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Rampant Growth card art
Live Play Data

Rampant Growth

{1} {G} · Sorcery · Tarkir: Dragonstorm Commander (TDC)
28%
Live Inclusion
Times Brought
1227
Decks Running
699
Median Cast Turn
3
Drawn → Played
66%
Format

Rampant Growth lands in 28% of tracked Commander decks and resolves on turn 3 at the median, with 66% of drawn copies reaching the stack before the game ends.

Rampant Growth sits in 28% of the 2463 Commander decks tracked on Playgroup Live, making it one of the most-played two-mana ramp spells in the format. It appears in 699 distinct decks, spread across 500 unique players, with no single contributor accounting for more than a small slice of the dataset.

The card does what two-mana ramp is supposed to do: it hits early. Median first cast is turn 3, with a cluster of copies resolving on turn 2, the earliest practical opportunity. Of 314 drawn copies, 66% were cast before the game concluded. As a sorcery that tutors a land directly onto the battlefield, it resolves to the graveyard, so stickiness is not a relevant metric here.

Green decks with multicolor commanders lean on Rampant Growth to smooth mana early, and the top-commander spread reflects that. Naya, Sultai, and five-color commanders appear repeatedly in the list, confirming the card earns its slot most often where color fixing matters as much as raw acceleration.

At a glance
  • 28% of tracked Commander decks include Rampant Growth
  • T3 median turn of first cast
  • 66% of drawn copies were cast before the game ended
  • 43% of casts landed on or ahead of the two-mana curve
  • 500 unique players have brought Rampant Growth to a tracked game
  • 25% draw rate across all game participations

First-cast turn

n=207
14%
T1
29%
T2
10%
T3
7%
T4
12%
T5
25%
T6-9
4%
T10+
Median 3 P25 2 · P75 6 · max 14
On curve 43% (60 / 207 cast on T2) Cast same turn as drawn 45%

The "good card" funnel

1236 brought · 500 players
Brought to game
1236
Ever drawn
314
Reached battlefield
207
Still on board at game end
1
66%

Of 1236 copies brought to games, 314 were drawn, 207 of those were cast, confirming that most copies that reach a hand do eventually hit the stack.

≥ -0.7pp

Players who cast this card win 26% of the time (n=206) , vs 21% when it never left the library (n=837).

When players drew this card but left it in hand, they won 31% (n=105) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.

Observed gap +5.2pp; 95% confidence interval -0.7pp to +11.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

350 instances
2.3%
Library
0.3%
Battlefield
68.3%
Graveyard
8.0%
Exile

The vast majority of Rampant Growth copies end in the graveyard, exactly as expected for a sorcery that resolves and is put there immediately. The small hand and exile counts reflect copies that were drawn but never cast before the game ended.

Commanders that played this card

in tracked games

The top-commander list spans Naya, Sultai, Gruul, and five-color commanders, consistent with Rampant Growth earning its slot wherever early color fixing matters as much as raw ramp.

Frequently Asked

How often is Rampant Growth drawn in a Commander game?
Across 1026 tracked multiplayer games where Rampant Growth was in the deck, it was drawn 25% of the time. That is consistent with a singleton in a 100-card deck. Of 314 copies that reached a hand, 66% were cast before the game ended. The remainder largely reflects games that concluded before the card could be played, not players choosing to hold it.
What turn does Rampant Growth typically resolve?
The median first-cast turn is 3. The distribution clusters around turn 2, the earliest practical window for a two-mana sorcery, with the p25 at turn 2 and the p75 at turn 6. That early cluster is driven by copies held in the opening hand. 43% of casts landed exactly on curve or ahead of it, with the rest drawn into later in the game.
Does casting Rampant Growth correlate with winning?
In the multiplayer dataset, the win rate when Rampant Growth was cast is 26% across 206 observations, compared to 21% when it stayed in the library. The raw delta is directional, but the confidence interval crosses zero on this sample size, so treat it as an early signal rather than a firm conclusion. The normalized 4-player baseline is 25%, so both buckets sit close to expected.
Which commanders run Rampant Growth most often?
The top commanders in the tracked dataset include Cloud, Ex-SOLDIER, The Wise Mothman, Bello, Bard of the Brambles, Pantlaza, Sun-Favored, and Gishath, Sun's Avatar. Most are multicolor commanders in green, where Rampant Growth's ability to fetch any basic land makes it useful for color fixing as well as acceleration. The distribution spans 500 unique players, so the list reflects genuine spread rather than a single playgroup's preferences.
Is Rampant Growth legal in Commander?
Yes. Rampant Growth is legal and unrestricted in Commander, as well as in Legacy, Modern, Vintage, Pauper, Duel Commander, Historic, and several other formats. It is not legal in Standard, Pioneer, or Alchemy. Its common rarity and broad legality make it one of the most accessible two-mana ramp spells in the game.
How reliable is the Rampant Growth data on Playgroup Live?
The multiplayer stats draw on 1026 tracked games across 2463 distinct decks. The card has been observed in 350 meaningful game events and brought to games 1236 times by 500 unique players. No single player accounts for more than a small fraction of that pool, which strengthens the signal. Still, with 207 casts recorded, treat per-bucket win-rate comparisons as directional rather than conclusive.