Growing Ranks

Growing Ranks

Enchantment

At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)

Latest Decks as Commander

Growing Ranks Discussion

libraryjoy on Balancing my 2 decks against …

1 week ago

I agree with Gavriel, except for one thing. The white deck could run a couple of Call to Glory to untap all creatures (also gives pseudo-vigilance and the element of surprise). The curve on the white deck is way too high, and there are too many counterspells in the blue deck. Repeatable token generation is definitely the way to go. Consider things like Populate, Growing Ranks, Sundering Growth. To interact with big threats from the blue deck, Oblivion Ring definitely could find a place. To give white a "sleep" effect, I like Blinding Light. And the Whelming Waves do seem especially cruel against the white deck. If you keep them in, you also need to give white a nasty edge to play. Celestial Dawn would wreck the blue deck entirely. You could also include things like Thalia, Guardian of Thraben, Conqueror's Flail, Grand Abolisher or Silence to give white a competitive edge against all the counterspells (and they're all pretty expensive, because they are so effective).

Rhys the Redeemed would be an awesome include for the white deck. You might also look for things that make bigger scarier tokens, like 4/4 angels Moonsilver Spear or Seraphic Greatsword. Or low to the ground anthems like Honor of the Pure. Plus a little card draw in there somehow. Not white's strong suit, but something like Mentor of the Meek might work.

TheMeadiator on Trostani's Eternity [Life Gain EDH]

3 weeks ago

This is so great! I really like Trostani. I made a wurm deck with her at the helm. Wurms have really great synergy with her because of their big butts and the propensity for breaking into tokens for her populate effect.

I don't know how you feel about wurms, but Worldspine Wurm is beautiful, and Wurmcoil Engine of course is good. Also Penumbra Wurm works well and is a bit more budget-friendly.

For additional populate effects (and therefore lifegain), you could look at Rootborn Defenses in your maybeboard instead of Heroic Intervention, Sundering Growth instead of Aura Mutation, and Growing Ranks is a really great enchantment that could replace more expensive duplicating spells if need be.

Anyway, really fun deck that looks like it could get out of control really fast.

Kwhill on Derevi, Empyrial Tactician

2 months ago

I'd recommend cutting the following cards right away:
Tidal Force (Doesn't do much. Very expensive.)
Siege Behemoth (Good effect, but very expensive.)
Emmara Tandris (It doesn't look like you really have that many tokens. Not sure why this is here.)
Deepfathom Skulker (Good trigger, but expensive, and you can't activate its second ability easily.)
Archon of Coronation (Really easy to lose the monarch and it doesn't do much besides give you the monarch.)
Amareth, the Lustrous (Not really that good. Very rarely will draw you anything in general and the body is very meh.)
Inniaz, the Gale Force (I don't like this kind of effect. You are forced to give up something.)
God-Eternal Oketra (The tokens are okay, but it really doesn't do enough IMO)
Archon of Redemption (3/4 flyer for 5 with a situational life gain effect is pretty bad...)
Angel of Destiny (If it ever gets removed, all you did by attacking, possibly losing creatures in the process, possibly taking hits because your defense are down, was gain life. It just seems like the card really does nothing.)
Trostani, Selesnya's Voice (Not enough token synergy to matter. Life gain is not very good.)
Thassa, Deep-Dwelling (This doesn't do much in your deck. IMO)
Basri's Lieutenant (With almost no +1/+1 counter synergy in the deck, this really doesn't do anything for you.)
Adrix and Nev, Twincasters (Not enough token synergy.)
Niambi, Esteemed Speaker (Can save a creature, but other than that, the card pretty much does nothing.)
Ornithopter of Paradise (Can't trigger Derevi because it has 0 power. Pretty bad as a ramp card too.)
Rhys the Redeemed (Not being elf tribal or big on tokens means that he won't do much.)
Parhelion II (Way too expensive and really doesn't do that much for its cost.)
Righteous Authority (Very expensive and no way to abuse it in the deck currently.)
Cosmos Elixir (You have a ton of draw in the form of "when a creature deals combat damage, draw 1" type cards. You don't need this IMO.)
Sword of Vengeance , Sword of Body and Mind (Not really sure what they're supposed to do for you. Tiny pumps and trample aren't going to help you much IMO.)
Combine Chrysalis (Not enough tokens.)
Sol Talisman (Why is this not Sol Ring?)
Cloudshift , Ephemerate (Almost no abusable ETBs)
Griffin Aerie (Not enough life gain to make this work and not even a great effect.)
Garruk's Uprising (I feel like you should probably be focusing on smaller bodies, not bigger ones.)
Growing Ranks (Not enough tokens.)
Elspeth Conquers Death (Doesn't really do anything you're looking for IMO.)

That's just the ones I would cut right away for not being good in general or not fitting with your strategy.

The token subtheme is kind of unfitting IMO. There's only a few tokens here and there, and a lot of them are "big" tokens, not little ones that can trigger Derevi a lot, but then you also have lots of things to take advantage of tokens even though you don't have that many things that produce tokens (and a lot of times, they're too expensive). If you want to focus a deck on tokens, I think you should choose a different commander.

In general, I think you should probably focus more on having a bunch of smaller creatures so you can get lots of Derevi triggers rather than bigger creatures. This could be a way to work in tokens if you want to push it, because you could focus on smaller tokens that you can push out very cheap and early in the game.

In addition to this, you may also want to consider putting in more cards that you can abuse with Derevi. I love the inspire guy you have in there, Arbiter of the Ideal (don't know if you know, but you can stack tap/untap/tap/untap triggers on him and trigger inspire a bunch of times in one combat!). I think you should focus on this kind of effect more.

I think you should also try to put a little more ramp in there. Sol Ring, Simic Signet, Arcane Signet, and maybe a couple other mana rocks are noticeably missing.

That's pretty much all I have to say about it right now. Let me know what you think!

GrimlockVIII on Killer Krab Kult of Innistrad (Azorius Eldrazi)

2 months ago

Holy moly wait Balaam Growing Ranks is just what I was looking for! I didn't even know that existed until you pointed it out.

Your idea of a Simic variant for the deck also already looks waaay more consistent than my Azorius deck. You don't have to worry about meeting the Delirium requirements as much to go off. Definitely gonna cobble together that variant as well.

Still kinda like how I was able to make a deck that's, flavorwise, the antithesis to what its color pairing normally represents.

Balaam__ on Killer Krab Kult of Innistrad (Azorius Eldrazi)

2 months ago

Very unique idea to build around. Great theme. I’d advise against running a tertiary color though. But I think you could take your core concept and run it in a few different directions.

I’m envisioning a build revolving around crab/eldrazi tokens and Emrakul's Evangel . Populate with Druid's Deliverance / Growing Ranks or blink Eldrazi Skyspawner with Essence Flux ; dig for Eldrazi with Ancient Stirrings ; sustainably generate tokens with From Beyond . I’d recommend adding countermagic too; Counterspell might be tricky to land with its double , but Remand and Mana Leak are both effective.

Thordorn on Elves Tribal EDH Lathril, Blade of the Elves

4 months ago

Hi, first of all, I like the simplicity of this Deck. Lathril, Blade of the Elves has the colour identity green and black (gb). Unfortunately hybrid mana, like the mana for Rhys the Redeemed and Growing Ranks gives both colours to the colour identity of a card, so that these two cards are regarded green and white cards and are therefor illegal in a Lathril deck. (If your playgroup ignores that, which is you right to do, ignore that.)

Since you propably want to attack with Lathril, you'll want to protect her. The two most basics cards to do that would be Lightning Greaves and Swiftfoot Boots , although they are not vrey flavourful. You could also improve her first effect by giving her double strike (i.e. with Fireshrieker ), which would result in triggering the effect twice per attack.

An additional Elf, I would recommend, is Fauna Shaman . With that you can search you library for more important elves. The following cards would greatly improve the deck, but are also pretty expensive moneywise, are Kindred Dominance , Kindred Summons and Doubling Season .

If you want to protect your whole board (at least for a single time) you could add Druid's Deliverance .

What could also help would be trading a few lands (like 4-6) for hard ramp like Kodama's Reach , Cultivate , Wild Wanderer and Sword of the Animist to get faster to the needed mana for your elves.

I hope I could help you a little.

Have fun with your deck

TheVectornaut on 8 Virtues GW Tokens

5 months ago

I like to have at least one way to recurrently populate in this kind of deck. It gives you real inevitability in the late game. Some prefer Growing Ranks , but I personally prefer Trostani, Selesnya's Voice . Making a 5/5 wurm and gaining 5 life every turn is backbreaking for many a deck.

MagicMarc on Thopter deck

6 months ago

Hello, I have a couple of suggestions for your deck that may help. Your mana base could get some love. You have a lot of lands that enter tapped or bounce lands to stay in play. I think you should replace all copies of Azorius Chancery with more copies of basic lands and/or Glacial Fortress and your game play would smooth out. Bounce lands don't actually ramp your mana and you can't use them the turn you play them so you lose a bit of tempo. Irrigated Farmland or Celestial Colonnade are other good options if entering tapped does not bother you.

I also don't think Growing Ranks helps this deck and is either a dead draw or does not really advance your game state even when it comes online. I also feel the same way about Tempered Steel . This is basically a win more card. It can't win the game without creatures and it does not make them to win with. If you are already producing thopters, you don't need to boost their power and toughness. You just keeping making them until you win. I would cut both of these cards from your deck.

You also don't have much removal or card advantage. I would suggest increasing your copies of Dispatch and your other instants/counters and maybe adding copies of a sweeper to the deck. Either a wrath card or bounce everything card. Stuff like Supreme Verdict or Cyclonic Rift types of cards depending on your card pool or budget. Some other card suggestions would be Archmage's Charm , Whir of Invention , Witching Well . Any of these would serve you better than those enchantments I think you should cut.

Load more