
Growth Spasm
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {{1}} to your mana pool."
Combos Browse all
Tokens
Legality
Format | Legality |
Tiny Leaders | Legal |
Legacy | Legal |
Commander / EDH | Legal |
Block Constructed | Legal |
Highlander | Legal |
Canadian Highlander | Legal |
Custom | Legal |
1v1 Commander | Legal |
Casual | Legal |
2019-10-04 | Legal |
Modern | Legal |
Duel Commander | Legal |
Leviathan | Legal |
Vintage | Legal |
Unformat | Legal |
Pauper | Legal |
Pauper EDH | Legal |
Limited | Legal |
Oathbreaker | Legal |
Growth Spasm occurrence in decks from the last year
Latest Decks as Commander
Latest Decks
Growth Spasm Discussion
Oloro_Magic on
5 months 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 Forest
1x Plains
1x Swamp
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
7 months 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
8 months 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:
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Dropped Feast of Worms, Frenzied Tilling, Growth Spasm and 1x Forest
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Added Ruby Medallion, Emerald Medallion, Sol Ring and Dust Bowl
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
8 months 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.
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;
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Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.
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Basic Golos: a modified version of the Template that suites most Golos decks.
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Control: a version tailored for a slower game with many Sweepers.
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Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.
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Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.
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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
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;
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Lands – 36 --> You have 40 Lands (Cut 4 Lands)
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Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)
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Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)
Ramp & Draw Additions Show
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)
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Reconnaissance Mission (Draw, especially if you plan on attacking constantly)
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Ruinous Ultimatum (Sweeper)
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Mythos of Illuna (Other, sometimes Removal)
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Kroxa, Titan of Death's Hunger (Threat)
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Klothys, God of Destiny (Support)
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Dryad of the Ilysian Grove (Support)
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Drakuseth, Maw of Flames (Threat)
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Extinction Event (Sweeper)
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Titanoth Rex (Threat)
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;
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8 Basic Forests
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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).
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
8 months 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.
Non-Linear on
Eldrazi Pauper Fun
9 months ago
i would reccomend a Llanowar Elves instead of the Fierce Empath, you have a low land count as it is, and hitting all four Growth Spasm will not be a consistent gameplan
Haima13 on
Korvold, Aristocracy
11 months ago
My spoilers in the comment above arnt working for me so im trying something different. "If you want to sift through some cards you can look at each section, but I would recommend just looking at the first grouping to start with, as I went a bit too far with the other lists. Those lists are fine to just look at ideas or "good cards" but there are far too many to call them suggestions.
Headtext for first 3 entries. Show
Enters tapped but sac's for free Show
Doesn't enter tapped, cost mana to sac Show
The expensive ones Show
Cards that do similar but arnt lands Show
Adding to the goboi theme Show
Because creature tokens Show
Haima13 on
Korvold, Aristocracy
11 months ago
If you want to sift through some cards you can look at each section, but I would recommend just looking at "The short list" to start with, as I went a bit too far with the other lists. Those lists are fine to just look at ideas or "good cards" but there are far too many to call them suggestions.