Growth Spiral

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Growth Spiral

Instant

Draw a card. You may put a land from your hand onto the battlefield.

Andramalech on Enamored Rotpriest

4 months ago

capwner I appreciate the feedback!

Phantasmal Image seems great in comparison to Artisan of Forms and you're correct, it would be wasteful of the interaction to not consider how that works in my favor.

I think between that, Spellskite, and Summoner's Pact, I'm most likely to use Image and Skite, so I'll figure out where that lands, and will consider that Growth Spiral is effectively a better use of my time than Explore would be on instant speed alone.

Please don't forget to hit this list with an upvote, I'd appreciate it!

HeadinPants on Faster game starts and smoother …

5 months ago

For the people like me who value getting as many games as possible in within the 3-4 hours I get to play magic each week, I would like to share some of the rules and tricks that my brother and I use on the regular.

1: Modification to rolling for first

It's not rolling for highest, but highest non-tie! Regardless of what dice are being rolled, this significantly cuts down on the number of times you have to reroll. Unless everyone in the pod ties, each player will only have to roll once.

2: Seeing the 8th

In multiplayer EDH, you are going to see your 8th card as soon as you take your first turn. If someone isn't sure they will have enough mana sources in their opening hand, allow them to look at the top card of their library to see if they draw into one. The odds of this working out are typically around 1/3, so that's 33%-ish fewer mulligans that have to be made. This is exceptionally useful for players who have long histories of being mana screwed (like me, even in my landfall deck >.>). If you are concerned that someone may use this to cheat for a better hand, have them reveal the top card rather than peek, and force them to mulligan if it isn't a mana source costing 2 or less.

3: Avoid tutors

Not only does this make the game more enjoyable overall, since it cuts back on people looking for combos, but it also cuts down on the number of times you will have to look through and/or shuffle your library. Now, I know some people may be thinking, "But what about my Cultivate/Farseek/Fabled Passage?" To that I say, "Avoid tutors, not exclude!" If (for example) you have 8 ramp or fixing pieces in your deck, and 6 of them involve searching for lands, consider replacing them with mana rocks or effects like Growth Spiral and increasing the amount of card advantage in the deck. Draw more cards and you will find more mana.

NV_1980 on Tiamat Dragon Deck

6 months ago

Some nice (budget) options:

  • Rith, Liberated Primeval: the ward bonus to all your dragons is nice AND you get a chance to create Dragon tokens with him(/her?); overall a great addition and a nice combatant to boot.
  • Thrakkus the Butcher: tremendous boost for your dragons at every attack.
  • Wrathful Red Dragon: will cause opponents to think twice before blocking (or being blocked by) your dragons.
  • Growth Spiral: nothing special but just great value for what it allows you to do, especially during initial game-phases.
  • Patriarch's Bidding: not super cheap but an excellent card to use as a wipe-recovery mechanism; especially in a tribal deck like this.

NV_1980 on

10 months ago

I play-tested your deck a dozen times, to see how it flows. The most important finding of these tests, was the fact that in 80% of the cases, I couldn't cast any useful spells until turn 4. For Simic, this is a bit slow. You can fix this by adding some more cheap ramp: examples would include Three Visits, Growth Spiral, Explore and maybe some more mana dorks like Birds of Paradise, Fyndhorn Elves, Llanowar Elves, etc. Maybe some more cheap draw options can help out too, like Ponder, Preordain, Mystic Remora, etc.

wthompson714 on Custom Commander Brew

1 year ago

Some thoughts:

Since your commander already gives evasion, I don't think you need both Swiftfoot Boots and Lightning Greaves.

The group decided Cyclonic Rift is banned in tier 3. I don't know what tier these decks are considered...

Burgeoning is less good the fewer lands you have in the deck. I don't think you will find it as helpful as you would want it to be. I think you have enough ramp to not need it, but if you want something that will ramp similarly to that, consider Carpet of Flowers or Utopia Sprawl.

I like Distortion Strike and Artful Dodge in more casual decks, but I think they are simply less good in commander. I think it would be better to have creatures that simply are unblockable. I do see the value of making anything (including your stand alone commander) unblockable, but only being able to do it twice isn't good enough in my mind. Aqueous Form is great! But some suggested replacements (with extra upsides) for the others are Invisible Stalker, Flitterstep Eidolon, Mercurial Spelldancer, Suspicious Stowaway  Flip, Silhana Ledgewalker, Temmet, Vizier of Naktamun, Surge Engine. I also think these cards would be better than Wu Light Cavalry, Treetop Scout, and Nettle Sentinel (not sure why this is in the deck).

I like a little bit of additional flicker magic for value, but I think Yorion, Sky Nomad and Roon of the Hidden Realm are too slow. I like Brago, King Eternal and Displacer Kitten.

Mavinda, Students' Advocate doesn't seem to fit here. It only works with instant and sorceries that are targeting creatures you control. Yes, it works with Distortion Strike, but Artful Dodge already has flashback, and it isn't good enough to include mavinda only for Cloudshift and Distortion Strike. I think it can go along with the other two.

You have 18 instances of ramp. I think this may be too much. initial cuts: Llanowar Elves, Ranger's Path, and Burgeoning. Growth Spiral is good, but I think you need to be playing 2 more lands to include. Nature's Lore and Three Visits are great, but you need more dual lands with basic land types to make those good. Otherwise, Rampant Growth is better. Other thing to consider here: If you have fewer mana rocks, the better chance that your commander's ability will help you blow up artifacts. I guess in general, you may want to try to limit the number of card types you play.

Treva's Ruins and Flood Plain seem too slow. And again, as a midrange value deck, I think you need to be playing at least 38 lands.

I think Venser, the Sojourner is better here than Sun Quan, Lord of Wu. You can make the team unblockable for one less mana, and if that isn't helpful at the time, you can flicker stuff while you wait. Ultimating is just an insane bonus.

I gotta go, but I will try to come back and offer some suggestions on other cards you should include!

notjinzo on 5 Color Artifact Deck

1 year ago

I think the amount of artifacts in here could be an advantage for some affinity spells like Thought Monitor or Myr Enforcer, alternatively you could do something Ensoul Artifact or Tezzeret's Touch. Something akin with ramp would be good too due to the land usage, or a landfall creature would have good use here, I think Lotus Cobra might help you out. Explore, Rampant Growth, Growth Spiral, and Manamorphose could help you with early game mana usage/land playing.

SufferFromEDHD on Eutropia’s enchantments

1 year ago

Duskshell Crawler > Nylea's Forerunner

Coiling Oracle > Urborg Elf

Growth Spiral just because it's pure value

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