Target creature gets +3/+3 until end of turn.
|Want (2)||Shadowstep123 , Fattycreaks|
Combos Browse all
|Commander / EDH||Legal|
Giant Growth occurrence in decks from the last year
Latest Decks as Commander
Giant Growth Discussion
6 days ago
I would defenitley reccomend adding in Giant Growth, learning how and when to use it as a combat trick/protection or jut forcing through damage is always going to be a good basic lesson for newer players.
6 days ago
This is one of these situations. My better half wants to give Magic the Gathering a try. I just got back into the hobby after 20 years, and she watched me build up these old decks and shows moderate interest.
In an attempt to help her out with the start, I tried to build a fairly straightforward deck. Play land, play creature, watch for interaction, step and repeat. Kind of like these starter decks, but then one featuring some artwork she actually likes.
What I came up with is Animal Lover Deck
Rin and Seri, Inseparable is a good card to create tokens. Release the dogs creates more dog tokens.
From there on, I am pretty much open to suggestions. I might proxy the deck first, to see how it works. But the amount of good looking dog and cat artwork is still not overabundant.
Should I include Giant Growth or rather focus more on the cats and dogs theme?
At this stage, board control should not be too important. The match ups for this deck should be a moderate mono-red deck I can put together, and maybe a mythical creatures deck from one of the wifes friends
2 weeks ago
Target instant or sorcery spell gains "Exile each target that is a creature".
Let's say someone is playing Giant Growth or some kind of spell on their own creature. You would cast this in response, targeting the Giant Growth. Giant growth happens, the creature gets +3/+3, and then the creature gets exiled.
I like this challenge, so let's do it again. Create a noncreature spell that interacts with other noncreature spells on the stack without copying anything.
3 weeks ago
Aglaph, Lord of the Amphin
Legendary Creature - Salamander Noble
Salamanders have islandwalk and can't attack unless defending player controls an island.
Whenever a salamander deals combat damage to a player, draw a card, you may put a land card from your hand onto the battlefield, and you may have ~ deal 1 damage to target creature or player.
, : target land becomes an island until end of turn.
, : All creatures become salamanders until end of turn.
Make a commander that likes Giant Growth-like effects.
1 month ago
Taking out the ones that target Zada and a creature an opponent controls, you could include Giant Growth-eur 0.11-for Thrash / Threat, out Fists of Flame for a 2 mana Overwhelm in the form of Predator's Strike-eur 0.19- (Fists of flame will only ever give +2/+0 in this deck).
2 months ago
At the moment, it looks like you basically have two different decks mashed into one. If you cut your 120 cards into two decks of 60, you'll essentially have double the options to play while improving the power level of both. The two main strategies I'm seeing here are Naya ramp/midrange and some sort of bird/flying tribal. I'll give some of my budget suggestions for both archetypes.
For Naya ramp, you definitely want to focus on the mana dorks like Birds of Paradise, Ilysian Caryatid, and Knotvine Mystic before using the extra mana to play your threats like Godsire, Titanic Ultimatum, and Atarka, World Render. Midrange will forego some of the lower and upper ends of the curve to play efficient midgame creatures like Retaliator Griffin, Managorger Hydra, and Llanowar Visionary. Some other ramp options include Voyaging Satyr, Sakura-Tribe Elder, Rampant Growth, Arbor Elf, and Utopia Sprawl. Some other bombs include Hornet Queen, Vigor, Archetype of Endurance, Terastodon, Armada Wurm, Gruul Ragebeast, Rakeclaw Gargantuan, Spearbreaker Behemoth, Woodfall Primus, and Warstorm Surge. Some midrange threats are Wild Nacatl, Woolly Thoctar, Spellbreaker Behemoth, Burning-Tree Emissary, and Bloodbraid Elf.
For birds, I'd definitely recommend swapping red out for blue. This lets you play flying buffs like Empyrean Eagle, Watcher of the Spheres, Skycat Sovereign, Jubilant Skybonder, Favorable Winds, Flurry of Wings, and Stolen by the Fae. Some options that stay in white are Sephara, Sky's Blade, Emeria Angel, Midnight Haunting, and Battle Screech. Some additional bird stuff could be Aven Mimeomancer, Pride of the Clouds, Wingmate Roc, Kangee, Aerie Keeper, Call, and Murmuring Mystic. These types of decks generally go as wide as possible, buff the team with anthem effects, and swing in the air for the win.
Cards I see in this deck that don't fit in either archetype are Ajani's Pridemate, Pyroceratops, End Hostilities, Planar Outburst, Star of Extinction, Giant Growth, Moonhold, Double Vision, Furor of the Bitten, and Darksteel Pendant. At least, those are the first that spring to mind as targets to replace first. Anyway, let me know if you have any questions about my suggestions and I wish you good luck with your build!
3 months ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
4 months ago
Hello, DoktaDakka! Thanks again for your insight! I agree, there are a lot of problems with this deck. This is actually the older version of my new deck Aggro Bouncehouse. This version was mostly built just out of stuff I had lying around using pet cards (like flunkies and spriggan) and was aimed for a very casual setting. I recently wanted to improve it since I don't play in that setting much anymore. In the newest version, I ended up scrapping pretty much all of this list and rebuilt into a new, full aggro strategy.
Funny enough, there was an even older version of this deck (I've seriously had this deck in some form for almost 10 years now). That even older version actually used a ton of pump spells with playsets of Giant Growth, Vines of Vastwood, and Brute Force and threw them on small tramplers like Charging Badger. It was fun, goofy, and extremely weak against any removal ;D