Stomping Ground

Stomping Ground

Land — Mountain Forest

(: Gain or .)

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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Printings View all

Set Rarity
Ravnica Allegiance (RNA) Rare
Zendikar Expeditions (EXP) Mythic Rare
Gatecrash (GTC) Rare
Guildpact (GPT) Rare

Combos Browse all

Legality

Format Legality
Oathbreaker Legal
Canadian Highlander Legal
Arena Legal
Brawl Legal
Vintage Legal
Tiny Leaders Legal
Magic Duels Legal
Unformat Legal
Historic Legal
Pre-release Legal
Leviathan Legal
Standard Legal
Pioneer Legal
Modern Legal
Commander / EDH Legal
Highlander Legal
Noble Legal
Duel Commander Legal
Block Constructed Legal
1v1 Commander Legal
Legacy Legal
Casual Legal

Stomping Ground occurrence in decks from the last year

Modern:

All decks: 8.53%

Commander / EDH:

All decks: 0.27%

Stomping Ground Discussion

multimedia on Kalamax, the Bomb Droppin Dinosaur From Hell

2 days ago

Hey, good version of Kalamax.

32 lands is low especially when you're trying to get to nine mana for Chord to combo with Kiki. My advice is add more lands or more two drop mana rocks or both. Arcane Signet and Fellwar Stone are mana rock options, they could replace Docent of Perfection  Flip and Mizzix of the Izmagnus. This can help to reduce the avg. CMC and improve ramp. Docent is not as good, much slower, than Talrand/Murmuring and your not going to gaining very many experience counters from Mizzix since you have mostly low CMC instant/sorceries. Invigorating Surge, Refuse / Cooperate, Rapid Hybridization and Sublime Epiphany are options to cut to add more lands.

With a budget of $600+ could make some upgrades to the manabase. Lands such as Rupture Spire, Gain lands (Rugged Highlands), Scry lands (Temple of Mystery) are for low budget decks and Fast lands (Spirebluff Canal) will more times than not ETB tapped. I'm not a fan of Fast lands in Commander because as one ofs the consistency of having one in your opening hand or drawing one before turn three is too low.

Kalamax being a four drop also makes Fast lands not good if it's your turn four land drop then it makes it more difficult to cast Kalamax. Fast lands, Gain Lands, Scry lands and other lands that ETB tapped don't go well with Bounce lands (Simic Growth Chamber) together in the same manabase since having to bounce a Fast land sets you back even more for mana. Bounce lands also ETB tapped, but they're better at making mana/color fixing and with Seedborn/Reclamation.

Some lands to consider adding:


There's several cards in the sideboard that are better than cards in the main deck. Reverberate and Twincast are more two drop Forks that combo with Kalamax and Ral as the win condition. They're better cards than Invigorating Surge and Refuse / Cooperate. Chandra's Ignition is better than Immolating Gyre especially if you add more Forks to the main deck. Ways to give Kalamax infinite power which makes Ignition a win condition. Dig Through Time is better than Thassa's Intervention since you only have to pay for delve once.

I offer more advice, would you like more advice?

Good luck with your deck.

Ammonzy on Jund Elves

1 week ago

FSims81

Shocklands & fetches cost life & you dont want to be wasting life just cause you're running an unnecessary amount of shocks. Paying 2 or 3 life to get mana access adds up in most games very quickly unless you're versus a combo deck that aims to blow you out of the water in 1 huge turn. Once you have your 1 Stomping Ground or Copperline Gorge, every red source you get afterwards is pointless.

If the deck was more invested in , I would understand your point. However only 3 cards in the deck require 1 and Cindervines from the sideboard. There are 4 copies of Shaman of the Pack where as Rhythm of the Wild is 3, hence why gets more dedication. Obviously you mulligan if you see you have like, 2 copies of Rhythm of the Wild and a Forest.

Rhythm of the Wild is not the cornerstone of the deck but gives it the opportunity to explode where and elf decks cant.

Ammonzy on Jund Elves

1 week ago

Mgalangzingme

Arbor Elf is a superior mana dork to Elves of Deep Shadow as EotDS can only produce a black, which does not help us elf-ball. It's only purpose really is for mana fixing, so we can avoid Blood Moon & more reliably cast Shaman of the Pack. At the end of the day, Arbor Elf is just as effective as any other 1drop mana dork in a deck that's heavily forest based. You could make an argument for more Elvish Mystic but Arbor Elf has the luxury of untapping Overgrown Tomb or Stomping Ground if required - usually the scenario being when we elf-ball & are drawing cards at creature cast so we dont know when we may pull a Shaman of the Pack or Rhythm of the Wild.

Elvish Clancaller sounds nice but requires more mana-investment to be better than Elvish Champion which gives us evasion versus decks such as URBG, Gruul Midrange, Jund, Scapeshift, Ammy Titan, Dredge, and others. I believe the ability for us to ignore blockers vs some of the meta's best decks is better than having to pay 6 mana for 1 lord. That mana can be spent on more important things such as Beast Whisperer or Rhys the Redeemed who's 1 mana cheaper, has a cheaper ability to invest into, & an activation ability that costs the same but more impactful as going wide not only helps with more damage but synergizes with Elvish Archdruid who can produce net-positive mana after all that.

Llanowar Tribe while it has haste or coming off a Collected Company is extremely efficient. It has stats that meet the baseline for modern of being a 3/3/ for 3, with it producing mana equal to it's CMC. Meaning that with it having haste, it's basically a Burning-Tree Emissary. This mana production synergize with Ezuri, Renegade Leader, having the mana to pay for Craterhoof Behemoth without having to tap too many dorks to swing with, or pushing an elf-ball.

The Great Henge is literally a better version of Beast Whisperer as we should have 5+ power easily by the end of t3 & most definitely should on t4, making it cheaper than Beast Whisperer. With it tapping for 2G, it then pays for itself while giving us card draw on creature ETB + giving them a +1 counter. This is essential for us to elf-ball & to completely overwhelm opponents. The card draw on ETB compliments Collected Company as well where as Beast Whisperer is only on creature cast.

DemMeowsephs on Sultai_Sir

1 week ago

Hey there! No problem, and you have definitely come to the right place! Here are some types of lands that I personally think should have a spot in every deck, and some multi-colored lands that work anywhere and everywhere! I hope this helps you throughout your journey in the world of magic.

These dual lands are some of the best, and my favorites, though there are many more people enjoy playing, such as bounce ladnds (Dimir Aqueduct), Battle Lands (Sunken Hollow), Reveal Lands, (Port Town), Cycle Lands (Irrigated Farmland), Storage Lands (Calciform Pools) and many others, but usually you don't have this many spaces in your deck, and so the ones I named first are usually better. However, I'm not done! There are many multicolor lands that fit in any deck, that are extremely powerful! Some of them are listed below.

DanMcSharp on Song of the Everwise

2 weeks ago

jvitag Shock lands certainly work. There's a reason why a card like Stomping Ground is worth about 10 times more than Temple of Abandon. You don't have to spend 2 life to put the land down, but if you do, it's because you'll be playing something that's worth it and you'll be glad that thing wasn't a temple. Tapped lands cost wins too. With that said, I do run temples (scry lands) myself in some decks too, but I think it's not a great fit here.

Other than that, we seem to be suggesting the same thing at this point. Glad we're on the same page for the most part.

DemMeowsephs on Sanctify Thy Deck

3 weeks ago

Of course I'd love to help! Sorry for the late comment for some reason my wall didn't give me any notifications! Let's start off with lands. So if you look at your color pie, you have very few red and black cards and more green/white. However, to activate your commanders ability you need all five colors, thus I would have an even amount of lands for each color. Since there are five colors, I would recommend using multicolor lands such as the following.

As for ramp, I also have a few suggestions. From what I've seen, your ramp involves Growth Spiral, Harrow, Dryad of the Ilysian Grove, Birds of Paradise, Cultivate, a couple of enchant lands, Sol Ring, Chromatic Lantern, and Arcane Signet. I would remove Harrow and Cultivate, and add some of the following. Exploration, Burgeoning, Noble Hierarch, Nature's Lore, Courser of Kruphix, Mirari's Wake, etc. The ones that are enchantments are especially helpful for the enchantress theme.

For the enchantress theme I would check out EDHREC (Click here for enchantments and here for cards that go with Sisay. EDHREC is an amazing commander resource and it helps me quite a lot.

  • So in the end, my main points were focusing on upgrading your ramp and your lands. For the enchantress part I would recommend checking out EDHERC. Again, sorry for the late comment, thank you for reaching out, good luck on your deck, it seems VERY good so far, and have a great day!

TriusMalarky on 5c elementals toolbox

4 weeks ago

I think that's pretty much the same(however you set up fetches is fine, you just need to make sure every fetch can get every color).

TBH I'd run Copperline Gorge over Rootbound Crag in this deck. Having basically Taiga for turns 1-3 seems better here than having potential Taiga for turns 2+. I mean, you have 14(counting fetches) triggers for crag, which is fine.... but there'll be situations in which you won't have the trigger in the first couple turns because of how your lands turn out. Additionally, you have enough 3 mana or fewer plays that you can play Gorge tapped and wait a turn to resolve Omnath and you won't be in that bad of a situation.

You could also just go 3x Stomping Ground.

On Fabled Passage, it's good lategame but not early. You need the Vistas here, as Passage will just be Evolving Wilds for you.

Primal Beyond is fine, but Cavern of Souls is better and you only have so much room.

TriusMalarky on 5c elementals toolbox

4 weeks ago

For the manabase, here's what I'd run:

And one of each basic.

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