|Commander / EDH||Legal|
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|Zendikar Expeditions (EXP)||Mythic Rare|
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Land — Mountain Forest
(: Add or to your mana pool.)
As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, Stomping Ground enters the battlefield tapped.
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Stomping Ground Discussion
9 hours ago
Definitely replace Pyromancer with Searing Blaze. Also, I don't really get it; why RDW over Boros? Like 8vomit said, Boros gives access to Lightning Helix and Path to Exile. Just an idea, but maybe add 1 Stomping Ground to main and 1-2 Destructive Revelry to SB against Leyline of Sanctity?
6 days ago
1 week ago
Evan's suggestions are good.
This is the manabase I would use.
2 Arid Mesa
4 Bloodstained Mire
3 Inspiring Vantage (better than the check land because you need turn 1 mana.)
2 Sacred Foundry
1 Stomping grounds
4 Wooded Foothills
The fetchlands are to feed Grim Lavamancer, of which you have 3 in the sideboard. Most lists I have seen run between 0-2. The ones without still play some number of fetches, but less than 10 for sure.
The Stomping grounds is for 3-4 Destructive Revelry in the sideboard. While Wear//Tear is super solid, Revelry sticks to the theme of burning out your opponent as quickly as possible. Since green would be available, you can swap 1 copy of Skullcrack for the fun-of copy of Atarka's Command. The first two abilities do the exact same thing, but the last option can sometimes hit super hard if you have bodies on the ground.
2x Deflecting Palm
4x Destructive Revelry
2x Grim Lavamancer
2x Kor Firewalker
2x Path to Exile
1x Relic of Progenitus
2x Rest in Peace
Hope this helps!
p.s. Most of this research was from mtgtop8.com
1 week ago
You can't not have red shock lands. Naya Burn really needs its red mana, while being able to still cast multicolored cards.
City of Brass is also a no-go, because you will end up paying more life than if you play fetches and shocks. Sometimes you also just go and get basic Mountain when you already have a Sacred Foundry and Stomping grounds in play. If you're having to pay several life each turn from City of Brass/Mana Confluence, you won't be able to race other burn decks, Death's Shadow, and so on.
Drop 2 Grim Lavamancers and add in 2 Monastery Swiftspear. Grim Lavamancer is really good, but you won't ever want more than 1 out at a time because that's about all you'll be able to activate. Monastery Swiftspear is the second best turn 1 play after Goblin Guide.
1 week ago
well, I am defiantly going to grab them. Sacred Foundry and Stomping Ground are the next on the list, and they are significantly less expensive. I planned on buying them last as I saw the fetch lands as a higher priority. I'm looking at like another $80 - 100 and it will be complete. I do play competitively but Im in my first year of college so I am super broke, I am basically selling cards from my standard decks and really trying to focus more on modern. So yes, even though I posed the question as to if they are necessary, I do think its worth extra 300 or so for probably a 2-3 percent win jump, but thats only as I play more seriously than a lot of people at my our shop.
I was very surprised to see how successful this deck was at FNM with only basic lands, keep in mind I am playing paper. It obviously gives you better control over the battlefield, but Burn is a great deck as literally anyone can pick it up and still be succcesfull.
I would agree with Funkydiscogod above me here. The necessity of fetch lands is dictated by how competitive you are.
1 week ago
1 week ago
If life gain is proving to be a problem, you can use Skullcrack to prevent them from gaining any life for a turn. Against Leyline of Sanctity, you can add maybe a Wooded Foothills or two along with a Stomping Ground, and then put 2-3x Destructive Revelry in the sideboard. Against Tron, Molten Rain from the side to deal with Urza lands is great. Against Elves, I don't see a mass kill spell that won't kill all of your creatures as well. But if you don't care about your guys and just want to deal with their guys, I would recommend Pyroclasm if your meta's Elf strategy is to go wide with 1/1 tokens, or Anger of the Gods against regular Elves with Elvish Archdruid and that stuff. Against Ad Nauseam, I don't see any spell in read that can deal with it, other than if you splash blue for some kind of counter.
2 weeks ago
Hey there! Awesome deck you have here (and Maelstrom Wanderer is probably my favorite commander, so that doesn't hurt)!
I agree you need a little more mana fixing; fortunately, Green is very good at this. Kodama's Reach and Cultivate are both amazing at ramp and fixing, and Farseek, Explosive Vegetation, Skyshroud Claim, and Urban Evolution are as well (keep in mind that you can get any forest with the Claim, not just basics). Gilded Lotus is also an option.
Some other general suggestions I have for you:
- Scroll Rack is great at setting the top cards of your library for your commander to cascade into, while putting extra lands to the bottom.
- I enjoy Bane of Bala Ged as a devastating Cascade target, although it does draw some hate.
- Great Whale is hilarious to cascade into, and gets you infinite mana with Deadeye Navigator.
- Magus of the Mind is also a great cascade target.
- Regrowth is better than Recollect, although I can understand if you prefer the promo.
- Pathbreaker Ibex is generally game-ending, especially with the haste from Wanderer.
- Blasphemous Act is a board wipe that you don't cascade into.
- Primal Command is great for its extreme versatility.
- Future Sight lets you see the top card of your library to determine when to pull the trigger on casting Wanderer. It's also great with Top.
- Mind's Dilation is just generally amazing.
- Spearbreaker Behemoth can protect your big things.
- Recurring Insight is amazing card draw, often drawing you 10+ cards.
Finally, I do think your mana base needs a little work. I find 37-38 lands is appropriate for a ramp-heavy deck like Wanderer, so you can certainly cut a few lands. I'd recommend the checklands (Rootbound Crag, Hinterland Harbor, and Sulfur Falls), the painlands (Karplusan Forest, Yavimaya Coast, and Shivan Reef), the shocklands (Stomping Ground, Breeding Pool, and Steam Vents), the temples (Temple of Mystery, Temple of Abandon, and Temple of Epiphany), and the fetchlands if you can afford them (Wooded Foothills, Misty Rainforest, and Scalding Tarn). Ash Barrens is also amazing due to the shuffle effect if you need it, and Frontier Bivouac is fine if you need the fixing.
Hope this helps!