Scale Up

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Legality

Format Legality
1v1 Commander 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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Scale Up

Sorcery

Until end of turn, target creature you control becomes a green Wurm with base power and toughness 6/4.

Overload (You may cast this spell for its overload cost. If you do, change the text by replacing all instances of "target" with "each.")

Dana_in_Love845 on Ultra-Budget Simic midrange/control

3 months ago

I think Scale Up would work super well here. I also think the Llanowar copies should be switched(4 elves, 2 loamspeaker), and then maybe cut Gladecover Scout and Brushwagg for 4 copies of Slippery Bogle. Hope this helps! I think this is a cool idea for a deck and might get it tbh.

MusicGoat18 on UR Aggro Modern

5 months ago

Andramalech, I extremely appreciate the feedback! :) Your suggestions are nice however most of them probably won't make the cut. Other than potential synergy with Soul-Scar Mage, Adeliz is a bit slow due to it having a cmc of 3. I have Sprite Dragon in my maybeboard which has a similar effect but cheaper AND the buffs are permanent. Also, with Ingenious Prodigy, it was a good thought but it's also slow and requires a higher "X" value in its cost for effective drawing. I have DRC's which dumps my spells into the graveyard for card advantage fueling Underworld Breach. As for Stubborn Denial and Royal Treatment, I have slightly better cards in my sideboard for their type of ability: Flusterstorm, which triggers prowess with storm, and it isn't hard to "storm" it in this deck, and Veil of Summer, which prevents my stuff from being countered on top of the hexproof effect as well as the potential card draw. However, since I currently cannot afford Flusterstorms right now (lol), I will use stubborn denials or Spell Pierces in its place in my sideboard. Scale Up is a cool idea with the prowess effect, so I might consider tinkering with it, but since my mana base lacks green and my deck is more UR focused (most of my green spells have another way of casting) it probably won't make a spot in the deck.

Andramalech on UR Aggro Modern

5 months ago

Other things I thought you should capitalize on:

Royal Treatment - it gets defended until end of turn, nets another counter AND another Ward point for your cast.

Scale Up - make it big, then activate the Prowess abilities.

legendofa on Oh, Rotty!

1 year ago

How hard is it to reach delirium? There's a bunch of instants, a few sorceries and fetch lands, and let's say a creature dies once in a while. If you're not hitting delirium regularly, I would switch DRC for another Season of Growth and just draw past the cards you might not need.

My next thought is to either cut the Bloated Contaminator for another Dreadhorde Arcanist, or add more cards that grant counters of one kind or another. Dromoka's Command is solid, and you come up with any Snakeskin Veils, those would help a lot.

The typical play pattern I see is T1 Venerated Rotpriest, T2 pump and attack for damage and poison, T3 either Arcanist or Feather, the Redeemed, then just keep casting spells after that, attacking where you can. If that sounds right, then maybe look for some more hexproof-y protection-y spells like Apostle's Blessing, instead of just making your creatures bigger with Scale Up and Mutagenic Growth. I know those mostly from infect decks, where the goal is to get 1-2 creatures as big as possible, to deal as much infect damage as possible.

A T1 Glistener Elf, T2 Scale Up into Vines of Vastwood into Mutagenic Growth is very different from the same thing with a Rotpriest. With the Elf, you might have just won. With the Rotpriest, you just dealt 12 damage and gave three poison counters. Serious damage, but you're probably not going to do it twice in a row.

So I guess my suggestion (probably biased by my preference for control over aggro) is to focus mostly on keeping your creatures alive so they can be targeted by spells, choose the right time to attack, and let your poison counters do their work. Now that I think about it, some spells that grant vigilance might help, too.

Crow_Umbra on You cant touch this

1 year ago

I think you have a pretty solid start to this deck, especially given your budget. What's really cool about having all of the mana dorks is that if you are using them as blockers, and they don't have summoning sickness, you can tap them to activate their mana abilities, and then grant them deathtouch with Saryth.

Once you do make some eventual upgrades, I highly recommend adding Druid of Purification. It's one of my favorite removal pieces in green. It often removes 4 artifacts and/or enchantments for the price of 1 card.

Scale Up is another fun Overrun kind of effect. The Overload will turn each of your creatures into a 6/4 Wurm, which will be great with all the Trample effects you have in deck.

aholder7 on Why is Infect Not Returning?

1 year ago

The balancing issues people are referring to are in regards to non-edh formats. infect in edh only really comes up with triumph. but in other formats Glistener Elf and Blighted Agent are the back bone of infect as the only half decent cards with infect. but even as simple as those cards are they are decks that can run away with Turn 2 or 3 kills because they can drop an elf turn 1 then swing turn 2 with something like Scale Up and Might of Old Krosa or any other combination of cards. In a way infect is sort of like doublestrike to players and wither to creatures. both really strong effects, but its hard to put powerful effects like that on a large number of cards without having to make most of those expensive or bland. and if they misbalance even 1 or 2 they are likely going to see those cards run away with the 60 card formats of all kinds. the other problem for the design of infect was that you could only play an infect card if you were going to play an infect deck. infect only deals poison damage to players, not regular damage. so if your deck was mainly regulars you'd never hope to kill with infect (Arcbound Ravager into Inkmoth Nexus not withstanding)) and if you were a majority infect deck, your non infects would have to be relegated to entirely support based roles as their damage on their own couldn't take out an opponent. There are a couple other minor reasons they wouldn't do it but i think the above ones are the main factors.

Pinkfluffyant on Interactive poison (home ver.)

1 year ago

Thanks for the tips! I love Scale Up, that is an instant include, but still want to keep red. I'm not explicitly focusing on counter magic, and a little burn helps make the deck mine. If I were SUPER meta leaning I would run black blue white, but that's for another deck.

I will remove fynn, I was keeping them because they were amazing with bow of nylea, but now that it's gone it's a moot card.

wakawakawaka on Interactive poison (home ver.)

1 year ago

some other stuff I noticed:

Fynn does not scale with pumping.

Mutagenic Growth is likely better than ruthless instincts.

I would focus more on pumping your creatures and protecting them from removal than just playing creatures on curve. a 2/4 for 4 is not very good in modern. a blighted agent + Scale Up with countermagic up is quite good. you're playing red only for temur charm, lightning bolt, lightning strike. i would look into going straight blue/green and replacing some of the red cards with Spell Pierce, Apostle's Blessing or Flusterstorm.

also - replacing natures claim with Gemrazer could be pretty spicy. the mutated creature keeps infect.

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