Target creature gets +4/+4 until end of turn.
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|Commander / EDH||Legal|
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Titanic Growth Discussion
3 months ago
A deck can do well casually but, unless it's in a competitive environment, winning doesn't mean a lot.
Neither does the cost of a deck. When you play Standard, building decks can be very costly.
I certainly didn't build great decks to start with. I started playing competitively right away.
That was a hard way to learn.
I must've built over twenty decks in paper, in my first year of playing. All different types, and colours.
Some copied ideas I had seen my opponents play. Most were original ideas. I just wanted to learn to build decks that could keep up with the top ones in the meta.
Ending a match quickly is one way of winning, but there are many others that are just as effective.
This deck has the bones to be excellent. It does need a few tweaks to get it there.
Sometimes Become Immense is even better.
Keep tweaking and playing this deck, and don't be afraid to play it in a tournament.
Part of building is seeing how competitive your deck is, and adjusting it to make it better and better.
4 months ago
ChrisHansonBiomancin Thanks, those are some good points. I'll have to look into some removal, possibly Heartless Act . I might swap out the Titanic Growth since I like the versatility of Inscription of Abundance . It has definitely been a game changer at times.
4 months ago
This is a cool deck. The only cards i think could be cut are Titanic Growth and Inscription of Abundance . The most powerful part of this deck is reanimation effects and neither card contributes to that strategy. Imho it's better to be really good at one thing and not try to have a deck do too much, or you'll dilute the best part of the deck. Also, fight effects aren't really a great fit with a lot of your creature lineup (tho Back for More is good since it's a 2-for-1), especially in the early game, so you'd probably be better off with black removal to survive long enough to start reanimating.
4 months ago
Aside from Outcast tokens and the Mimic, you only have 4 dragons to top out at. Most Gruul dragon packages I've seen run in the 8-12 range. Some popular inclusions are Thunderbreak Regent , Glorybringer , Harbinger of the Hunt , Scourge of Valkas , Mirrorwing Dragon , Terror of the Peaks , Lathliss, Dragon Queen , and the odd Steel Hellkite . Personally, I'm a fan of going for multiple attacks with Hellkite Charger and Savage Ventmaw . The new Leyline Tyrant might have some role in such a strategy, but I haven't had the chance to test it. The first two cards I'd cut would probably be Wolfir Silverheart and Grim Lavamancer . The former is undeniably powerful soulbonded to a double-striking dragon, but for 5 mana, it may as well just be another double-striking dragon itself. As for the wizard, I get the impression its ability will act like a 1 mana tax that distracts from casting your bombs. Even if you can afford to activate it often, a lack of fetchlands (even if they're budget alternatives) will limit its potency.
Otherwise, you have a couple of cards that have stronger replacements in modern. Titanic Growth is worse than Phytoburst at least some of the time, although I'd prefer 1 cost versions like Might of Old Krosa , Groundswell , Blossoming Defense , or Vines of Vastwood anyway. Similarly, Run Amok could probably be Rancor if the trample is important. As long as you're still interested in playing around with the graveyard, Traverse the Ulvenwald could be a neat replacement for Track Down that lets you literally track down your singleton dragons. Adventurous Impulse and Oath of Nissa are less powerful but less demanding options. Shackles of Treachery likely represents a mechanic you don't even need in the deck, but if you want an Act of Treason , I've had pretty decent success with Kari Zev's Expertise . The last cards I'll suggest are just some other dragon synergy tools. Draconic Roar is an amped Lightning Strike , Dragon Tempest can be a much cheaper Warstorm Surge if you're pumping out enough reptiles, and Frontier Siege offers flexibility between ramp and control. Finally, there are the spirit dragon lands if you think those would be useful.
Let me know if you have any questions and good luck with your build!
6 months ago
The card selections here are good, but you do have way too many lands. Infect lists sometimes run land counts in the low teens, and without more expensive threats like Wild Defiance, I definitely would run 20 at the most. If you do want to stick with a higher land count to avoid mana screw, Groundswell will almost always be better than Titanic Growth while still being more budget friendly than Might of Old Krosa. Although, it looks like even Might is fairly cheap after being reprinted. Other relatively cheap buffs I'd look at would be Rancor and Mutagenic Growth. The former is persistent and combos well with Ichorclaw Myr. The latter is basically half an Invigorate, but Invig is so good it's banned in pauper.
8 months ago
I think that ways to increase your creature's power and give it trample could help too. Disrupt Decorum fits in perfectly if you don't mind it's price. Otherwise, Titanic Growth, Rancor, Barge In, and Crash Through are solid options. It could also be worth looking into making Marisi your commander for more consistent access to goad, but I'm not sure what you'd be able to replace black with. I really love the deck though!
8 months ago
What a cool deck! My deck, Double Trouble EDH ⫸PRIMER⫷, functions quite similarly with a lot of ramp and unblockable spells, so I may be able to give you a few tips! First thing, I would recommend playing a bunch more of unblockable spells. 6/100 cards aren't very reassuring, and there are many more of them that could prove useful! Infiltrate, Cloak of Mists, Canopy Cover, and Aether Tunnel are all pretty good as well! If you have the budget, Thassa, God of the Sea could work well in that regard too. I would also consider a bunch of more pump spells and a couple of neat draw spells. One of the best ones in this regard would be Berserk, basically a 1 hit KO, but as that may not be within your budget, I would look through the following: Blossoming Defense, Briar Shield, Groundswell, Hunt the Hunter, Might of Old Krosa, Mutagenic Growth, Seal of Strength, Vines of Vastwood, Favor of the Overbeing, Might of the Nephilim, Phytoburst, Titanic Growth, Invigorate, Might of Oaks, and of course the final two. Hunter's Prowess, and Hunter's Insight. If you have an unblockable spell, you can draw 12+ cards with arixmethes, and if you have some pump spells, that can be WAY more. Pump spells also increase commander damage, letting you reach your goal relatively quicker. While the pump spells aren't necessary, I think the draw spells would work wonderfully. For lands and ramp, I'll try to stick to cheaper things, so I think Exotic Orchard would work really well, since almost everyone nowadays plays in blue/green, and you'd have pretty great chances. As for ramp, I would definitely include Sol Ring, Arcane Signet, Simic Signet, Birds of Paradise, Nature's Lore, Three Visits (It will be reprinted in commander legends for less than a dollar), Sylvan Caryatid, Explore, Growth Spiral, Emerald Medallion/Sapphire Medallion, Mark of Sakikoand as for non-budget options, Burgeoning, Exploration, and Selvala, Heart of the Wilds. I also do not think you really need the "fatties" section, as they don't directly contribute to the gameplan and they seem to be more of a flavorful aspect. Anyways though, be sure to check out some of my decks, hope this helps, and have a wonderful day! Happy tapping!
11 months ago
While I hate playing against counter-heavy decks, and probably shouldn't help them improve, I do have some ways to (hopefully) make the deck better:
As is, you're running too few lands, given the amount of 4-drops. Also, I'd play some amount of Rewind, as it lets you counter a spell AND play a threat on turn 4+.
Titanic Growth is underwhelming in flash decks. They just need to tempo out the opponent, which is best done with value creatures and bounce and/or counter spells.
Frilled Mystic is a great tempo play. If you up the land count, you should play all 4.
Hope that helps. Good luck with the deck!