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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | 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 |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Premodern | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Giant Growth
Instant
Target creature gets +3/+3 until end of turn.
plakjekaas on Rules Change to Combat
3 days ago
The most important thing this does, is making combat tricks less defensively usable.
A 5/5 attacks, defending player blocks with 2 3/3 creatures:
Old: defending player waits until the blocking order is assigned, then casts Giant Growth on the first one, saving both his creatures.
New: defending player has to cast Giant Growth to save one before damage, then the attacking player will divide the damage among blocking creatures, still able to kill the creature without the Giant Growth on it.
Polaris on card:obeka, brute chronologist and the …
3 weeks ago
Yes.
When an effect ends the turn, all spells and abilities on the stack are exiled and play skips to the cleanup step. This happens regardless of when the turn gets ended.
Normally players don't get priority at all during the cleanup step, but should something weird happen like a creature dying and triggering a death trigger because it had Giant Growth and three -1/-1 counters, another cleanup step will happen afterward. There is no way to not discard or remove damage by skipping it.
zapyourtumor on Daemogoth Dealings (Budget)
5 months ago
Elves of Deep Shadow is better than leaden myr
Unnatural Growth is super win more and a 5 drop, plus it has 4 green pips in a deck with a budget manabase of 12 forests and 8 swamps. I'd cut all 4, and if you really want 1 then at least cut 3.
Fatal Push staple removal spell that also synergizes well with all your revolt triggers. Maybe too expensive though.
Giant Growth and Might of the Masses are again win more; this isn't an infect deck. I'd replace with more enablers (i.e. creatures you can sacrifice or token generators) like Blisterpod, Tend the Pests, etc. I assume Bitterblossom is out of your budget unfortunately.
kamarupa on Step On Me Mommy UwU
6 months ago
I suggest adding in some protection and removal spells. Perhaps 4xHyena Umbra in place of 2xForced Adaptation and 2xGleam of Authority and 4xRam Through in place of Giant Growth
TehGrief on Can I order triggered abilities …
8 months ago
I control Gravity Well, Raking Canopy and Barbed Foliage.
My opponent attacks me with a Storm Crow that has been pumped with a Giant Growth (fearsome, I know).
Am I able to order each of the triggers so that Raking Canopy triggers first (dealing 4 damage to an attacking creature with flying), Gravity Well triggering second (forcing the Storm Crow to walk like a peasant), and finally triggering Barbed Foliage to deal the remaining damage to the massive threat that is attempting to end my miserable existence?
Timsgotnickels on Mono G Elf
9 months ago
Hi, you've got a decent start here. If you wanted to get down to 60 cards, here's what I'd consider dropping:
4 Forest, Wild Growth and Verdant Haven. 20 lands should be plenty, especially with all of your Elf ramp cards.
Bountiful Harvest and Wurm's Tooth. Between Wellwisher and Essence Warden there's plenty of life gain.
2 Fog. The Druid's Deliverance fits your theme better.
Giant Growth, Titanic Growth and Trollhide. You could swap all of these out for an Overrun, Overwhelming Stampede or Ezuri, Renegade Leader if you have them.
2 Elvish Eulogist, Elvish Scout, Golgari Decoy and Skyshroud Archer. These creatures don't fully fit into what you're trying to do.
2 Moonglove Extract, Blessings of Nature, Cobbled Wings and Bower Passage. These just seem like filler.
Hopefully that helps. Good luck.
Delphen7 on Pattern Recognition #289 - Voltron …
1 year ago
I think speed is the most important part of Voltron. The strategy needs to rack up the damage as quickly as possible to avoid giving opponents time to respond to your threat(s). This means cheating on costs, and playing very cheap commanders that are hard to interact with.
Rograkh, Son of Rohgahh, and Ardenn, Intrepid Archaeologist, for example, are a very difficult pair to interact with, because they can cheat costs (Colossus Hammer :D ), have evasion, and are low CMC. The first turn is spent playing them, and subsequent turns are spent building up your threats. If they are removed, you can esaily recast them, or use Ardenn to make another random creature a massive threat
Commanders like Balan, Wandering Knight, or Uril, the Miststalker are slow(er), don't intrinsically have evasive abilities, and require you to wait on them to build up, so once they're gone you're severely set back.
Sometimes you're not fast enough though, and Voltron tends to turn into a very political deck at that point as you try to get opponents to let your threat stick in order to deal with other opponents. "If you don't remove my creature I can stop player C from winning next turn".
You usually still lose at this point though if everyone knows what they're doing. Speed is of the essence.
This is why I love utilizing other players combats. You could limit yourself to one combat, but cards like Assault Suit can quadruple how fast you're killing your opponents (and has the perk of preventing the pesty sacrifice that was mentioned).
This is also why Slicer, Hired Muscle Flip has been so competitive, because it's Assault Suit built into a commander with incredibly aggressive stats -- 28 damage a turn cycle is more than most decks can do with lots of setup, and that's just the minimum. It can come down turn 1, and no one wants to remove it because everyone wants to use it. It's free damage!
Voltron, while more direct than a Giant Growth, does tend to play a lot of the same head games with people to make your creature stick as long as possible.
Apollo_Paladin on Gore Festival
1 year ago
I have a similar Golgari-colored creature fight mechanic on Arena that tries to exploit Phyrexian Obliterator. It's a really fun mechanic, so +1 for giving it a go.
One thing I found that surprisingly helped a lot (since I too was running Vampire of the Dire Moon) was to include a couple of Giant Growth. These can do wonders on a Lifelink creature for pumping up your life total, plus they offer the chance for your Deathtouch blocker(s) or mana elves to survive an otherwise fatal block.
Best of all, when you're not using it to pump up your own creatures, you can cast it on an opponent's creature before you Fight it with the Obliterator, which can basically just end games. Plus, I like how sneaky it is to turn a classic like Giant Growth into an offensive spell.
I found this a highly useful workaround for weenie decks, since one of my biggest challenges with my build like this was opponents who simply use lots of small creatures, thus not leaving any real good targets to Fight. Adding 1 more mana to cast Giant Growth before using a Fight spell equals THREE extra permanents the opponent has to sacrifice, which is well worth it in my book (Plus its defensive uses as well).
Additionally, this opens the door to a much larger Fight early-on, which can just destroy the opponent's mana base if they're not prepared for you to Growth, say their tapped 2-mana Bloodtithe Harvester (or whatever) and then fight it on like Turn 4 or 5.