Rampant Growth

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Format Legality
1v1 Commander Legal
Alchemy 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
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rampant Growth


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

zacktheprogamer on Anikthea, Hand of Erebos is Graverobbing

1 week ago


I got the Signet's, Talismans, Veil of Summer, Silence. I was already gonna remove Rampant Growth for Pull from Eternity but I couldn't get the card atm, so besides Rampant Growth what else should

Azoth2099 on Anikthea, Hand of Erebos is Graverobbing

2 weeks ago


OK here we go lol

Creature cuts: Archon of Sun's Grace, Composer of Spring, Courser of Kruphix, Doomwake Giant, Dryad of the Ilysian Grove, Nessian Wanderer, Nyx Weaver

Artifact cuts: Mesmeric Orb, Whip of Erebos

Enchantment cuts: Battle for Bretagard, Boon of the Spirit Realm, Cast Out, Exploration, Familiar Ground

Sorcery cuts: Extinguish All Hope, Kodama's Reach, Rampant Growth, Skyshroud Claim

Instant cuts: None! Add things like Veil of Summer & Silence, though

I'd recommend that you replace all of those lands ramp spells that cost more than 2 with more mana rocks instead! Your guild signets (Selesnya Signet, Orzhov Signet & Golgari Signet) & talismans (Talisman of Hierarchy, Talisman of Resilience & Talisman of Unity) are all better options since this isn't a Landfall deck.

wallisface on Mutate, Mutate, Mutate, Mutate

2 weeks ago

Some thoughts:

  • Your mana curve is waaay too high. Typically Modern decks can't justify running more than 4 cards costing 4-or-more mana - you've got a whopping 12 (or 10 accounting for mutate costs). Yes you have some limited ramp and cost reductions, but not nearly enough to justify this very steep curve. Generally speaking, you want the Average CMC of a deck to be at-or-below 2.3ish... at the moment you're sitting at 3.3.

  • The above problem is made worse by having nothing to do on turn 1 - meaning you're always starting a full turn behind your opponent, which is a really dangerous place to be. In particular, you should be at least aiming to replace your ramp cards (Paradise Druid Pollywog Symbiote, Field Trip) with 1-mana options, so that you can get to larger amounts of mana quickly.

  • 21 lands is too low. For comparison, Burn decks run 20, and only play spells costing 1-2 mana (and are happy being stuck on 1 land for a lot of the early game). Imo you want to go up at least to 23-24, possibly more depending what your end mana-curve looks like.

  • A lot of your noncreature spells just don't do anything. Solve the Equation is a lot of mana when it's not really getting you anything specifically useful/game-breaking. Field Trip is too much mana for a ramp card when Rampant Growth and Utopia Sprawl exist. Igneous Inspiration should be Lightning Bolt (importantly the learn mechanic is pretty bad because all the Lesson cards are terrible - so don't play those Learn cards for that reason). Double Major is cute but you have nothing worth copying, and to cast it and a spell requires too much mana.

  • You need a lot more interaction - at the moment your opponent is going to mostly be able to do what they want, which means you're losing every game where the opponent is faster than you - and you'll have to way to catch up if you ever fall behind. As mentioned before, Lightning Bolt would be useful here, but in general you just want more ways to mess with what the opponent is doing. Mutate in particular is very slow, so you need to waste a LOT of the opponents time to get it operational.

  • Your creatures currently look very vulnerable to the opponents killspells - in particular when you mutate a few cards on-top of one-another, the opponent is costing you multiple cards for their one killspell, which will in a lot of cases just lose you the game. You need ways to ensure your creatures stay safe from interaction - my first thoughts would be running creatures like Gladecover Scout and Slippery Bogle to make your creatures almost-entirely immune to enemy interaction.

Crow_Umbra on Smeagol will guide you | **Primer v1.2**

4 weeks ago

Hi there, thank you for reaching out. I hope my suggestions will be helpful, but here are some things I noticed when I took a look at your deck:

If you haven't already, I would recommend checking out EDHREC's page on Smeagol, Helpful Guide, here are the pages for a Sacrifice themed deck and a more Landfall focused deck. These pages can give you an idea of which effects overlap between the two strats, and what might be within your budget.

I hope these suggestions were helpful.


1 month ago

Hi Meklow, yes you are right. In the list I've not update the basic lands with the snow versions. Of copurse, if you put Into the North you have to replace basic with snow basic to use it like Rampant Growth. I will update the list. Thx!

8cardalchemy on Help me Build a Basic …

1 month ago

Hi All,

I want to build an Ikra Shidiqi, the Usurper // Tymna the Weaver life gain commander deck. It will be used for semi-casual play at a LGS, so good players with decent decks but not a lot of bonkers combos going off by turn 5.

I have never been amazing a cooking up commander decks that actually function, especially on a budget. Can anyone help me put together a basic/affordable decklist that I can expand on with more expensive cards later (let's say sub $200, preferably closer to $100, price is a little flexible)?

So far, I have the following cards that I know will work here:

Deathrite Shaman Vito, Thorn of the Dusk Rose Swords to Plowshares Dina, Soul Steeper Voice of the Blessed Kambal, Consul of Allocation Willowdusk, Essence Seer Vampire Nighthawk Drana and Linvala Rodolf Duskbringer Rampant Growth Farseek

I also own both commanders, so that's $30 I don't need to worry about.

Any help is appreciated.

ZVCKK on Guild Tribal Superfriends

2 months ago

Udpate 18-07-2023: Trying to lean into more two colour for the theme. also d=trying to lower curve, focus on protecting PWs to actually get ultimates off, as the deck struggles to close games. Idea before was almost that any of the good stuff I find can run away with the game (assemble the legion and narset), but I don't think winning that way will be as satisfying. I think it would be good if I can get a PW out, get them to ult, and if that fails, niv to refresh hand and then give it another go.

NV_1980 on Averna, Suspending Ramp

2 months ago

After play-testing this deck seven times, I can tell you with confidence this deck is not going to work very well in its current form. It's too slow. In 6 out of 7 games, I could not cast anything meaningful until turns 6 or even 7. Sure, my land-drops were pretty much assured, but quite often I needed colored mana when a substantial portion of my lands could only provide colorless. Also, the deck has no ramp potential; at all. Currently it fully relies on the cascade mechanic for this, but that only works if you can cast cards.

My advice would be to throw in a lot more mana-dork (Birds of Paradise, Bloom Tender, etc.) and ramp (most notably Burgeoning and Exploration but also cards like Rampant Growth, Cultivate, Kodama's Reach, etc.) options and/or cheaper-to-cast cascade cards.

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