Monstrous Growth

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Monstrous Growth

Sorcery

Target creature gets +4/+4 until end of turn.

legendofa on Reworked Alpha Boon Cycle. Thoughts?

1 year ago

Healing Prayer's second ability needs a little tweaking. I'm not quite sure what, but removing counters is generally more of a black deal, as seen on Hex Parasite or Aether Snap, and I think the only precedent for removing counters from players is Leeches. The first ability is fair as an option. Maybe "Target attacking or blocking creature gets +4/+4 until end of turn," like a better Gallantry, but that's stepping on green.

Ancestral Foresight is on the stronger end as an uncommon, but not unreasonable. I think this could work.

Black isn't in the mana ritual business as much anymore. I like the idea, it's just off-color now.

I think Lightning Squall is still too strong. Compare to Flame Rift, Thundering Rebuke, or Lava Coil. 4 damage to any target at MV 2 with no drawbacks is probably too much. Lightning Bolt + the "can't be prevented" clause is likely worth 2 mana at uncommon (Skullcrack is the closest example right now), but that breaks from the "raise to 4" idea.

Giant Surge is pretty good. Is it a sorcery or instant? Monstrous Growth and Titanic Growth are the comparisons here. This effect as an instant would be pushing it, but I might just be too cautious here. Sorcery is the safe option.

SquirrelPenguin on Card creation challenge

4 years ago

Starter 1999 Monstrous Growth With this art. hmm.. a squirrel planeswalker.

Kalav, Acorn Adept

Legendary Planeswalker--Kalav

+1: Create a 1/1 green squirrel creature token.

+1: Squirrels you control get +1/+1 until end of turn.

-7: Put up to two target cards with flashback you own from outside the game or in exile into your hand.

4

Create another card that would make sense to have the same art as athe first card that comes up at This link

Coward_Token on Unsanctioned: non-Squirrel squirrel art?

4 years ago

Kinda breaking my own rule but Monstrous Growth only mentions the word in the flavor text. Also the expression on the squirrel is pretty funny.

MyFETTish on Nobody has the intention of building a Wall

5 years ago

Have you considered running boosts like Monstrous Growth, Overrun, Titanic Growth, or Might of Oaks? I know they are all green, and all your boosts seem to be white. I just figured for the cost, they may be a viable option. I know the first 2 are at sorcery speeds, and the last 2 are instants, but overrun maybe worth it especially if you have a lot of walls out.

nibsey on

6 years ago

I like Nylea... for a few reasons;

1/1 Elf with Trample is rarely a target, but add Primal Bellow or Monstrous Growth and see your ops face

Not all my big creatures have Trample

Finally, having an indestructable Commander is great!

Thanks Scofucious for you comments and suggestions.

dreamistt on

7 years ago

I'd remove:

- Acidic Slime - > Reclamation Sage (unless you want to specifically destroy lands)
- Elvish Aberration (late game ramp is better done with things such as Boundless Realms)
- Giant Adephage sucks if you are not in a aggro deck.
- Kazuul, Tyrant of the Cliffs is not all that useful in most cases, specially since the tokens do not flip
- Hua Tuo, Honored Physician meh. (Outclassed by ETB Eternal Witness or Skullwinder)
- Magmatic Force (not only expensive $-wise, but has a very high CMC)
- Deconstruct (even though getting some mana back seems great, restricted removal is bad removal)
- Detonate (same thing, even worse that you have to pay the mana cost of the artifact)
- Lava Axe (same thing, even more restricted)
- Monstrous Growth (???)
- Searing Flesh (this card is so terrible... go to my "other cards" section and pick something else)
- Stream of Life (pure lifegain only delays the inevitable)
- Carbonize (meh. Same thing that I said about Searing Flesh)
- Comet Storm (use Rolling Thunder instead)
- Evolution Charm (it's simply bad in your deck)
- Fog (you would be better off with Druid's Deliverance if you go with some of my suggestions)
- Heat Ray (ugh, fireball limited to just ONE creature? Really?)
- Lava Burst (ugh, fireball limited to just ONE creature? Really?)
- Turn to Dust (repeat after me: "Specific removal is bad removal")
- Cast Through Time (cost intensive, low rewards)
- Mirror Sheen (only copies instant/sorceries targetting you)
- Volition Reins (does not make any sense in here, plus high mana cost)

I'd add:

RAMP/REDUCING COSTS

+ Mizzix of the Izmagnus
+ Galvanoth
+ Jace's Sanctum (plus scry)
+ Everflowing Chalice (gets you 0.5 of your mana investment back, meaning you can go from 6 mana to 9 mana the following turn, 10 if you get your land drop)
+ Izzet Signet / Simic Signet / Gruul Signet (color fixing and ramp)
+ Sol Ring or Worn Powerstone (budget friendly)
+ Curious Homunculus  Flip (if you copy him with Riku, the copy won't be able to flip, but it's still useful)

TUTORING

+ Dizzy Spell (just for the TRANSMUTE. You can fetch Lava Spike with it)
+ Muddle the Mixture (again, TRANSMUTE it into Desperate Ritual... or simply use it as a counter if you need to)
+ Vedalken AEthermage (just for the WIZARDCYCLING. Gets you any wizard you might want)
+ Eerie Procession is a must if you want to pull of your splice into arcane combo.
+ Bring to Light allows you to cast something from the deck for free, which could be interesting as well. (gets you anything from an Izzet Guildmage to a Mizzix of the Izmagnus or a Mnemonic Wall)
+ Signal the Clans (may seem inefficient, but if you copy it with Riku, basically translates into "Pick 4 creature cards and put 2 of them at random in your hand", which is not bad)

UTILITY

+ Mindclaw Shaman
+ Mulldrifter (cast it for the EVOKE cost and copy it with Riku to draw 4 cards for 2U(+ GU) and get a 2/2 flyer)
+ AEthersnipe (again, EVOKE it. With Riku it becomes 1UU(+ GU) for a 4/4 and 2 bounces)
+ Avatar of Fury (easy to cast, copy- able 6/6 creature)
+ Inferno Titan (lightning bolt on a stick)
+ Conjurer's Closet (essential when dealing with lots of ETB creatures)
+ Rude Awakening with Riku allows you to get some extra fuel for your next spell and might even become a win- con if you manage to attack someone with the lands.
+ Talrand, Sky Summoner gives you some creatures for each instant/sorcery casted
+ Docent of Perfection  Flip is almost the same thing, with the added bonus of buffing your wizards on the flip side.
+ Young Pyromancer is a Chandra fanboy... just like you :P
+ Lunar Mystic might be worth considering since it allows you to fill back your hand
+ Trail of Evidence nets you some clues for emergencies
+ Dynavolt Tower is Kaladesh's way of saying "every 2.5 instant/sorceries you should be allowed to cast a lightning bolt"
+ Sphinx-Bone Wand finishes games (ask Cian about it)
+ Honden of Seeing Winds increases your draw.

REMOVAL

+ Pongify and/or Rapid Hybridization and Reality Shift (instead of having to spend X to kill a creature, simply destroy it or exile it)
+ Curse of the Swine (again, removal is of utmost necessity in EDH)
+ Unsummon or Vapor Snag also help with targeted removal
+ Cyclonic Rift can be a little expensive ($- wise), but it's a staple for a reason
+ Vandalblast (overload is OP)
+ Ixidron gets rid of enemy creatures with ease, as they won't be able to be turned back face up.

OTHER CARDS

+ Rise from the Tides might give you a bunch of creatures if used at the right time.
+ Talrand's Invocation gives you 2 2/2 flyers for 4 mana. Yeah, they are vanilla creatures, but sometimes that's all you need.
+ Past in Flames allows you to cast things from the graveyard
+ Burn from Within (you can cast it with X=0 to stop someone's sacrifice-combo or even use it to get rid of some pesky indestructible creature)
+ Ground Assault and Gruul Charm are cheap and useful damage dealers
+ Impact Resonance allows you to get a ride on someone else's damage and redirect some damage.
+ Price of Progress might be interesting. I'd say it should be an easy way to deal 6~10 damage.
+ Chandra's Ignition is also very strong, specially if you manage to double cast it on Riku himself or by casting it on Ixidron after it had just ETB.

Gidgetimer on Opinions of my personal starter …

7 years ago

There are an awful lot of singleton and 2-of instants and sorceries in that Harness the Storm deck. I realize this is 40-card instead of 60 but I would make all of the instants and sorceries 3-of if you are trying to accentuate the ability of that card.

In the green deck I see no reason to include a Monstrous Growth instead of a third Titanic Growth. If you want to teach people about strictly worse versions of cards show it to them, don't make them play with it.

Thought Prison seems a little powerful against mono-colored decks with no artifact removal. It is also something that really isn't in flavor for blue. I would personally go more of a Ensoul Artifact route with Darksteel Citadel and Ornithopter.

I don't think that any of the decks are too complicated as long as you are helping people to learn with them and not playing "gotcha" when they miss a trigger or ability. As long as you get them playing out their cards there is time to learn strategy and synergy as they go.

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