Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
|Have (3)||gildan_bladeborn , orzhov_is_relatively_okay819 , NineNotesKnives|
|Want (10)||Asfael , Cactusman , GARlockSpiral , aschoenhard , Arnester , JazzCrimes , cyanbloodwater , Jrtobbe94 , iluvbacon610 , thefathamster|
Printings View all
|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|
|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|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Rampant Growth occurrence in decks from the last year
Commander / EDH:
All decks: 0.14%
GU (Simic): 1.04%
RG (Gruul): 1.43%
RGW (Naya): 1.79%
Rampant Growth Discussion
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
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)
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.
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.
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.
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.
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.
1 week ago
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).
Rhys the Redeemed... he's getting a reprint
Gutterbones... reusable 1-drops
Norin the Wary... free 1/1s or ETB triggers
Mist-Cloaked Herald... anything that can't be blocked
Graveblade Marauder... anything <4 with deathtouch
Alpine Houndmaster... going wide?
Malakir Cullblade... grower not a shower
Tribal decks have so much flavor! Hope this helps, maybe we'll see it next weekend? :o
1 week ago
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.
1 week ago
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:
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.
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.
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.
1 week ago
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.
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
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.
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.
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.