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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Legality

Format Legality
Leviathan Legal
Canadian Highlander Legal
Pauper EDH Legal
Modern Legal
Block Constructed Legal
Pauper Legal
Unformat Legal
Commander / EDH Legal
Limited Legal
Casual Legal
Highlander Legal
Legacy Legal
Custom Legal
2019-10-04 Legal
Vintage Legal
1v1 Commander Legal
Duel Commander Legal
Tiny Leaders Legal
Oathbreaker Legal

Rampant Growth occurrence in decks from the last year

Latest Decks as Commander

Rampant Growth Discussion

EvilG on Basic Green Stompy

6 days ago

Have you thought about Explore instead of Rampant Growth

Azeworai on Land Twins

1 week ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

Head CoIIector on The Voice of Hunger

1 week ago

I'm just gonna say it... Command Tower????? Forest is strictly better. Likewise, Three Visits is also strictly better than Rampant Growth. Personally, I like Mindless Automaton better than Harmonize here. It'll almost certainly net more cards overall for the same 4 mana. Definitely think Gyre Sage should be here. could probably drop Sakura-Tribe Elder for it.
And Caged Sun and Vernal Bloom are always options.

Strangelove on The Voice of Hunger

1 week ago

+1 my dude! @your reddit post,

More lands imo. Also more big ramp... seems like Vorinclex is a big target for removal, so ramping up to 15+ mana a turn seems like the way to go.

I think the biggest problem is that you're splitting themes and trying to jam infect. A lot of seemingly powerful cards don't have synergy with the rest of the deck. Only ~12 cards directly create +1/+1 counters. So (eg.) Hardened Scales really does nothing.

...Cut incidental Infect:

-1Viridian Corrupter, -1Spinebiter

-1Phyrexian Swarmlord... I love this card but, even when you're all in on infect it isn't that good...

(I think the other infect cards with 5+ power as soft, 2-card combos with your commmander are viable).

...Cut fatties with no evasion:

-1Renata, Called to the Hunt... if you're interested in playing "go-wide + pump" this could be good, but not better than Bloodspore Thrinax

-1Rampaging Baloths... incidental 4/4s aren't worthwhile

-1Crowned Ceratok... +1Champion of Lambholt

-1Ulvenwald Hydra... no synergy

-1Primordial Hydra... +1Managorger Hydra

When choosing cards ask yourself: (1) Does it work with my commander? (2) Does it work with my theme? (3) Is it strong enough with no synergy to play 1v3? (eg. Rampant Growth, Sylvan Library, etc.)

Happy brewing!

Harbinger69 on Ghave, Pile of Cards

1 week ago

Don't forget to put CMDR next to your commander's text in the entry box to make him show up as your commander.

As for advice, I would try to lower the number of 3 drops you have (Curve is suffering because of this) and then add more 2 mana ramp like Rampant Growth or Three Visits, while cutting back on your "goodstuff" cards that aren't necessarily adding synergy like Azusa, Lost but Seeking. I would also cut Triskelavus, Oathsworn Knight, Nantuko Husk, and Duneblast. These cards either dont add much to your deck or are far overcosted for what they do (Specifically dune blast's effect being overcosted when you could be running the multitude of 4 mana wraths or just Single Combat)

_Arra_ on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

1 month ago

Hi BenWin, a bit of a long reply, apologies if I ramble. Guerte has hit the nail on the head with Burgeoning, not only do we need lands in hand we also need our opponents to be playing lands and for a large number of decks our opponents are playing typically run very few lands so that it is almost never provides value outside of the opening hand and even in the opening hand you need to make sure you have a card draw spell to refill or else you are instantly in top deck mode turn 1 or 2, not great.

Skullclamp I understand your point here, it is a highly efficient card and it might well be worth running. It is likely to be removed on sight but maybe better this than one of our enchantments etc. Maybe worth testing but I am still leaning towards this not really fitting in with our game plan. It is another piece to have onboard for it to be of value. What I mean by this is that we need a creature preferrably a elemental token so we would need Omnath, Locus of Rage + Skullclamp + a sac outlet + a land in hand or a landfall trigger. It isn't Greater Good or Valakut Exploration which generate a value with fewer pieces required.

Force of Vigor I am a champion of, we agree, this should be an auto include in almost all green decks. The Omrath iteraltion of this deck runs very little spot removal which meta dependent is not the best approach, however, what it lacks in interaction it gains in efficiency, synergy and power. Run Force of Vigor folks.

Gamble This is an interesting one and one I am surprised to say I haven't tested thoroughly. Let me explain why. The card as powerful as it is and a tutor that Gruul in great need of also suffers significantly when we have very few cards in hand which for the most part Omrath does. If we can consistently have a full grip then I think this card is an auto include but I am sure we can all agree that Omnath very rarely is in that position and if we are then we are likely already winning, ie, we have just played a big Shamanic Revelation or Rishkar's Expertise or have Greater Good in play with a decent number of elementals. I don't think I will be running Gamble until we consistently have more cards in hand.

Altar of Dementia I think it is fair to aliken it too much to Ashnod's Altar as although they are both colourless enchantments Ashnod's Altar also produces mana. It turns each Field of the Dead trigger into a painless Ancient Tomb which is great for recasting Omnath, Locus of Rage or setting up for one of our high cmc spells. Your point about self mill is interesting and does generate another potential line for use albeit risky as we run very little non land recursion. with only Eternal Witness and Bala Ged Recovery  Flip available ever since we cut Greenwarden of Murasa. Milling our opponents out late could be a option but we'd need at least one of our doubling effects to have enough power onboard to eat through that many cards. I won't be running this card.

Sensei's Divining Top also won't be making the cut. Like I mentioned in my previous post I just think I would rather have other cards. If you are playing a slower plan with more interaction and maybe a bunch of stax pieces I can see this potentially being valuable. I just don't think Omrath is a deck for utility artifacts, we're too busy trying to play lands and cards that actively close the game rather than durdle.

Perilous Forays I cannot get behind. As mentioned previously it is a high cmc sac outlet and more importantly by the time I find myself playing I have very few basics left or at least not enough to be meaningful damage.Blasphemous Act is almost always a very cheap board wipe and I for one would not consider switching these, but whatever works for your meta.

Sylvan Scrying is very meta and budget dependent, you are correct that if you need to get a Cavern of Souls, Boseiju, Who Shelters All or Gaea's Cradle then this card is great, however, it would be greater if it put the card into play like Crop Rotation. Play if it makes sense, I would also advocate this over Rampant Growth as although Rampant Growth puts a land into play, it comes in tapped and is a basic. I don't think Rampant Growth should be in any serious Omrath deck especially not Three Visits is affordable, if it still is, switch it for Sylvan Scrying.

Temple of the False God I think is a budget card and something I removed from the deck years ago. If it is the opening hand it is generally fairly bad. We cannot fetch for it, this is pretty significant as we only run a few utility lands and non of these have particular downsides/restrictions. I would suggest thinking it this way, in which situation would you use Crop Rotation to get this card? I don't think I would every choose this over one of our arguably higher powered utility lands. Just not for me. If you are on a budget and can't get an Ancient Tomb, Gaea's Cradle, Cavern of Souls etc then go for it. We only run 8 utility lands all of which are more powerful effects. Regarding Strip Mine, have you ever had multi landfalls + Crucible of Worlds + Strip Mine? this is only anti tempo for our opponent's. Also being able to remove some elses Gaea's Cradle or table a multi coloured deck off a colour early game is exactly why Strip Mine is powerful. I would take another look at how and when you are using it. Yes there are games when it does nothing but some times you need to get rid of a pesky Cavern of Souls so the blue player can counter etc.

Mana Vault so far I have been disappointed. This is another, if it isn't in your opening hand it gets a lot weaker. I will persist a little longer but I might switch this out to test Jeweled Lotus.

Steely Resolve in my opinion should not be cut. I am very much against this as games I have played this card I have almost always won. If it eats a remove spell then that is one less that will be targeting Omnath, Locus of Rage or Ancient Greenwarden. Sylvan Safekeeper is great but if you have issue with anti tempo as you mentioned with Strip Mine then you surely don't like Sylvan Safekeeper?

Just my humble take on those cards. If you want to run them do, have fun with the deck, test things out and see how they feel for you.

TallyDanish on Ultimate Golem Army

1 month ago

First of all, your curve is high so you need way more mana acceleration, especially early game.

I'd recommend replacing 2-5 cards with cheap ramp like Rampant Growth, Three Visits, Mind Stone, Cultivate, Kodama's Reach and maybe Skyclave Relic.

Here are some other suggestions:

Camaraderie instead of War Report

Forsaken Monument instead of Golem's Heart

Conjurer's Closet instead of Dragon Mask

Throne of Geth instead of Energy Chamber

Inspiring Call instead of Sporeback Troll

Cathars' Crusade instead of Chief of the Foundry

Trading Post instead of Daring Archaeologist

Loyal Guardian instead of Arcbound Overseer

Kuldotha Forgemaster instead of Arcbound Bruiser

Ancient Stone Idol instead of Pardic Wanderer

Return of the Wildspeaker instead of Compost

Ugin, the Ineffable instead of The Wanderer

Buried Ruin, Dread Statuary, Gavony Township, Tomb of the Spirit Dragon, Krosan Verge, Blighted Woodland, Canopy Vista, Scattered Groves, Castle Garenbrig, Bala Ged Recovery  Flip instead of basic lands.

TriusMalarky on Court of Grace, the best …

1 month ago

Aight, my thoughts: first, I think EDH games don't actually go all that long. 8-10 turns is probably a good estimate of game length -- but that's 8-10 per player.

So, if you resolve Phyrexian Arena t3, you can expect to draw 5-7 cards over the course of the game, and it doesn't do anything immediately. Compare to Tymna or Tuvasa the Sunlit as ways to draw one extra(or more with Tymna, or if you have instant speed enchantments in Tuvasa) card each turn in the command zone. Both of them can do something immediately, so they're better lategame, and they also don't take up a draw: they're always in your command zone.

Thus, I wouldn't consider Arena. It's too slow for a draw engine in the 99. IMO, draw engines in the 99 gotta be pretty good, like Notion Thief or Ad Nauseam. Lots of cards now is better than twice as many in as many turns.

Court is interesting, and guarantees a draw -- 4 mana cantrip, which is bad -- and is incredibly likely to give you a 1/1 with flying. So 4 mana to get a 1/1 and a card as its floor. Not great.

But I don't think we should be comparing it to Arena, or using it as a draw engine. It's a way to bring Monarch to the table, and it also makes it so you're one of the best equipped to maintain Monarch status. It brings another angle to the table.

I'm a big fan of cards that, while not strategically correct, are correct to run for the purpose of fun games. Rootweaver Druid is a 3-mana Rampant Growth, in overall effect, but it guarantees that no player is mana or color screwed. Court of Grace, on the other hand, doesn't do nothing and also brings a fun, combat-centric political aspect to the table. That's the reason to run it. It sucks compared to Arena, which is already bad card draw, but it's amazing when considering the fun it could bring at the right tables.

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