Giant Growth is one of the big five, one of the
original Magic cards that gives you three of
something for one mana, along with Ancestral
Recall, Healing Salve, Dark Ritual and Lightning
Bolt. Most of these have been taken away, deemed
too powerful to be fair. Giant Growth is still a
great card for limited play, but not useful
enough for competitive constructed formats.
Always a classic. One little green mana turns
into an extra 3 power, an extra 3 points of
damage, an extra 3 toughness to save a creature.
Often imitated, never duplicated. Well, except
that one time. This is the closest thing Green
will likely ever have to creature removal; all
the ability and use of a burn spell but with a
more creature-centric feel.
Monday - Giant
For the two people in the audience that care, I
was on vacation in Germany, but now I'm back. :)
Now, back to the subject. This is a - nay, THE -
classic green card. It has been with us since
day one and it will probably stay that way. It
has always been useful, but has seen less and
less play these days as there are always better
options available, like Stonewood Invocation
nowadays, or splashing red for a (more useful)
burn spell like Incinerate. Giant Growth does
have its place, but that place doesn't need
filling right now. It will always be a popular
casual card, though, as you can't beat +3/+3 for
1 and people like their fatties.
In limited, a great pick if you're playing
green. I might even splash green for this, as it
can help swing the game in your favor.
One of my all time favorite green cards. +3/+3
to any creature for 1 mana. ALOT of combat
tricks. Can be used on offense or defense.
Really glad this card never went away.
It's amazing to think that this is the last
survivor (in the "duration" worldview, anyway)
of the five three-of-something-for-one-mana
cards from Alpha. It wasn't even close to being
the most powerful, but then again we have a
different idea now about what power level is
healthy. I wouldn't call Giant Growth more than
slightly playable in constructed; people usually
go for something with a bigger effect, like
Blanchwood Armor or Elephant Guide. It's a
staple in limited, though, being the very
definition of "combat trick."
Magic Noob in Canada since 2002
I hated Giant
Growth when I first played Magic. After working
simple combat math which sadly took a long time,
I blocked my friend's
creature, only for him to play Giant Growth. I
read it, and pretty
much went like "What the !@#$%?!?".
It's been a long time since that, and Giant
Growth still has a spot in
my heart. Sadly, Might of Old Krosa and
Stonewood Invocation are so much
better than this that I would never consider
If your opponent is tapped out, Might of Old
Krosa is pretty safe and
bettre than Giant Growth. If your opponent is
not tapped out, playing
Giant Growth can easily net you a -1 advantage
if your opponent happens
to have some removal. Stonewood Invocation does
not have this drawback.
Limited: 3/5, combat tricks are cool!
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