of Curiosity.

There is also limited card draw in the deck, if someone finds an answer to your threats you could be in serious trouble. A fun with with such large creatures is Greater Good, since you can use it in response to removal to draw a boatload of cards (pun intended). Also works well with your commander, turning him into card draw once you no longer need the ramp.

Barguppis on Helga Counters

3 months ago

Add Bloom Tender, it taps for 3 mana once you've played your commander. Replace Rampant Growth with Nature's Lore.

Consider adding Craterhoof Behemoth to help close out games quicker or take out a troublesome opponent. Consider adding Kiora's Follower, cheap untapper targets anything

Andramalech on The Princess and the Frog

4 months ago

It just takes time and practice. don't forget that there is a play-testing function within the site! Good luck.

Mana dorks, ramp, and draw a card.

Explore,Nature's Lore,Farseek,Rampant Growth,Kodama of the West Tree,Sakura-Tribe Elder,Three Visits,Thirsting Roots, etc.

Consider lowering your 6 costs to about 4 total in the deck.

Consider lowering your 5 costs to about 7 total in the deck.

Consider lowering your 4 costs to about 9 total in your deck.

It's all about scaling, and when you effectively use ramp to push your late game, you do those things faster, and more consistently. the newly printed Abzan Monument is a cool example of how to consistently grab what you need if you do in fact want to keep casting those big costing spells. In order to do that, you must consistently ramp.

You mentioned that this was your first build all on your own so that was why I thought to give some feedback, I wish you the best of luck! +1

DreadKhan on Help with my Warrior Deck

5 months ago

Things you might want to look at switching out: Bleeding Effect, Sisay's Ring (this is an awful, awful card in a deck that has access to Green ramp IMHO), Worn Powerstone (this is a better card than Sisay's Ring, but not by very much), Candlekeep Sage, Tales of Master Seshiro, Inspiring Roar (this is a very bad card), Silverflame Ritual (see Roar), Lifecrafter's Gift (see Roar), Skyrider Elf, Ogre Sentry, Oakgnarl Warrior, and Abzan Kin-Guard.

Things you might consider to pulling (these are better cards, but there are often much better options): Font of Fortune (just play Night's Whisper please?), Leyline of Abundance (do you have enough mana dorks to justify this?), Omen of the Sea (see Font), Reality Twist (this card is maximum fun but probably does nothing in lots of situations, people are running less and less Basic lands), Basri's Solidarity (maybe play Metastatic Evangel?), arguably all of the 4 mana land ramp spells are kinda risky in here, I feel like you need more veggies like Rampant Growth and Sakura-Tribe Elder to help with early mana, Artifcer's Epiphany (please run Painful Truths over this), Tarkir Doomshaper, Maulfist Revolutionary, and Kin-Tree Warden.

I mentioned a few things worth looking at, but you also might like Najeela, the Blade-Blossom, she's probably the single best Warrior syngery piece. Najeela is VERY GOOD with Derevi, Empyrial Tactician, not sure if Derevi would be 'too good'. I'm sure you've heard of them both, but Karn's Bastion and Gavony Township are great in a counters list, as is good old Atraxa, Praetors' Voice. Finally, you could try Evolution Sage, it's good if you've got a few counters out already. It's in crazy-town, but if you end up using some Proliferate stuff and have lots of creature tokens you might like City of Shadows, I usually lose one or two creatures to it in order to get some decent ramp in a Selesnya deck.

I would look into more Proliferate if you find your deck is already pretty good at getting that first counter on your creatures, especially repeatable Proliferate stuff.

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