Growth Spasm

Growth Spasm

Sorcery

Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this creature: Add ."

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Growth Spasm Discussion

TheMeadiator on "The Thing" 1982 Movie Deck

5 months ago

This is exceedingly helpful SupremeAlliesCommander - thank you!

Funny thing, I had Deathsprout on my short list, but removed for something else. I can't remember now. But yes, I think I will put it back in!

Into the North and Growth Spasm are both really excellent themed ramp cards I didn't even know about. Thanks a million! I'll add some additional lands and those ramps and try to playtest it today.

Thanks a million!!

SupremeAlliesCommander on "The Thing" 1982 Movie Deck

5 months ago

Testing 1v1 against my Kresh deck. The Thing has the potential to flood the board with annoying little tokens and a boatload of card draw, but that potential was never fulfilled. Kresh was just too aggressive. This list could not reliably stop Kresh from doing what Kresh does… destroy your board before you can build it.

When The Thing worked, it was during matches in which Confirm Suspicions or some other investigate spell gave you enough draw power to find answers. Twice I had to sac Kresh… losing his counters… and recast him because of Winter's Rest . But there aren’t many effects like it in the deck, and I had to dig deep for it.

Let me try with another deck that isn’t so destruction-focused, but my first impression is that this list needs more lands, and more ramp. I was forced to mulligan more than I'd like. A couple options that sorta fit the theme...

Awakening Zone

Growth Spasm

Into the North

Deathsprout maybe???

Also, you should get something more than just 1 mana when you sac a scion. Does Dictate of Erebos fit the theme? If too pricey, The Eldest Reborn is different, but offers fair value, here.

Gallagher on Illuna, Apex of Omniscience

5 months ago

Super sweet deck. I had the idea to do a Illuna + Omniscience deck, googled it, and found your list. I've got a couple suggestions though.

  1. I think you could use more incidental token production to give you mutate targets. Cards like Lazotep Plating, Emergent Sequence, Growth Spasm, Alrund's Epiphany or Stolen by the Fae could be great ways to create tokens for you to mutate onto, outside of man lands or GSZing for Dryad Arbor or Crop Rotating for Khalni Garden. The more expensive man lands like Lumbering Falls, Wandering Fumarole and Raging Ravine feel especially clunky here as 10 mana to activate them plus mutate is pretty steep. Another angle could be adding a Dwarven Mine, and maybe a Sheltered Thicket and second basic mountain to go along with it, so that your Mire, Mesa, Tarn and Foothills can produce a creature token as well. Kher Keep could be good for this too as it's a repeatable effect.

  2. It seems to me that you don't have enough ways to deterministically win once you get the Omniscience down. Intuition, Gamble and Mystical Tutor + a cantrip, seem like your only ways to reliably find Ignite Memories, and Intuition only gets into your graveyard. You definitely need at least 2 Regrowth / Reclaim effects so that your Intuition always gets you what you want. Bala Ged Recovery  Flip, Mystic Retrieval, and Experimental Overload (since it can make a token too) are all cool options there. Playing those cards to support Intuition also allows you to play Gifts Ungiven and put together similar packages with it. Probably the best card to use to go off with Omniscience is Petals of Insight since it makes the storm count infinitely large and finds you your Ignite Memories all in one card. You could use cards like Solve the Equation or even Eerie Procession to find the Petals since it's an arcane spell. There's also Merchant Scroll which doesn't get you to the sorcery Petals directly, but it can find Firemind's Foresight, which then finds Intuition along with maybe some interaction. Brainstorm, Ponder, Preordain, Faithless Looting and Frantic Search all seem fine here as they're useful both before and after you get your Omni down. Spells like Time Twister and Time Spiral seem less good though, as there's a fair chance you could fizzle after casting them even with an Omniscience out. Enter the Infinite, Praetor's Counsel, Insurrection, Volcanic Vision, or Mnemonic Deluge also work as finishers if you want to do something bigger and splashier with Omniscience out.

  3. Lastly, Sea Gate Restoration  Flip, Valakut Awakening  Flip, and Silundi Vision  Flip all could be sensible additions to the mana base that double as ways to start go off with Omni. Not to mention Bala Ged Recovery that I mentioned before as part of the Intuition/Gifts package. Once you start playing any number of those spell lands, it probably then becomes a good idea to include a Gruul Turf or similar land to open up the line of Crop Rotating into a bounce land to return a spell land to hand. Once you're on this land package, Hour of Promise starts to look pretty appealing, as it can find bounce + spell land to start and Omniscience chain, or any number of various creature lands if you need something to mutate onto.

Oloro_Magic on

1 year ago

Eh, I'll bite because I like Descendants' Path from a design perspective. As has been pointed out this probably isn't very competitive, but you can make it somewhat better. You likely want spot removal as you aren't very fast, neither Ugin, the Ineffable nor Crashing Drawbridge really do anything so they can go in favor of your removal of choice (I like Fatal Push in this list).

The signets also don't do much and really don't make a high enough impact. If you want artifact ramp in modern, Pentad Prism is likely better but still not good here. I'd say you are better off either running more mana dorks, or, seeing how I don't think this is trying to be terribly competitive, Growth Spasm is not horrible and has the added benefit of creating a relevant creature. I'd also likely cut the Privileged Position in favor of more relevant creatures. Redesigning the manabase to accommodate Matter Reshaper isn't a bad idea, Thought-Knot Seer is also great in any Eldrazi deck.

Speaking of the mana, you really don't need that many fetches or shocks, I'd be on something like this:

4x Eldrazi Temple (assuming you play some of the colorless cards)

3x Brushland

2x Llanowar Wastes

1x Overgrown Tomb

2x Temple Garden

1x Godless Shrine

4x Windswept Heath

2x Forest

1x Plains

1x Swamp

2x Verdant Catacombs

1x Cavern of Souls (optimally but not needed, can just be a basic)

Looks cool though, like I said I really like seeing people try things with Descendants' Path, +1'd!

HortonIsTired on Gord's Gold

1 year ago

I dont see a clear win condition here...lots of removal but not many threats other than the 6 creatures, think you need just a few cards to focus a little more. I really like Shaman of Forgotten Ways, i would focus on him a little more or a lot more with help like.... Entrapment Maneuver, Storm Herd, Growth Spasm.... just an idea...use it or not, what do i care....but you really need to add lands!

Epicurus on Klothys Hates Your Lands

1 year ago

jdwork I found a compromise!

I decided that dorks were not the way to go. However, I had, and still have, over 30 spells that kill land, and that's a few more than I need. So I enacted the following revisions:

Still don't know what I can do without to include Acidic Slime, but the creature removal part of it is certainly appealing. Maybe you or someone else has a suggestion for that.

Thanks again!

slashdotdash on 5 color no theme deck

1 year ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Barbarian_Sun_Pope on CatCopy's

1 year ago

Cryptolith Rite and Song of Freyalise would be purfect here once you get some Cat tokens on the battlefield, making it a bit of a late game card. In which case, Song of Freyalise might be the better card here because it also provides an additional win condition. Growth Spasm might be a card worth considering as a combo here with the token tapping for mana then being able to sac itself for one more on top of getting an additional land out.

I wouldn't take the birds out since they are the fastest way you can ramp here. I think the Ajani's Welcome would be a safer card to remove since it doesn't ramp you into your combos or produce tokens and maaaaybe Hydra's Growth for the same reason.

As far as the pumps go, I would say Intangible Virtue is probably the best one because it is the cheapest and lets you swing with them and then tap them for mana with Cryptolith Rite or the Song of Freyalise. The Icon of Ancestry and Coat of Arms can both do more, but the mana can probably better spent towards making tokens and/or removal. Hope this helps.

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