|Commander / EDH||Legal|
Printings View all
|Zendikar Expeditions||Mythic Rare|
Combos Browse all
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.
Price & Acquistion Set Price Alerts
|Have (5)||perrin515 , CampbellStev , saj0219 , greanbeaner , kobyjoe|
|Want (17)||switchkill65 , 2austin5 , Spinalripper , TheRealPeaches , Ashy , bradyofportdetroit , , brokendwarf , Riders_of_Brohan , accioali , CampbellStev , the.beanpole , DevoidMage , Nate_D , saj0219 , BlueMageBrandon , DHermos|
Stomping Ground Discussion
1 day ago
so you will probably see more aggro than anything. i normally see tron, affinity, burn and then white blue control normally. the first thing i noticed about the deck is that you have 8 counter spells when this isnt even a control deck. i suggest
the sideboard and mana base need a bit of work but this should be a pretty solid deck for a local fnm. if you dont like it i suggest you look up temur traverse because thats probably the strongest and most reliable temur deck for modern right now.
4 days ago
4 days ago
i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.
Now lets look at green. what does green give you that red does not have.
mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).
1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.
so lets walk through the deck piece by piece.
Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.
Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.
Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.
Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.
Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.
World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.
Lightning Bolt: probably one of the best red cards printed.
Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.
Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)
Stone Rain: Bread of the deck. does exactly what you want to do.
Molten Rain: bread, meet butter.
Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.
Aether Hub: if you switch to a 2 color deck you can take this out.
Blighted Cataract: regardless of if you stick with blue or not you should take this out.
Botanical Sanctum: obciously if you drop blue you drop this.
Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.
Forest: basics are cool.
Island: this card makes people concede in legacy.
Mountain: glory be to red and all the pain it will cause.
Spirebluff Canal: you drop this if you frop blue.
Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.
if you couldn't tell i really think you should drop blue.
hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.
best of luck with your deck.
5 days ago
5 days ago
I've been playing Naya Burn since they printed Atarka's Command, and was a R/W Burn player before that. You've got a lot of the list together really well but I'd make a couple changes if I was playing it:
Firstly, 18 lands usually isn't enough to go on. You ideally want to hit 2 lands early and a third later, 19 is generally a better number. If it were me I'd add 1x Stomping Ground, or maybe even 1x Windswept Heath if you're feeling daring. Even a basic Mountain is a fine choice.
Secondly, four Searing Blaze in the mainboard isn't the best, you'll find that you don't hit the land drops often enough to make much use of it unless you're casting it on turn two. Against the Burn mirror it's valid but you won't be casting it turn 2 against Grixis, or Tron, or a lot of other decks that play creatures later. I'd take 2 or 3 of them out and into the sideboard (take out Leyline of Punishment, you won't be able to cast it until turn 8 or later and by then you've already lost, and I'd probably run only 2x Path to Exile in the side. To replace the Blaze in the mainboard, consider adding a fourth Wild Nacatl?
Depending on your Meta obviously, having 3 Path and 3 Blaze Sideboard instead of 2 and 4 is fine as well if you play against a lot of Grixis/Jund/Tron.
1 week ago
I liked the Harmless Offering idea, any build with it is usually fun.
I think you could enhance the mana base with a couple Overgrown Tomb + Stomping Ground/Cinder Glade. This way your Utopia Sprawls would have more targets to hit and would be easier to cast Harmless Offering.
I also think you could replace Murder for Putrefy or something of the sorte since you are already splashing colors.
I'm guessing you are playing Acid Web Spider because it has reach, but you could replace it for more Putrefy/Murder or even Silklash Spider that can block the opponent's Abyssal Persecutorif you give it to them.
If you are playing it because it destroy artifacts, then there's also Acidic Slime that hits a wider variety of things.
Behold the Beyond is a little heavy to cast and demands you to discard anything you have... maybe its better to use Diabolic Revelation instead.
1 week ago
That is why it is not as good. When you are able to generate a lot of mana, you want to be playing threats. Ramping into more ramp just feels bad. Overgrowth is better because it comes down a turn earlier and the mana fixing normally does not matter very much. If you think you are going to be short on red sources to cast your dragons, just throw all your enchamtments on the land you do have that can produce red. Then when you untap the land, viola. You have an additional red mana.
It is kind of the same reason that Arbor Elf is actually better than Kiora's Follower and Voyaging Satyr in non-budget lists. Arbor Elf can untap Breeding Pool and Stomping Ground -- giving you access to all the color fixing you could need -- as well as tons of forests to use him with. Sames goes for Utopia Sprawl as compared to Trace of Abundance.
The thing that costs less mana that has a restriction on it is usually better if the restriction is not that big of a deal. In regards to Arbor Elf and Utopia Sprawl -- the restrictions hardly noticable if you have the $$$$$ for the shocklands and fetchlands to always ensure you have a forest. Likewise, Overgrowth is better than Market Festival because by the time you cast it, you should have access to all the colors you need. Additional mana of the color you need can be created by untapping lands with your various "untappers."
Essentially it boils down to why pay more for essentially the same effect? Why wait an additional turn so I can play this card with a marginally better effect, when I can play a card right now that in the long run will do the same thing?