Rampant Growth

Rampant Growth

Sorcery

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

Browse Alters
Set Price Alerts Price Chart

Trade

Have (1) gildan_bladeborn
Want (1) sheam03

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Rampant Growth occurrence in decks from the last year

Latest Decks as Commander

Rampant Growth Discussion

enpc on [EDH] Tanazir Quandrix (Budget)

1 week ago

As a general rule, setting a price for the deck is much more helpful than setting a price per card. Becuase if a really strong card which would help your deck out immensly is $15 then you can pair it with a 50c card compared to 2x $7.50 cards which are so-so. Just food for thought.

As for suggestions, you need more ramp and draw card in general. Especialy since you don't currently have much draw card effects, I would be favouring land ramp over mana dorks. Between Rampant Growth , Three Visits , Nature's Lore , Farseek , Sakura-Tribe Elder , Cultivate , Kodama's Reach , Skyshroud Claim , Explosive Vegetation , Circuitous Route , etc. there are a lot of good, relatively cheap options (that are good cards to have in your collection).

Mtg_Mega_Nerds on Tanazir Quandrix EDH

1 week ago

Looks pretty good honestly, so I only have a couple of suggestions. Oran-Rief, the Vastwood and Llanowar Reborn are a good way to get counters on creatures for free. Add a couple of land ramp cards of your choice: Rampant Growth , Sakura-Tribe Elder , Cultivate , Kodama's Reach , Explore , Growth Spiral . Put Biogenic Ooze in the main board. Hope that helps.

legendofa on Seasons' Approach: How the seasons go by...

1 week ago

You caught me at a good time.

Rereading my suggestions, some of them are a little higher budget than I remember, so skip over those. Also, I glossed over Thwart the Enemy preventing noncombat damage, but I still suggest taking it out. I'm changing my recommendation there to Riot Control .

The biggest advantage of Leyline of Sanctity is its turn zero play. If you just want 1-2, or plan on pulling it mostly with Mastermind's Acquisition from the sideboard, Witchbane Orb is a pretty safe replacement, especially in three colors with a good chunk of basics.

Batwing Brume can either give you all the time you need to win, or you just spent for a Darkness plus gain 2 life. I'd sideboard it.

How did Rampant Growth end up so expensive? It's had a million prints, it's a Core Set common, and it's been in a ton of Commander sets. Anyway, maybe a couple of those to help you get up to the critical 5-7 mana.

How much difference does the split between Final Parting , Mastermind's Acquisition , and Dark Petition make? Does one get used more than another?

KBK7101 on Multani, Yavimaya's Avatar - Stompy Landfall

1 week ago

Very nice! I have some suggestions, though I have no idea what to cut.

Lands - War Room , Bonders' Enclave , Castle Garenbrig , Mosswort Bridge , Nykthos, Shrine to Nyx , Terrain Generator , Reliquary Tower

Artifacts - Blackblade Reforged basically lets you double up on Multani's power/toughness

Creatures - Wayward Swordtooth , Arboreal Grazer , Walking Atlas , Ulvenwald Hydra

Enchantments - Garruk's Uprising , Burgeoning , Greater Good

Instants/Sorceries - Cultivate , Rampant Growth , Farseek

Planeswalkers - Nissa, Who Shakes the World , Nissa, Voice of Zendikar , Nissa, Vital Force

Keep in mind that I've never played commander outside of my own house, so take these suggestions with a grain of salt. lol

awmyers7216 on vorel hydras/+1/+1

2 weeks ago

Heyoo, hope you don't find this weird. I was bored and just looking through the decklist you sent me 5ever ago. I had some thoughts on cards you might want to consider, just food for thought.

Overwhelming Stampede - awesome sorc, and you normally have at least 1 stupidly massive creature. 3 to 4 dollars.

Zendikar Resurgent - double your mana, draw cards for playing creatures, 4 bucks.

Stonecoil Serpent - not a hydra, but an X spell for you to double counters on later with vorel. I have one of these that you can just have, its like 4 or 5 bucks.

Courage in Crisis - counter on a creature and a proliferate trigger for 3 mana, pretty solid. trash common card super cheap.

Invigorating Surge - another super cheap instant, doubles counters similar to vorel's ability.

Solidarity of Heroes - same effect, more double trouble ;).

Inexorable Tide - proliferate whenever you cast a spell... pretty OP. 5 bucks.

Increasing Savagery - wowsa, that's a lot of counters, and ONLY A DOLLAR. nasty.

Bred for the Hunt - Draw cards for creatures with counters dealing dmg, cheap too.

Rampant Growth - great counterspell in these colors, worth considering since you cast really expensive spells. 1 doll hair.

Lazotep Plating - you probably have 10 of these lying around. way to protect your shiz.

Beast Within - staple removal in green.

Zameck Guildmage card draw dawg, card draw for counters. tight tight tight.

Its practically hydra tribal, get yo'self a Coat of Arms , I think you already have one in your binder.

If you decide to shell out on some cards, I think a few more expensive cards worth your while would be: Primal Vigor Branching Evolution Cyclonic Rift Rampant Growth - I have this in my Kenrith deck, its pretty great. Double Vorel's effectiveness with an equipment.

Id also put in more common ramp spells than the "draw X cards, put an extra land into play". cards like Cultivate , Rampant Growth , etc.

Lands lands lands, need better lands. Get some stuff like Command Tower , Yavimaya Coast , Llanowar Reborn , Temple of Mystery , Oran-Rief, the Vastwood , Simic Growth Chamber .

Alrighty, my rant is over.

BeeZak on Zaxara's Infinite Death

3 weeks ago

All aboard the Selvala, Heart of the Wilds / Kinnan, Bonder Prodigy train! Choo choo!

Seriously though, this looks sweet as hell. The infinite mana angle seems nasty, but not overly pushed, which should lead to good gameplay. Freed from the Real tends to be a surprisingly loud threat and my guess is that it's likely going to be a bit too greedy, especially considering you have fairly limited protection. Pemmin's Aura is good enough because the protection is built-in, and the added evasion will help you close some games. I've also found that cards like this tend to suffer quite a bit to the Chaos Orb s in our meta but YMMV.

The first thing that stood out to me was that you have significantly less interaction than you typically play, and I'd bet that it'll feel a bit uncomfortable having to be so selective with your answers. I'd recommend adding Windgrace's Judgment and Assassin's Trophy to improve your flexible removal, and some number of Erebos's Intervention , Battle at the Bridge , Profane Command , and Black Sun's Zenith to up your creature removal and creature count (Hydra tokens) at the same time. Also, these do really well against indestructible threats (cough Blightsteel Colossus + Ulamog, the Ceaseless Hunger cough) like gods and such.

You could probably also use another counterspell or two, but if you don't want to lean too hard that direction, that's understandable.

The second main thing I noticed is your mana ramp package—I'd look at it fairly critically and consider your goals. For example, I'd keep all creatures that tap for 2 or more mana ( Bloom Tender , Incubation Druid , Selvala, Heart of the Wilds ) as they give you more paths to going infinite. I'd cut the ones that only make 1 mana ( Birds of Paradise , Manaweft Sliver , Leyline Prowler ) as they tend to be a bit of a liability compared to land fetch spells and you aren't inherently taking advantage of the fact that they are creatures.

I'd also focus on the curve of your mana ramp. I think you should prioritize 2 cost spells like the three on-color signets, and the land fetch spells Nature's Lore , Farseek , Rampant Growth , and Sakura-Tribe Elder . Swapping these for your 3-5 cost mana ramp will give you more chances to cast Zaxara on turn 3 and get the ball rolling on both bigger mana and generating hydras. The way I see it, you could have a signet + Zaxara to use on turn 5 or spend that same turn casting a Gilded Lotus which is the same mana output but a turn slower. Basalt Monolith is the exception here as it goes infinite.

The final thing I'd encourage is to play more land. You really need to always hit Zaxara early for your deck to do it's thing, and maximizing your potential to consistently hit 4 mana on curve is going to pay dividends. At 34 I'd say you're 2-3 short of what I'd recommend for a mana-hungry deck like this, and you're actually at 33 right now because Winged Temple of Orazca starts as a Hadana's Climb  Flip and likely shouldn't be counted as a land.

Here are the baseline swaps I'd recommend:

Out - Birds of Paradise - Manaweft Sliver - Leyline Prowler - Yavimaya Elder - Freed from the Real - Capricopian - Seedborn Muse - Chromatic Lantern - Darksteel Ingot - Replicating Ring - Gilded Lotus - Opulent Palace

In + 2 Forest + 1 Island + 1 Swamp + Farseek + Nature's Lore + Sakura-Tribe Elder + Golgari Signet + Simic Signet + Dimir Signet + Profane Command / Erebos's Intervention + Windgrace's Judgment / Assassin's Trophy

These aren't super exciting changes but they'll massively help your initial consistency. I'd play the deck a buch before deciding what swaps would be best beyond this.

Stoked to see the deck in action!

Jabes on Big and Stupid

3 weeks ago

Since the goal of this seems to be "get big guy, attack with big guy", it would help to ramp up quickly to your bigger guys. Use for example Rampant Growth to ramp quickly. Your elves that tap for mana can easily be removed with Tragic Slip for example, so its good to not solely rely on them for extra mana.

Your Nykthos card is a legendary card which means you can only have one copy on your side of the battlefield. So you might want to be careful about having 4 of it in your deck as once you have 1 on the field, the other 3 is useless if its in your hand. Playtest and see if 2 or 3 copies is a better number.

Load more