Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
*Hidden within the infinite, protean rooms of the House are strange pockets of power that only the bravest dare access.*
Set
Duskmourn: House of Horror Commander
Rarity
Common
Mana Value
2
Artist
Nicholas Gregory
Collector #
88
Why Play Growth Spiral
Ramp decks and value-oriented midrange strategies leverage this card's ability to replace itself while accelerating mana development. The instant speed allows you to hold up interaction during your opponent's turn, then use it at end of turn to gain tempo advantage heading into your next turn. Playing it early helps fix mana and curve out faster, while drawing it late still provides card selection and potential ramp when you need to hit land drops for expensive threats.Format Notes
Pioneer and Modern see the most competitive play, particularly in Simic ramp shells and control decks that want cheap card selection. The card maintains steady popularity in Commander as an efficient piece of ramp that doesn't cost card advantage. Pauper values it highly as one of the format's best ramp spells, often appearing in Tron variants and multicolor value decks that can support the two-color requirement.Combos & Synergies
Uro, Titan of Nature's Wrath creates powerful synergy by providing additional lands to put into play while generating more card advantage. Tatyova, Benthic Druid turns each activation into two cards drawn, creating explosive value engines in longer games. The card also enables consistent turn-three Wilderness Reclamation in Pioneer, setting up powerful instant-speed plays on subsequent turns.Featured in These Decks
- Tricky Terrain Commander
- Reap the Tides Commander
- Paradox Power Commander
- Painbow Commander
- Jump Scare! Commander
- Explorers of the Deep Commander