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Moxonomy

Wild Growth

Enchantment — AuraGreen mana

The original one-mana ramp Aura, and the design choice it embodies is the reason mana acceleration in green looks the way it does thirty years later. Wild Growth puts the extra mana on the land itself rather than on the player, which means the acceleration is gated by what you draw and tap: no land, no payoff, and the card-disadvantage of trading an Aura for nothing if the enchanted land is destroyed is the price of admission. That structural friction (one card spent to upgrade one land, with both vulnerable to removal) is what kept the effect at one mana while Dark Ritual got restricted and banned across formats for doing the same job without the strings. Utopia Sprawl later refined the template by adding a color-fixing rider; Arbor Elf and its kin turned the Aura into a combo piece by untapping the enchanted land for a second mana payout. The lineage from Wild Growth through Overgrowth, Fertile Ground, and the Sprawl-Elf engines is one continuous thread of designers asking how much an Aura on a land is allowed to do. The answer keeps coming back to the same baseline: one mana, one extra green, attached to a permanent that can die. Every variant since carries that same ceiling in its bones, the friction baked in by a card that decided what the effect was worth before there was a format to balance it against.

Wild Growth (30a)
30A · #225common
Pricing
Normal: $3.59
Foil:
Oracle Text

Rules text

Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional Green mana.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

26 sets
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