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: Store Edition (MYSTOR) Common
Mystery Booster: Convention Edition (MYSCON) 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
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Block Constructed Legal
1v1 Commander Legal
Canadian Highlander Legal
2019-10-04 Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker 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

MindAblaze on yarok flicker

16 hours ago

What kind of an environment do you want to play this deck in? What turn do you hope to get going by?

The tough thing I found with Yarok is having too much of a focus on etb effects. You have to run some more generic mana ramp, such as more two mana artifacts or sorceries, so you’re more likely to cast him early. Stuff like Edge of Autumn, Farseek and Rampant Growth are good. More Signets too.

Otherwise you’ve got some nice pieces here. The plan to is to win with Craterhoof Behemoth, so you’ll also need a critical mass of creatures to do it with one hit, or leave yourself open to a lot of removal.

I also see Deadeye Navigator here; Peregrine Drake (or Great Whale or Palinchron) is super powerful with Yarok, and goes infinite with Deadeye allowing you to flicker anything and everything you have as much as you want.

YourNeighorhoodGhost on MOLE RAT THE MOLE RAT STEALER

3 days ago

Hey man, just some ideas for green cards: Generous Patron, Evolution Sage, Rishkar, Peema Renegade.

i would run some more ramp cards personally, cards like Rampant Growth and others, some mana rocks too Dimir Signet, Simic Signet, Golgari Signet.

Hope it helps a bit. regards

Kjartan on Door to Winning

5 days ago

Hmm.

I think you could improve a lot of aspects of this list without raising the price too much.

First of all, there are much more better mana rocks for what you're trying to achieve, I'd say.

Coalition Relic is the obvious one, but it is somewhat expensive. But honestly, just even Darksteel Ingot would be a slight improvement over for example Manalith. But there are plenty of options there. I would perhaps like to see Pentad Prism as it makes your win-con a full turn faster potentially. Or perhaps even better Rattleclaw Mystic. That card seems like a very good fit here.

Secondly, your mana base is abysmal. You're trying to go off like this with only Forests and a few scattered multi-lands? Seems unlikely. (What are you even playing Evolving Wilds for if you're only running forests?)

I'd remove 4 forests for 1 of each other basic land, at the very least.

I also have a few issues with you running Sylvan Scrying. It's a tool-box card, but it doesn't really help you get to your win-con. You have plenty of lands so you'll never be in shortage. Rampant Growth would be far, far better I'd say.

Also, my final point is that you're pretty slow... Which is fine, but slow decks need to be able to slow the game down to a pace where they can get to their win-con without getting killed on turn 4.

A card like Sylvan Caryatid can help you both ramp and block, (but that card is expensive so I understand if you're not getting it.)

Thragtusk is another tool to help you get there and it is currently very cheap. (Especially compared to its high power level)

Gl with it all.

Vulnoth on Turbo Aggro Grind Time

1 week ago

Continuing where I left off.

continuing from creatures

Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.

Support

Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.

  • Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.

  • Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.

  • Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.

  • Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.

  • Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.

  • Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.

  • Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.

  • Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.

  • Scheming Symmetry - Helps your consistency and makes a friend.

  • Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.

  • Generally any spell with X in its cost. As the game drags on, they only get better.

I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.

Artifacts

Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.

Lands

Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.

  • Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.

  • Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.

  • Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.

  • Command Tower - Staple.

  • Graven Cairns - Filter lands are always nice.

  • Rakdos Carnarium - Slow, yes, but in the long run gives more mana.

  • Shadowblood Ridge - Another pseudo Filter Land

Chopping Block

I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.

  • Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.

  • Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.

  • Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.

  • Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.

  • Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.

  • Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.

  • Rakdos Guildgate - Guildgates are just packfiller.

  • Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.

  • Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.

  • Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.

  • Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew

  • Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.

  • Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.

  • Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.

I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.

hivemind899 on Jarad vod Savo

3 weeks ago

where's the green ramp staples? Kodama's Reach, Cultivate, Rampant Growth, Explosive Vegetation and Explore?

SplendiferousPotato on Tuvasa, Value-Train to Fun Town

3 weeks ago

Hey fella!

So, as I read what you've got grooving here, it looks like you are pretty scant on ramp. Faeburrow Elder, Birds of Paradise, and the occasional bonus land with Dryad of the Ilysian Grove are all totally great, but I recommend that you not overlook some of the staples, like Farseek, Nature's Lore, and Rampant Growth. I don't recommend that you include ramp pieces higher than 3 CMC, but Cultivate and Kodama's Reach may be worth it. Stalling at 3-5 lands is going to be VERY bad news bears for Tuvasa, as she wants to get a bunch of enchantments out onto the battlefield and start heading to value town.

Feel free to disregard if the deck works for you, but a bit more acceleration may work out for you. +1 from me, though, and I would love to hear about the play experience!

ToadofJustice on Saskia’s Shiroyama

3 weeks ago

This is a good start on ramp. Here's my recommendations: Farseek - Really good if you have dual lands with the basic land types (shocks, battle lands, cycling lands) Rampant Growth - Generically good green ramp, though be careful with how many "tutor for basics" cards you use, as you may run the risk of running out of basics. Arcane Signet - As stupid as this card is, it's kind of the best option for a multicolor deck. Pillar of Origins - This one's good for tribal decks. Mind Stone - Solid early ramp that you can cash in for a card later. Rakdos Signet - And every other signet, really. They're all good. Talisman of Indulgence - And every other talisman. Similar to the signets. Chromatic Lantern - The best color fixing around. Lotus Guardian - For the flex.

Meachman on Marath, Will of the Wild

1 month ago

In green/red, Rhythm of the Wild is almost an auto-include.

Marath has a nice synergy with deathtouch, allowing you to spend one mana to kill any creature on the board.

Gorgon's Head and Bow of Nylea are nice options, with Basilisk Collar as a more expensive option (but it also lets you gain 1 life for each murder).

A focus on the commander means stepping up mana production is probably the next focus area. Gyre Sage, Devoted Druid, and Fertilid are all repeated, +1/+1 counter based mana, and Faeburrow Elder isn't far off. Kodama's Reach, Rampant Growth, and Wayfarer's Bauble for the early game.

And if counters are going to be so central, proliferate becomes even more helpful. Grateful Apparition, Wanderer's Strike, Karn's Bastion (which pairs nicely with you land-search ramp).

And with proliferate, some planeswalkers are worth considering, like Jiang Yanggu, Wildcrafter, Ajani, the Greathearted, Domri, Anarch of Bolas, and Domri, Chaos Bringer

Suggested cuts: Archangel, Grazing Gladeheart, Drumhunter, Spawning Grounds, Slippery Karst, Vitu-Ghazi, Druidic Satchel, Drifting Meadow, Forgotten Cave, New Benalia, Tranquil Thicket, Where Ancients Tread

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