Rampant Growth

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Legality

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

Sorcery

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

NV_1980 on Hello Lindler

4 days ago

I think this deck needs a different commander; maybe even a colorless one (like Kozilek, the Great Distortion). You can do more or less the exact same thing (even play counterspells, because of Kozilek) and your deck would become much easier to control and predict (for yourself (or your buddy), as a player I mean). For some ideas, check out my Kozilek deck.

However, if you plan on sticking to Kruphix, I would recommend:

  • to increase the number of lands. In a dual-color EDH deck I would expect at least 34 (if you also include a lot of 0-cost mana artifacts). When I play-tested this deck, I drew 10 starter hands and I had to mulligan for more lands 8 out of 10 times.
  • use green's major strength: ramp. Right now you're not using it at all and it could drastically increase the speed of this deck. Green has phenomenal ramp creatures like Llanowar Elves/Elvish Mystic, Selvala, Heart of the Wilds, Azusa, Lost but Seeking to name but a fraction. Also, don't forget ramp sorceries like Rampant Growth, Cultivate, Three Visits, etc.
  • use some more of blue's draw power. There's hardly any of that in here and it too could drastically increase the deck's speed (and the options per turn of the player). My recommendations would go out to Ponder, Preordain, Prosperity and Mystic Remora

I'd recommend removing some of the (mana-)artifacts in this deck to make room for the above. And Emrakul, since he's been banned from the format.

Hopefully some of this helped. Good luck.

jarncards on hasteland

3 weeks ago

For global haste you can use Fires of Yavimaya, Concordant Crossroads, Mass Hysteria, and Urabrask the Hidden who will also conveniently turn off other people's haste. Anger and Barbarian Class also give haste after more effort.

Ant Queen, Artifact Mutation, Battle Hymn, Circle of Dreams Druid, Dragon Broodmother, Pest Infestation, Scute Swarm, Tempt with Vengeance, Sylvan Offering, Termagant Swarm are all useful if you can give haste to all of them.

Birds of Paradise is just the best mana dork.

You have green, so you might as well use the standard ramp package with Cultivate , Kodama's Reach, Explore , Farseek, , Rampant Growth, Three Visits and Nature's Lore. Probably ignore most mana rocks, because people are going to want to vandalblast you just because of the treasures.

Relentless Assault, Scourge of the Throne, Combat Celebrant, Hexplate Wallbreaker, World at War grant extra combats, with Hellkite Charger and Aggravated Assault potentially going infinite.

Vandalblast goes in every red deck. Even though youll have a ton of treasures i'd still run Brotherhood's End too

For draw spells consider Scroll Rack, Garruk's Uprising, Elemental Bond, Soul's Majesty, Furious Rise, Rishkar's Expertise, Beast Whisperer, Shamanic Revelation, Disciple of Bolas, Pact of the Serpent, Painful Truths, Harmonize, Sign in Blood, Night's Whisper, Read the Bones, Ambition's Cost, Ancient Craving, Damnable Pact, Commune with Lava, Lifeblood Hydra, or maybe Necropotence although the color restricion on necro is tough, treasures should take care of it.

Fable of the Mirror-Breaker  Flip, Ragavan, Nimble Pilferer , The Reaver Cleaver , Gadrak, the Crown-Scourge , Ancient Copper Dragon , Old Gnawbone Ziatora, the Incinerator for more treasure makers. Pyrohemia and Pestilence could be fun with the extra mana. Awaken the Woods is an amazing x spell too, but wont appreciate the two aforementioned cards.

If you're using magda the deck will benefit from dragons and expensive artifacts. throw in Imperial Recruiter and Worldly Tutor, Vampiric Tutor, and Demonic Tutor all go in your colors. so you can get her more consistently. Darksteel Forge and Gate to Phyrexia can be tutored into play with her for five treasure.

If you use dragons, you could add Dragonstorm, but you should carefully consider how many cheap spells you expect to be able to cast if you arent building specifically towards this card. Chatterstorm, Empty the Warrens, Yawgmoth's Will, Jeska's Will, Mana Geyser, and Manamorphose, Past in Flames are all good on their own and would add synergy.

If it ends up dragon tribal, cards like Crippling Fear , Kindred Dominance, Crux of Fate

Swashbuckler Extraordinaire is a very good payoff for using treasures if you dont use certain other nightmarish dragons like Atarka, World Render, Blast-Furnace Hellkite, Terror of Mount Velus, Thrakkus the Butcher

AThiccNacho on Zaxara, the (Hopefully) Awesome

1 month ago

Seedborn Muse is a very off choice in this deck since you don't have many interaction cards during opponents turn. Maybe for counter spells? but even then, it's not going to give you insane value unless you can flash out or use instants. If it's for Kruphix, I would not recommend it. Getting faster synergistic combos is way better.

Parallel Lives feels like a HUGE waste in this deck both card wise and cost wise ($40+!). Getting double hydras from your comm is great... but it doesn't have much use other than Gelatinous Genesis, which also isn't really that great tbh.

Wildwood Scourge should be cut. Garbage, no combat abilities and doesn't offer ANY utility. It's just an X. All it does it get 1 +1/+1 counter when you put ANY amount of +1/+1 counters on something else. If you drop a 10/10 hydra, it just gets 1 counter. Not good.

Kodama of the West Tree is pretty darn great and gives your modified creatures trample, which is essential for big dumb hydras as a 10/10 means nothing if there are 5 1/1 soldiers on the other side of the field.

Rampant Growth is pretty iffy because the land comes in tapped, use Nature's Lore to search for shock land and just pay 2 to have it come in untapped or you can just leave it tapped if you can't play anything else but you'll get the mana choice which is infinitely better than a basic land.

Boundless Realms - Any reason why this is in here? Does not benefit hydras nor X spells and is not either. They come in tapped, so it's mostly a completely wasted turn.

Cards like Voracious Hydra, Hydroid Krasis and Kalonian Hydra are pretty damn good in this archetype, especially kalonian.

Green Sun's Zenith can get any green creature out and is an X spell as well. I often search for Nyxbloom Ancient, Kalonian or Selvala, Heart of the Wilds.

Overall, pretty decent deck. There's some fine tuning for the dead weight, but I think it still looks pretty good!

I based my recommendations off my deck Hydra Rampage boi

Licecolony on Mono-Green SuperFriends!

1 month ago

Heck no Lokasa!
If Pir, Imaginative Rascal gets you excited, I think you 'ought to go for it. This is YOUR deck, you can make it however you like. We can work to compensate for the speed by changing out the ramp package!

I will note that with Pir, Imaginative Rascal, you'd also get Toothy, Imaginary Friend as a free second commander which gives you access to cards like Tekuthal, Inquiry Dominus, Ezuri, Stalker of Spheres, Ichormoon Gauntlet, Deepglow Skate along with a bunch more planeswalkers and proliferators and duplicators. Since your deck is called mono-green, I'm gonna write the rest of this comment assuming you don't want to add any blue cards.

Accelerated Ramp, these are gonna focus more on getting lands straight to the battlefield and being cheap to use. If possible, having these attached to creatures to block early on:
Nature's Lore
Sakura-Tribe Elder
Three Visits
Rampant Growth
Yavimaya Elder
Fertilid
Topiary Stomper
And that would take place of all of your three mana mana-ramp and your ramp that brings lands to hand (they work best with Azuza, so now we don't need them).

Then we can come up with fast removal to protect you early and give you early blockers:
Cankerbloom
Thrashing Brontodon
Nature's Claim

We can replace the planeswalkers we lost earlier Garruk, Savage Herald, Nissa, Genesis Mage, Vivien, Arkbow Ranger, Vivien, Champion of the Wilds, Vivien, Nature's Avenger with more that'll keep you safe and will give us space for better support cards:
Nissa, Ascended Animist
Wrenn and Seven



Finally, we can think about how to use those planeswalkers more effectively with cards like:
The Peregrine Dynamo doubles up your planeswalker ability
Kamahl's Druidic Vow can be another Genesis Wave in this deck.
I'll also add Vorinclex, Monstrous Raider though will warn you MOST people do not enjoy playing against that card.



Note that my opinion is just as useless as anyone else's and any choices you make will be the right ones for you. I hope you find your fun <3

Licecolony on NayaDinos

1 month ago

I'd add 6 or so lands. There's just not near enough there. It also seems you're expecting a really long game with cards to reshuffle stuff into your library and gain life. You start at 40 health. If you're taking that much damage, the extra 5 here or there aren't saving you. And reshuffling cards from the graveyard into the library is only going to be useful if you're playing against a mill deck or you somehow draw your entire deck. Both somewhat uncommon situations.

Cards under $3 that you might consider:
Nature's Lore
Rishkar's Expertise
Cultivate
Rampant Growth
Farseek
Kodama's Reach
Colossal Majesty
Return of the Wildspeaker
Beast Within
Nature's Claim
Thunderfoot Baloth
Rootweaver Druid
Reclamation Sage
Cathar Commando
Knight of Autumn
Qasali Pridemage
Thrashing Brontodon
Ranging Raptors
Regisaur Alpha
Shifting Ceratops
Territorial Hammerskull
Territorial Allosaurus
Topiary Stomper
Atzocan Seer
Tribal Forcemage
Naya Charm
Road of Return
Boros Charm

Cards that I would call easily expendable:
Suncleanser
Cacophodon
Looming Altisaur
Imperial Ceratops
Wilderness Reclamation
Verdant Haven
Gift of Paradise
Fertile Ground
Oketra's Last Mercy
Rolling Thunder
Serene Remembrance
Elixir of Immortality
Oketra's Monument
Alhammarret's Archive
Sanguine Sacrament
Slice in Twain
Enter the Unknown
Boros Signet
Gruul Signet
Selesnya Signet

Profet93 on Phylath, Walmart Garden Center Supervisor

1 month ago

I would cut gruul signet and the talisman and swap them with Nature's Lore and Rampant Growth , or another land ramping spell of your choice such as Skyshroud Claim. Green does not require artifact ramp. By swapping your artifact ramp with land ramp, you....

  1. Make your ramp less susceptible to removal
  2. Trigger your landfall abilities like lotus cobra and most notably, your commander.
  3. Allows you to add other cards like Bane of Progress which usually dominates in most metas. Given your lack of artifacts and enchantments, it will almost always be to your benefit (aside from doubling season of course).

Speaking of lands, I dont see the purpose of crop rotation aside from valakut and even then seems subpar. Why not swap it for more ramp or draw given you don't need the specific land search, unless I'm missing a combo or synergy? Not to mention, cost to cast is saccing a land so blue players usually counter it to deny you a tutor and make you lose a land.

Necrosis24 on Basics matter theme - Mono …

2 months ago

Personally I'd run a token generator or blink cmdr like Abdel Adrian, Gorion's Ward (with your choice of background) as I like the idea of using Settle the Wreckage as a ramp spell and I think it works well with him. Basri Ket and Launch the Fleet are similar effects as Abdel.

You could also use Swords to Plowshares as a Rampant Growth.

Expedition Map to get Urborg, Tomb of Yawgmoth + Kormus Bell to turn your plains into creatures which you can now flicker more easily as well and benefit on etbs.

Tomik, Distinguished Advokist is worth considering to add to the deck if you go the Kormus Bell route as your land creatures basically have hexproof now.

Additionally you could use cards like Zuran Orb or Troubled Healer in combination with Faith's Reward/Second Sunrise/Planar Birth for extra landfall triggers. If you are running the Kormus Bell combo you could use creature sac-outlets like Altar of Dementia or Phyrexian Altar. But if the sac outlets don't play into the rest of the deck you might be better of running Oswald Fiddlebender as your cmdr to ensure you get the right combination of artifacts.

Zuran Orb also pairs well with Aetherflux Reservoir.

A roundabout and rather inefficient lands-matter removal would be Soul Sculptor + Aura Fracture.

Also can't go wrong with Sun Titan + fetch lands (i.e. Fabled Passage). If you go the flicker route you can get some great value out of this. Alternatively Sevinne's Reclamation/Crucible of Worlds also work well with fetch-lands and landfall

TLDR: Landfall-Flicker or Landfall-Recursion or combination of both.

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