Wild Growth

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena 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
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Wild Growth

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds an additional (in addition to the mana the land produces).

AstroAA on Bant enchantmentz

2 weeks ago

I would cut the number of lands in your deck to around ~33 to ~35. You can substitute these with enchantments like Utopia Sprawl, Wild Growth, and Carpet of Flowers.

Additionally, you specifically ask for "controlling enchantments". I myself run a Sythis, Harvest's Hand deck that is based on shutting the entire board down, so you can check my deck for inspiration. I run stuff like Suppression Field, Stony Silence, Root Maze, Ground Seal, and other cards like Kataki, War's Wage, Null Rod, Collector Ouphe, and Linvala, Keeper of Silence. My deck wins through locking my opponents by preventing them from being able to play/use lands with Elesh Norn, Grand Cenobite and Living Plane.

If you need any other help, feel free to ask.

NonetheWeisser on Elder Dragon Conduit

3 weeks ago

I would replace Wild Growth with Utopia Sprawl or Fertile Ground to make this Modern legal.

SufferFromEDHD on Autumn Enchantress '99 (ULG)

1 month ago

I'm a big fan of themes/gimmicks/deck building rules. I've never done an era/year restriction. This is really cool! You picked arguably the most legendary block in the games history as the cut off point. I have very fond memories cracking boosters and building broken decks with old friends.

Thran Tome green draw was few and far between back then. I remember using this occasionally back in the day.

Conch Horn is colorless Brainstorm

Defense Grid and/or City of Solitude anti blue/anti combo.

Plow Under and Stunted Growth tempo removal. Ruins 1 potentially 2 turns.

Willow Satyr blue effect for your mono green deck.

Wild Growth and Carpet of Flowers high quality ramp and easy card draw off Argothian Enchantress.

Katabatic Winds might be one of the most evil stax cards if 1999 is the cut off point! I appreciated seeing this in the maybeboard. Slot out Storm Front and test it out.

SufferFromEDHD on Would You Still Love Me If I Was A Wurm?

1 month ago

Mutavault wurm manland!

Bonders' Enclave easy card draw.

Emerald Medallion wurms are expensive.

Wild Growth over Arcane Signet.

SufferFromEDHD on My Viper Don't Want None Unless You've Got-

2 months ago

If you are looking for an aura to dodge removal I'd suggest Wild Growth over Utopia Sprawl in mono green. At the end of the day they both do the same thing but Utopia Sprawl is clearly designed for multi color.

Gidgetimer on My pre made deck needs …

2 months ago

Without info on a budget it is a bit hard to suggest upgrades. However; as said before you need to lower your mana curve and focus the deck on either landfall or beaters. I would also cut 6 of the lands to go down to 38 and add in much more ramp. Cutting:

6 lands

Terastodon

Elder Deep-Fiend

Verdant Sun's Avatar

Meteor Golem

Sphinx of Uthuun

Scourge of Fleets

Tromokratis

would give you 13 free spots. If you filled those spots with 1 and 2 CMC ramp and cheap removal your games would go much smoother. Personally I'd go with 8 ramp and 5 removal, and here is where what your budget is will matter for choices.

Ramp

Birds of Paradise

Elvish Visionary

Exploration

Fyndhorn Elves

Llanowar Elves

Burgeoning

Wild Growth

Arcane Signet

Devoted Druid

Lotus Cobra

Talisman of Curiosity

Removal

Beast Within

Pongify

Cyclonic Rift

Rapid Hybridization

Negate

Disperse

Brazen Borrower

Boomerang

Divide by Zero

Gomazoa

DreadKhan on Life-sucking Witch

3 months ago

If you don't want to go heavy on lands, you can run stuff like Llanowar Elves, Elvish Mystic and Fyndhorn Elves. There is also Wild Growth and Overgrowth, which can be really strong. Usually people run creature ramp or land ramp in Golgari decks, and don't go very heavy on artifacts (and may well run stuff like Bane of Progress that make artifacts feel bad). You can use Dockside Chef too, or Viscera Seer to generate advantage while using creatures that you can also sacrifice in a pinch.

DreadKhan on [EDH] Tatyova 25$ budget

4 months ago

Have you thought about tossing Harrow in? It's usually better Roiling Regrowth, as long as nobody counters your ramp spells. Stone-Seeder Hierophant has to tap to ramp you, but if you can hit multiple landfall per turn it can be a lot of mana.

This is pretty out there, but Simic Growth Chamber and Guildless Commons are interesting cards, they offer access to an extra land drop as a floor, but technically you can bounce the land itself and replay it if you've got ways to do it, like Skyshroud Ranger for example (there are others, not all low budget, but several are), it can let you hit potentially infinite land drops using a card like Retreat to Coralhelm, which is pretty powerful in Tatyova. Retreat also interacts positively with Tatyova and Dreamscape Artist, which is pretty budget and is a source of tons of landfall over time even without Retreat. Oboro Breezecaller is a nifty way to keep hitting land drops, even if you're not really gaining ground you still draw cards. She can ramp you nicely if you have lands that tap for more than 1 mana, which can be via the Growth Chamber, Commons, or via an aura like Wild Growth or Overgrowth or Fertile Ground, and they are some of the more efficient ramp as long as people don't run enchantment hate/wipes, you can enchant an untapped land often and gain that ramp the same turn, which is usually better/safer than a ramp rock. I also like Soratami Mirror-Mage and Meloku the Clouded Mirror, all three can readily go infinite with Retreat to Coralhelm and a creature that taps to put a land into play, and all 3 make it very easy to hit your potential land drops. Not really sure why, but while everyone agrees Thrasios is amazing, very few people seem to care about Parcelbeast, but it's a good card in Tatyova. If you have Retreat out obviously you can untap when you hit a land, and if you have extra landfall available, you can use a separate landfall to untap the Parcelbeast so you can keep trying for another land, but it's not like 1 mana and tapping your Parcelbeast is a big ask. Also, if you can manage to put a Parcelbeast (or any other Mutate creature, including something like Sea-Dasher Octopus could be decent, there are some huge bodies) onto a Scute Swarm, you'll clone the mutated creature, which can be a 7/7 potentially. Most Mutate creatures seem to just give you a buff when they mutate, but some offer useful abilities that you'd like cloned. This will weird people out, but it's a nice play in budget I suspect.

A bit random, but Tatyova decks should usually be running the card Gush, you might not even mind bouncing the lands, the card draw is a nice perk, with the cost being the main upside of the card. It interacts nicely with Mystic Sanctuary and the aforementioned land-into-play dorks and Retreat to Coralhelm to draw as much as you want, and have other landfall benefits. Even if all you do is draw 2 cards and hit 2 more land drops you would have missed, that's a huge payoff for literally no mana IMHO.

I like having Primal Command in budget Green decks, it's a lot of mana but it can do a lot of stuff technically. If you throw in anything that can recur it, you can keep reshuffling your graveyard back in, which can be useful. Curse of the Swine is a nice juicy removal spell for Simic, it not only exiles, it can hit tons of targets, allowing you to compete with recursive decks more readily.

Cool deck, hope some of this is interesting/helpful!

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