Unchecked Growth

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Unchecked Growth

Instant — Arcane

Target creature gets +4/+4 until end of turn. If it's a Spirit, it gains trample until end of turn.

Samuel-Frederick on What madness drove them in there?...

8 years ago

Haha yeah you're right about Bower Passage, it means flyers can't get in your forest and have to go over it lol, literally the opposite of my reasoning for it! Still, should you find yourself against lots of flying decks... Or, just pop it in the bin lol.

Traverse the Ulvenwald doesn't ramp, it's just there for draw. As you say though, you only really want it if you did go down the delirium route.

You have a couple of fair sized guys, if you do run a couple more then Fungal Sprouting becomes a fun two of, instant forest. It's annoying that saprolings aren't plants, because I'd love to run it alongside Avenger of Zendikar, but the avenger cares not for saprolings.

If you're looking to add, then the cards I'm immediately not excited by are; Traproot Kami, Yew Spirit, Vinelasher Kudzu, and Unchecked Growth. I know you like your spirits there, so if you aren'y keen on that you could always cut the defender element of the deck. It would allow you to play a more varied game, and would make a nice amount of space as well.

Making-a-new-account-Hopefully-I-can-get-my-old-Username on Elusive Cyclops Aggro

8 years ago

Oh,do do that! I, for one, find an immense satisfaction in running voltron-esque decks, with one hyper-pumped guy that moreor less can't be stopped. My deck: What madness drove them in there?... has a, kinda, similar feel to it. I slap Unchecked Growth on Yew Spirit and then all my, seemingly, superfluous manaramp makes him real scary

Octrate on

8 years ago

Here's what I'd drop:

  1. Bounteous Kirin - It fits the deck's theme, mostly, but it's very mana intensive for a minor effect. Lifegain is good, but it won't win games.
  2. Crypt Ghast - I'd like this in your deck more if you had an Urborg, Tomb of Yawgmoth and even then, I wouldn't really like it. In a three color deck, his mana boost won't help nearly as much as it should.
  3. Divinity of Pride - This spirit isn't bad, but the mana cost kills it for me. You'll either have to not cast it in most circumstances or use up all of your white or black mana sources to cast it. It just doesn't do enough on its own.
  4. Faithful Squire - Doesn't really fit your theme, and the card isn't terribly good.
  5. Teneb, the Harvester - Not a bad card, but he needs to hit an opponent to have any effect and he doesn't fit the theme. He's just a bit too vanilla here.
  6. Swallowing Plague- it's a burn spell for removal, it won't do too much in commander. We can find better.
  7. Reins of the Vinesteed - You're likely to get 2-for-1'd, despite its ability. The ability is narrow and rather small. It just doesn't seem worth the slot.
  8. Death of a Thousand Stings - Five mana for one damage. It is really underwhelming. You can get better.
  9. Unchecked Growth - Pump spells are pretty weak in multiplayer, especially in commander.
  10. Seal of the Guildpact - It is ramp, but like Crypt Ghast, it's disproportionate. We can find you better ramp sources as your deck develops.

I'm also not a huge huge fan of most of the arcane instants and sorceries, but we can tackle those later on. As it stands, cutting these cards will give you a good start. Let me know what you think! And best of luck building.

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