|Commander / EDH||Legal|
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|Zendikar Expeditions||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
4 days ago
Not sure if you know, but fetches can get dual lands. For example, Verdant Catacombs can get you a Savannah, Temple Garden, Taiga, or Stomping grounds in addition to its ability to get a basic. Fetches warrant their price for a reason.
Just leave the Cast Out. It's an amazing card and I don't really want to keep messing with the curve. We would have to remove Chaos Warp to keep the curve correct though. Grasp of Fate is probably better than Chaos Warp too (now that I think about it) just because it gets rid of three permanants with no drawback.
We really need to get rid of a three drop to curve out...hmmm how about this...
Snake Umbra -> Stranglehold/Cartouche of Zeal. I don't think going down to 18 should be that different. Having multiple of the same effect is always good in EDH, but if you're worried about it I think the other aura is fine. Cartouche lets you recover well if Uril gets hit by a board wipe or close out a game for a low CMC.
4 days ago
I'm a big fan of the update, the deck has come a long way. However there still are a few things that I think would make the deck better still:
Rounding out the curve so that it has the look of a descending staircase. To do this we need to replace a 3-drop with either a 1-, 2-, or 4-drop. Snake Umbra is definitely the weakest 3-drop.
Holy Mantle could still probably be replaced. I still find this card to be really unimpressive at 4 mana.
Lastly, Grasp of Fate is still missing. This card is really hard to pass up.
I don't want this to get lost in translation over multiple posts so I'll try to fix the curve and you can either agree or disagree with my adjustments...
You mentioned getting rid of the color fixing enchants like Abundant Growth and Unbridled Growth, but those are there for multiple reasons. They add to enchantment count (for both Ancestral Mask & Ethereal Armor), can filter and/or draw cards, and provide early game fixing. There is not really a need to remove them as they actually do more than you think.
The lands that I suggested were...Grove of the Burnwillows, Horizon Canopy, City of Brass, Mana Confluence, more fetches, and Okina, Temple to the Grandfathers. They will be better than the speed lands and with the replacement of more basic lands, better than the check lands as well. I definitely would not get rid of all your basics though.
My suggestion for your ideal land base would be...
1x Ancient Tomb
1x Arid Mesa
1x Marsh Flats
I also love that you have this deck tagged as "casual," this deck is a far cry from casual. Lol
5 days ago
So after playtesting it for a while, I think you need to make your ramp more efficient. I have trouble getting cards out onto the battlefield that do anything for you. I think it could be tied to how much colorless land you have. I like the colorless land that you have, but I think it should be mostly kept to one of each. If you had to have multiples of one, I'd probably stick with Cavern of Souls. The other two should just get replaced with basics or other dual colors. Drawing Mirrodin's Core, Ancient Ziggurat, and Haven of the Spirit Dragon is just a dead draw when you're still trying to ramp. You can get any of the shocklands that deal 2 damage to you if you want them to come in untapped (they're about $15-$20 depending on what colors you get). Stomping Ground, Overgrown Tomb, orHallowed Fountain is what I would get. This would really really help, but only two or three of any one will do you enough good for the harm. You can also search for those cards with your fetchlands like Bloodstained Mire or Wooded Foothills since they all have the basic land type in their sub type. I realize that it's expensive to run those kinds of solutions, but it really helps in multi colored decks.
As for everything else, I think most of it is ok at this point and would probably just need refining after you play. I would suggest increasing your Thunderbreak Regent Count to four just in case you have a hard time getting ramp out, which, honestly, shouldn't be an issue if you change your mana a little bit.
Mana fixing is the MOST important part of running multicolored decks and if you can't mana fix properly, your stuff will come out really slowly and that'll hurt you in end, regardless of how disgusting your creatures are.
Other than mana, something like Sylvan Caryatid, Dragonlord's Servant, Animist's Awakening, Rampant Growth, or Harrow might help. But I'm not REALLY suggesting any changes be made to your card pool at this point. We'll have to wait until we play it for real.
6 days ago
also the deck now has a small splash of white, which both fits the samut flavor and allows for Spark Trooper join in.
1 week ago
If we're upgrading the land package soon, here's what we gonna do. Firstly, shocklands will be important, but you can start with prioritizing red and black ones. Blood Crypt, Steam Vents, Sacred Foundry, Stomping Ground, Watery Grave, Godless Shrine, Overgrown Tomb... Then you can pick up Hallowed Fountain, Temple Garden, and Breeding Pool later. You'll also want to consider dropping the guildgates/Maze's End. From here, the Khans fetchlands will be worthy of inclusion: Wooded Foothills, Bloodstained Mire, Polluted Delta, Flooded Strand, and Windswept Heath. These are the cheaper fetchlands. Sidenote: Cascading Cataracts, Cavern of Souls... They're probably good inclusions. This will be a start for your mana base.
The transformation from Scion to Ur will also lessen the power of the following dragons: Dragon Mage, Dragon Tyrant, Nicol Bolas, Quicksilver Dragon, Scourge of Kher Ridges, Skithiryx, the Blight Dragon.
From here, you can try out Keiga, the Tide Star, Kokusho, the Evening Star, Thundermaw Hellkite, maybe Scourge of Valkas, Deathbringer Regent, Destructor Dragon, Dragonlord Silumgar, Glorybringer, Ojutai, Soul of Winter, Thunderbreak Regent... Those are just a start. Lots of potential there. Also, Crucible of Fire, Dragonspeaker Shaman, Dragonstorm lol, Dragonlord's Servant...
IRNMN on Jund Elves
1 week ago
Also, if you're going to take out Narnam Renegade that will allow you to drop the 2 Bloodstained Mire in favor of 1 extra Overgrown Tomb and 1 extra Stomping Ground. Having access to 2 red and 2 black mana sources is really important because you want to leave open the possibility of casting multiple Lightning Bolt or Shaman of the Pack in the same turn to close out a game. As it stands now you're limited to casting 1 of each of those per turn, which could be the difference between winning and losing. Cheers!
1 week ago
Hey guys, I'm selling out of paper because I only play online. I'll provide free shipping in a toploader/PWE or tracked bubble mailer for orders over $40, or add $3.
All cards are from the set listed and are NM unless listed otherwise. These cards can also be found in my binder. Pics available upon request.
I will also be willing to lower the price further for buying whole playsets/multiple cards, so make an offer! Paypal only.
Anyways, here is what I have -
1x Boseiju, Who Shelters All - $14
4x Flooded Strand - $21.25ea
5x Flooded Strand - $12.25ea
4x Polluted Delta - $27ea
2x Polluted Delta - 15.75ea
5x Wooded Foothills $14.5ea
4x Windswept Heath $10.5ea
2x Marsh Flats $26.25ea
3x Hallowed Fountain $12ea
3x Watery Grave - $12ea
1x Steam Vents - $13
2x Steam Vents LP - 11.5ea
2x Temple Garden - $11ea
2x Sacred Foundry LP - $11.5ea
2x Overgrown Tomb $10.75ea
1x Blood Crypt - $10.75
1x Breeding Pool - $15
1x Godless Shrine $10.75
1x Stomping Ground - $14.25
4x Gemstone Mine - $5.75ea
4x Darkslick Shores $9.25ea
1x Mystic Gate - $16.5
1x Sunken Ruins - $13.75
1x Twilight Mire - $27.5
1x Urborg, Tomb of Yawgmoth - $12
4x Tectonic Edge - $4/playset
8x Serum Visions - $8/playset
4x Ancestral Vision - $46.5ea
4x Path to Exile - $7.5ea
4x Angel's Grace - $5.75ea
4x Preordain - $5/playset
4x Sleight of Hand - $6.5ea
4x Spell Snare - $6ea
4x Inquisition of Kozilek - $5.25ea
4x Fatal Push - $7.25ea
4x Lightning Bolt - $7.75/playset
1x Surgical Extraction - $17.5ea
3x Spoils of the Vault - $10/set
2x Slaughter Pact - $6ea
1x Slaughter Pact LP - $5
4x Stoneforge Mystic $13ea
4x Wall of Omens - $5/playset
4x Snapcaster Mage - $38ea
2x Rest in Peace - $6ea
2x Stony Silence - $5ea
1x Life from the Loam - $16
1x Spellskite - $14.75
4x Phyrexian Unlife 7/playset
4x Simian Spirit Guide - $6.5ea
2x Vendilion Clique - $24.5ea
1x Crucible of Worlds - $52
4x Supreme Verdict 4.75ea
4x Cryptic Command - $26.5ea
2x Jace, Architect of Thought - $4/set
1x Damnation - $30
1x Damnation LP - $28
1x Kalitas, Traitor of Ghet - $12.5
1x Huntmaster of the Fells - $8
2x Baneslayer Angel - $6ea
1x Teferi, Mage of Zhalfir - $10.5
1x Tooth and Nail - $14.75
1 week ago
Also you are running scapeshift in red/green so you may as well run the combo with Valakut, the Molten Pinnacle. Though you may need to run a few more mountains. Stomping Ground, Sheltered Thicket, and if you have the budget Taiga would help there. That or you could side step the problem with Prismatic Omen.
Another sweet combo card that you may not know about is Stone-Seeder Hierophant, much like Lotus Cobra, she gives you an extra mana with each land drop, but that is not her true power. Her true power is with Thawing Claciers. You see since Thawing doesn't leave play until end of turn, you can just keep paying 1 mana over and over again to ramp you by one. This combo also goes infinite with Lotus Cobra and/or Amulet of Vigor.