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Old 07-29-2005, 02:29 PM   #1
rancored_elf
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Default [RAV] Giant Growth variant

I got this from a contact who asked me to wait a couple days before posting it... and that was a couple days ago.

I don't know the name, but it's a Giant Growth type card (every main set has one!) except it only gives +2/+2. Apparently, instead of paying the cost, you can tap a green creature.

If that's exactly how it is, I can't see why I wouldn't test this in my 10-land stompy deck. Any cheap spell, as long as it's a creature or creature pump, and can potentially be played for free, deserves testing!

Also, kind of a first turn backup plan when laying down a BoP or something.

Seems like an uncommon to me, but that's just a guess.
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Old 07-29-2005, 02:36 PM   #2
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Ooooh Free spells
Now please reprint Force of Will , misdirection, bounty of the hunt, Frantic search, snap and I will be very happy

On a serious note, This will be nice in 10-land stompy as you said
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Old 07-29-2005, 02:45 PM   #3
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That seems balanced and potentially good...they were playing around with this exact same mechanic with Lashknife back in Masques block, and that card sucked but only because it gave First Strike.

This is pretty exciting, and definitely worthwhile if some sort of green beats is playable. Synergizes nicely with 0/1 Birds.

I could definitely see a cycle of these, with varying levels of actually being good, possibly all for one mana. Maybe...

W: Prevent the next three damage that would be dealt to any number of creatures.
R: Deal 1 damage to target creature or player.
U: Target creature gains flying until end of turn (gotta have Jump in the base set!)
B: Target creature gets -1/-1.

These don't seem exciting, but the red and black could be good if this block proves fast.
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Old 07-29-2005, 02:50 PM   #4
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Well that seems kind of silly actually. I mean if it costs one g then if you tap a green creature like Birds or Elves it's like you're paying G anyways right? And if it costs more than g It's just not any good. It seems like such a white thing to be able to tap a creature to pay for the spell (Re: Hundred Talon Strike splice)
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Old 07-29-2005, 02:52 PM   #5
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Eh...that better not be all it does otherwise its inferior to giant growth. Which is saying a lot because not many pump spells are inferior.
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Old 07-29-2005, 02:54 PM   #6
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Wow. That's unbelievable. Play a land, play a 1cc creature, attack with the one you already have, cast a Giant Growth, and then cast this variant with the creature you just played.

Quality, quality card.
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Old 07-29-2005, 02:55 PM   #7
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If the cost is, "tap an untapped green creature you control", then it could be used with a summoning-sick creature, such as a turn1 BoP, or the Verdant Force you just tapped out for and has a Sickening Shoal launched at it.
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Old 07-29-2005, 02:58 PM   #8
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Quote:
Originally Posted by pli2100hours
Eh...that better not be all it does otherwise its inferior to giant growth. Which is saying a lot because not many pump spells are inferior.
I disagree. I like that in decks with limited manabases, like 10-Land Stompy, that a card that can turn resources around are good. Remember good old Necro, turning life into cards. Obvious this is no Necro but the fact remains you can turn creatures into pumps. It seems more of a limited card to me but in late game it can be a nice trick in Contrcuted.
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Old 07-29-2005, 03:03 PM   #9
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Quote:
Originally Posted by pli2100hours
Eh...that better not be all it does otherwise its inferior to giant growth. Which is saying a lot because not many pump spells are inferior.
There really aren't any pump spells that are strictly better than GG. They all cost more, this spell costs less, so it can't give a bigger boost than +3/+3.
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Old 07-29-2005, 03:03 PM   #10
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I guess I still don't get it. Sure it has defensive purposes, but if all your creatures are manamen then... why not just pay for it O_o
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Old 07-29-2005, 03:08 PM   #11
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Blue, it's for decks that aren't going to be playing mana-men because they're playing real fast decks. Decks that run cards like Rogue Elephant, Jungle Lion, and Mtenda Lion aren't going to have mana to spare second turn for a Giant Growth. So having a Giant Growth that's free for tapping the creature you just played that can't attack is REALLY good.
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Old 07-29-2005, 03:10 PM   #12
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Quote:
Originally Posted by Mystic
Blue, it's for decks that aren't going to be playing mana-men because they're playing real fast decks. Decks that run cards like Rogue Elephant, Jungle Lion, and Mtenda Lion aren't going to have mana to spare second turn for a Giant Growth. So having a Giant Growth that's free for tapping the creature you just played that can't attack is REALLY good.
Oh. I see. I'd rather go turn 1 Rogue Elephant Turn 2 Scent of Ivy. But I guess I can see where this might be good. I just....Don't like it better than Kodama's Might so far. Maybe when the rest of Ravnica comes out? (I don't like it in the current scope of the game. I don't play Vintage or Legacy where those other cards are legal so alls I got is T2 and Extended where it's not as good)
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Old 07-29-2005, 03:15 PM   #13
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Yeah, Scent of Ivy is a great second turn, but there are frequent times when you just don't draw it, and it becomes fodder for Bounty of the Hunt later in the game. This isn't going to replace those cards, it'll work along-side it as free pump to make your second turn 10/10 a second turn 12/12. In Mono Green Stompy, that extra two points could make all the difference.
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Old 07-29-2005, 03:17 PM   #14
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Quote:
Originally Posted by Mystic
Yeah, Scent of Ivy is a great second turn, but there are frequent times when you just don't draw it, and it becomes fodder for Bounty of the Hunt later in the game. This isn't going to replace those cards, it'll work along-side it as free pump to make your second turn 10/10 a second turn 12/12. In Mono Green Stompy, that extra two points could make all the difference.
I see. I mean It's good with Berserk but the whole problem I was seeing was that that turn I played another creature I could have played Berserk. And instead of using Invigorate + Berserk I played a creature then tapped it. I can see where it's mana acceleration to an extent... I say that because in that situation it's like your green creature IS tapping for green mana on turn 2. Think they built it specific for that deck?
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Old 07-29-2005, 03:31 PM   #15
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Serious question here... but...

how do we know the card is green? Honestly, Ravnica is the set of color pairs, and pump is somewhat White's slice of the pie as well. I could see this costing W or 1W, and having the alternate play cost. W/G is supposedly one of the color pairs of Ravnica, and this would be an interesting way to reward players for both colors -- cast it as a white spell, or for free by tapping down one of your green dorks. Plus, that would be another step toward making Ravnica the best expansion ever (tm)--gold cards, the kicker-like "bleed" mechanic, and now alternate mana costs? Plus, it makes Mirrodin block rotate out? Yayz!
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