Rampant Growth

Rampant Growth

Sorcery

Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.

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Set Rarity
Mystery Booster (MYS1) Common
Duel Decks: Mind vs. Might (DDS) Common
Commander 2016 (C16) Common
Commander 2015 (C15) Common
Modern Masters 2015 Edition (MM2) Common
Tempest Remastered (TPR) Common
2012 Core Set (M12) Common
Duels of the Planeswalkers (DPA) Common
Planechase (HOP) Common
2010 Core Set (M10) Common
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Eighth Edition (8ED) Common
Seventh Edition (7ED) Common
Beatdown Box Set (BTD) Common
Classic Sixth Edition (6ED) Common
Tempest (TMP) Common
Mirage (MIR) Common
Promo Set (000) Common

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Legality

Format Legality
Casual Legal
Unformat Legal
Magic Duels Legal
Block Constructed Legal
Penny Dreadful Legal
Legacy Legal
Pauper EDH Legal
Canadian Highlander Legal
2019-10-04 Legal
Modern Legal
Commander / EDH Legal
Pauper Legal
Noble Legal
Tiny Leaders Legal
Highlander Legal
Duel Commander Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Vintage Legal

Rampant Growth occurrence in decks from the last year

Commander / EDH:

All decks: 0.14%

Green: 0.42%

GU (Simic): 1.04%

Golgari: 0.32%

RG (Gruul): 1.43%

RGW (Naya): 1.79%

Rampant Growth Discussion

plainsrunner on Otrimi My Dude

3 days ago

Looks like a cool deck! I'm wondering why you chose to include Life Goes On and Underworld Dreams. Lifegain isn't especially useful in commander unless you have some specific synergies that it will power, and punishing opponents for drawing cards seems like it would go best in a deck that's forcing them to draw, like Nekusar, the Mindrazer. Unless your meta has a lot of decks that focus on card draw a little too much, in which case go for it.
I also notice that your mana curve is pretty high. Do you struggle with having enough ramp? If so, I'd replace either or both of the cards I mentioned above with some cheap ramp spells, like Search for Tomorrow or Rampant Growth

Snips500 on [PDH] Tatyova Combo

4 days ago

Hi, I just recently brewed up a Tatyova list that is aiming to be competitive and I wanted to ask about a few of your choices. I acknowledge that you have likely tested and played this deck more often but I am mostly curious about some of your card choices and the direction that you took this list. You can find my deck here: ~PDH~ When Lands Came to Value Town (Tatyova)

  1. Why do you include so much card draw? I actually run zero spells or otherwise that draw me cards other than lands through Tatyova. When I first was putting the list together I had a bunch in the form of Ponder, Gush, and so on but ended up cutting them for other cards.

  2. Some of your Land fetchings spells just seem bad. I don't mean to offend but cards like Nature's Lore, Search for Tomorrow, Shoreline Ranger, Spoils of Victory, Farseek, Kodama's Reach and Rampant Growth just don't seem worth it to me. Instead of some of these fetch spells, I run 40 lands. I was also surprised that you are not running Dreamscape Artist (Springbloom Druid just seems like a worse version). It's like a repeatable Harrow and gets you two Tatyova triggers. I would argue that that card is one of the most powerful cards in my deck behind Tatyova ofc and Mystic Sanctuary.

  3. I decided to include more utility lands such as Bojuka Bog, Khalni Garden, and Sejiri Steppe. This decision on my part to include these was in spite of some of them not being in Green Blue but I though their value outweighs that downside. Bojuka Bog for example is better than Relic of Progenitus in this deck because you can flash it in with a creature like Walking Atlas and exile a target players bin and draw a card like relic. The thing is though that Bog is repeatable through your creatures that bounce your lands. Sejiri Steppe is similar in the way that its repeatable protection for Tatyova or another important creature.

  4. I noticed you only ran 1 land bouncing creature. In my deck, these guys power much of the value. With them and Halimar Depths I can basically ponder each turn at least once, it allows me to repeat the ETB effects that I mentioned above, and It also allows me to get a land drop in if I missed one for some reason. Floodbringer, Oboro Breezecaller, Soratami Rainshaper are the ones I run in addition.

  5. Now a few suggestions I have: Whispersilk Cloak, Power Sink, Universal Solvent, Vines of Vastwood, Scaretiller, Explorer's Scope (This works well in conjunction with Adventuring Gear and Aqueous Form), Seat of the Synod and Tree of Tales can be tutored with Trinket Mage, Library of Leng, Stone-Seeder Hierophant/Krosan Restorer, Spidersilk Armor (So the majority of your board doesn't die to Shrivel, Electrickery or something like that and harder for Pestilence and Crypt Rats.) Also Snap can ramp you is you have a land that taps for two and same with Frantic Search if you do want to play cantrips. Another win-con that will win you the game as soon as you combo off is Sage's Row Denizen that is assuming that you are not using Mystic Sanctuary.

Thank you for hearing me out. I am sure that there is a good reason for many of the cards I just questioned and I am excited to hear them to understand your deck better. If you have questions about my choices and reasoning I would be more than happy to explain further. I am trying to make the best Tatyova deck that I can and just wanted to know why a list with a similar end goal is running certain cards that I cut out.

Lastly, I just wanted to say that after looking through your list I am considering running: Lull and Moment's Peace because sometimes this deck has a problem stabilizing early because my playgroup sees my deck as a very large threat. Merchant Scroll, I don't know why I was not running it. Mystic Remora and Rhystic Study are just too good to pass up and I probably should have been running them. I have just one problem and that would be cutting cards. I would apreciate it if you could take a look at my list and tell me what you think.

Strangelove on WARriors

1 week ago

Hi Shayda!!!

Dude those dragons are doing so well (when no one wipes them)!

Did you want a similar deck? 'Cuz that's what you've got here... but I think you should lean into go-wide-aggro > midrange and play more 1-2 cmc creatures and move all your ramp to 2 (Rampant Growth, signets, etc).

I'd also recommend Golgari Charm, Boros Charm, and Heroic Intervention.

Tribal decks have so much flavor! Hope this helps, maybe we'll see it next weekend? :o

bushido_man96 on Spreading Rot

1 week ago

Karn's Bastion and Evolution Sage are solid inclusions for upping your spore counters.

You could improve your mana rock section, going with more 2 mana rocks. I rarely find Chromatic Lantern to be that useful in a two-color deck. Or, you could go in on land ramp with cards like Rampant Growth, a Wayfarer's Bauble, and even Summer Bloom can be useful. Since Slimefoot costs three to cast, I'd try to keep my ramp under 2 mana as much as possible, so I'd skip on cards like Cultivate and Kodama's Reach. Manalith and Darksteel Ingot are just not good.

I don't think Bontu's Monument is worth a slot here. You don't have many creatures to cast at all, and if it's not dead in your hand, it's going to be dead on your board. Lifecrafter's Bestiary will likewise not draw you many cards, and just having the scry isn't worth including it, in my opinion. Something like Vampiric Rites and Arguel's Blood Fast  Flip will help you draw cards more reliably in your current build. Harmonize would be a better draw spell for you, too.

Last thing I noticed is your lack of sacrifice outlets. Slimefoot does damage when saprolings die, and the most consistent way to kill saps is to do it yourself. If your budget allows, the altars are a good place to start: Ashnod's Altar, Phyrexian Altar, and Altar of Dementia. If your budget isn't that friendly, there are other options. Evolutionary Leap is a cheap sac outlet that lets you trade a sap for a creature in your library. Phyrexian Ghoul and Nantuko Husk are similar creatures that are free sac outlets, and Carrion Feeder is another decent one. Viscera Seer provides good value, too. Going all in on Slimefoot's abilities lets you get benefit out of enchanting it with cards like Keen Sense and Snake Umbra.

You've got a nice start. Hopefully this helps you focus it in a bit better.

Azeworai on Die! Die! Die!

1 week ago

Ah, yes. I have a Jund sacrifice deck myself with Mr. Oakenshield at the helm, though Korvold is quite the powerful engine.

I see a few things problematic with the decklist. First, a distinct lack of ramp. Two, a lack of early game, which can be fixed by ramp. Three, there are a lot of places to fit creatures to die.

So, what I would recommend:

Mana dorks are fantastic in aristocrat decks, for they can be sacrificed if they must. Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Elves of Deep Shadow, and Boreal Druid each fill the best role at one mana. I've enjoyed Skull Prophet greatly, for it fills the graveyard with fodder.

Other than that, two mana ramp is best. But you're in Green! Get those Arcane signets out of here. Rampant Growth, Nature's Lore, Into the North (try a few snow basics), Cultivate, and Kodama's Reach are all lovely.

Then, of course, there are some includes that should go in most aristocrat lists:

  1. So, Yawgmoth, Thran Physician is the single greatest card for this style of deck. It offers draw, murder, sacrifice, and cannot be tapped by Aphetto Grifter. Run it despite the ten-dollar price limit.

  2. Midnight Reaper and Grim Haruspex each fill a smiliar role, though Liliana's Standard Bearer is one I have much enjoyed. Dark Prophecy does much.

  3. More sacrifice outlets! Goblin Bombardment is fantastic, Carrion Feeder is cheap whiles growing massive, New Erebos draws some cards, Rankle is an engine by itself, and Yawgmoth is the best.

  4. There are some things that offer much to die. Goblin Rabblemaster and Legion Warboss each fill the board apace.

  5. So, let's add far more creatures than is deemed sanely necessary. Satyr Wayfinder, Gatecreeper Vine, and Sylvan Ranger can fill the slot of a land. Reclamation Sage can be a removal spell.

  6. Liliana, Heretical Healer  Flip transforms far too eath in strategies such as this. Grisly Salvage can fuel graveyard chicanery. And Once Upon a Time is something I put in literally every green deck I own, for it is most potent.

  7. Living Death ends games. It gets back all from the bin, then murdering all opponents withal Blood Artist.

Alright, now upon what I would ablate:

Chittering Witch is too slow for fodder and the sacrfice ability is not gratis. Thrashing Brontodon is too much mana. Mazirek just doesn't do enow; she wishes to put counters upon creatures that are meant to die. Deathsprout is too much mana. Deflecting Swat seems lacking. Find / Finality is just too much to cast. Taste of Death is actually just useless. Witch's Oven is too limited.

Okay then. That shall be all from me! You may peer upon my list here if you care.

Happy snuffing!

bushido_man96 on Kathril's Revenge

1 week ago

You are running a lot of lands. You could probably cut back to 37 and be ok. Add some more ramp as well, either rocks or land ramp in the form of spells like Cultivate and Rampant Growth.

I've upgraded this deck, too, and I found that there are times where you have to cast some of your creatures in order to get a board state going. I added in some sac outlets so that I can get some of those creatures into the graveyard so Kathril can benefit upon casting. Some discard outlets can help with that, too, like Skirge Familiar and things like that.

shadow63 on Mono Green Surge

1 week ago

GearsGames that is exactly what ramp is. The most basic definition I've found if having more mana then what you would normally have access to if you hit all your land drops. So enchantments like Utopia Sprawl dorks like Birds of Paradise mana rocks like Sol Ring and ramp spells like Rampant Growth are all ramp. And I think rampant growth is where the term mana ramp comes from

Azeworai on Radha, The Lands Matter To Me!

1 week ago

Ah, I have a few more notes to the changes.

I've playtested the deck a couple of times, and it feels much better than afore. Nice!

So, Field of the Dead is best used with fewer basics, as that provides fewer shared names across the land-base and thus making its zombies spawn reliably. Brains ahoy.

For this time, or until the mana-base reaches a point in which it may use the Field, a Mikokoro or Geier Reach is probably better. Perhaps just a Forest.

Now for another field as subject. Field of Ruin is helpful, for removing lands is necessary in any deck, but it ramps all players, including the ones not involved in this interaction. Strip Mine is expensive, as with Wasteland, but a Tectonic Edge would be better.

Rampant Growth? Where art thou, Growth?

The last thing I would recommend is some more card draw. The deck ramps really well and Radha is a fine outlet for said mana, but a few cantrips or draw engines would be great. You can probably cut a land or two, but I wouldn't go much further than that. Outpost Siege is a reliable one.

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