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Monstrous Growth (Seventh Edition)

Monstrous Growth

Seventh Edition — Common

Sorcery

Monstrous Growth is legal in the following formats:

Modern
Legacy
Vintage
Highlander
French Commander
Tiny Leaders Commander
Modern Duel Commander
Commander
Pauper

Monstrous Growth (Seventh Edition)
Price: PaperMTGO

TCGPlayer avg. price:

$0.16

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Rating:

4.86/10

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Cards like Monstrous Growth in Standard format:

Titanic Growth

Titanic Growth

Instant

Target creature gets +4/+4 until end of turn.

6.1 /10
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Larger Than Life

Larger Than Life

Sorcery

Target creature gets +4/+4 and gains trample until end of turn.

6 /10
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Nature s Way

Nature's Way

Sorcery

Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.

7 /10
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Rabid Bite

Rabid Bite

Sorcery

Target creature you control deals damage equal to its power to target creature you don't control.

6.2 /10
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Swell of Growth

Swell of Growth

Instant

Target creature gets +2/+2 until end of turn. You may put a land card from your hand onto the battlefield.

5.8 /10
$0.14
Earthen Arms

Earthen Arms

Sorcery

Put two +1/+1 counters on target permanent.

Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

6.2 /10
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Seek the Wilds

Seek the Wilds

Sorcery

Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

5.8 /10
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Distemper of the Blood

Distemper of the Blood

Sorcery

Target creature gets +2/+2 and gains trample until end of turn.

Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

6.9 /10
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Sylvan Scrying

Sylvan Scrying

Sorcery

Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.

7.7 /10
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Fork in the Road

Fork in the Road

Sorcery

Search your library for up to two basic land cards and reveal them. Put one into your hand and the other into your graveyard. Then shuffle your library.

6.5 /10
$0.14
Die Young

Die Young

Sorcery

Choose target creature. You get (two energy counters), then you may pay any amount of . The creature gets -1/-1 until end of turn for each paid this way.

6.4 /10
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Collective Brutality

Collective Brutality

Sorcery

Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.)

Choose one or more —

• Target opponent reveals his or her hand. You choose an instant or sorcery card from it. That player discards that card.

• Target creature gets -2/-2 until end of turn.

• Target opponent loses 2 life and you gain 2 life.

7.6 /10
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Ondu Rising

Ondu Rising

Sorcery

Whenever a creature attacks this turn, it gains lifelink until end of turn.

Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

5.9 /10
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Incendiary Flow

Incendiary Flow

Sorcery

Incendiary Flow deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.

9.1 /10
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Macabre Waltz

Macabre Waltz

Sorcery

Return up to two target creature cards from your graveyard to your hand, then discard a card.

6.6 /10
$0.15
Cemetery Recruitment

Cemetery Recruitment

Sorcery

Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.

6.9 /10
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Sparkmage s Gambit

Sparkmage's Gambit

Sorcery

Sparkmage's Gambit deals 1 damage to each of up to two target creatures. Those creatures can't block this turn.

7.3 /10
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Aim High

Aim High

Instant

Untap target creature. It gets +2/+2 and gains reach until end of turn. (It can block creatures with flying.)

6.9 /10
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Engineered Might

Engineered Might

Sorcery

Choose one —

• Target creature gets +5/+5 and gains trample until end of turn.

• Creatures you control get +2/+2 and gain vigilance until end of turn.

5.6 /10
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Hunt the Weak

Hunt the Weak

Sorcery

Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)

5.2 /10
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