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.
|Have (4)||lillobby6 , CompleteWaste , , CampbellStev|
|Want (13)||decahedron , Lithormane , Kapmm , DeamonSpwn , metalmagic , lucwarm , Tinythegiant , Onua , Blackfire_Phoenix , darthprincessx , DrHansVermhat , tjkoivunen , Nathan_hawk|
Printings View all
|Ravnica Allegiance (RNA)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Stomping Ground occurrence in decks from the last year
Latest Decks as Commander
Stomping Ground Discussion
5 days ago
I haven't run this through any playtests, but at first glance, it seems to have a decent curve, some interaction / protection, and several anthem effects. Can you give more of an idea of what makes it feel like something's missing? Are you running into snags while playtesting?
Otherwise, just a couple general comments: I feel like Lambholt Elder Flip and Mondronen Shaman Flip are a bit weak. I'd replace them with a stronger creature (see below). And while I like the transformed side of Kruin Outlaw Flip giving menace to all your dudes, that double red worries me. Have you had trouble casting it on T3? I also don't know if I'm a fan of Instigator Gang Flip. Maybe I'd feel differently if I playtested it, but +1 to attackers seems low impact for 4 CMC. Sure, you get +3 at some point, but I'd evaluate it more on its front face.
If you were to cut any of those (potentially up to 9), here's some possible additions:
As a 4 CMC replacement for Instigator Gang, Nightpack Ambusher is both an offensive and defensive buff, and its flash speed allows it to be a combat trick as well as allowing you to better control which turn spells are played on for transform. Finally, it can generate you some bodies.
For similar reasons, Spirit of the Hunt can be a good 3 CMC replacement.
Speaking of 3 CMC, not a creature but Howlpack Resurgence is strong. Again with the flash, but in addition to the buff, you get trample, which can be really important in some matchups.
Speaking of trample, Waxing Moon is another way to get it. This might be better as a sideboard card, though, if you ever end up adding one.
And lastly, speaking of a sideboard, Silverfur Partisan might be good against certain matchups that want to one-for-one your creatures with kill/bounce effects. Full on hexproof would be better, but this at least makes the transaction more in your favor.
Finally, as an upgrade to the manabase, I'd replace Kazandu Refuge with one that doesn't enter tapped. Lots of options to choose from, but some of the better ones are Copperline Gorge, Fire-Lit Thicket (cheaper now thanks to its Double Masters reprint!), Grove of the Burnwillows, and of course Stomping Ground. Any of those could replace Karplusan Forest as well.
Hope some of this helps! +1 from me.
1 week ago
Hey there! You mentioned needing some help with the mana base, which is certainly something I might be able to aid you in! Your deck has a whopping 4.69 average mana cost, where 33 lands is around good for a average of 3.5. Due to that, you may want to add a few extra lands but mainly you want to have a very strong ramping mana base. Below, you will find some strong ramp cards that could seriously help a ton, if you aren't aware of them already! I would list out all the lands you should consider including, but you ca also find them right here (https://managathering.com/duallands/Gruul.html)! There are quite a lot of great lands you missed so definitely check that out, along with some multi lands like Prismatic Vista, Fabled Passage, Strip Mine, Wasteland, Reflecting Pool, and a ton more. Anyways though, take a look at these ramp cards:
- Bloom Tender
- Emerald Medallion
- Ruby Medallion
- Nature's Lore
- Cloud Key (Creatures)
- Three Visits
- Seething Song
- Treasonous Ogre
- Dockside Extortionist
- Mana Flare
- DEFINITELY a Selvala, Heart of the Wilds
- Heart of Ramos/Horn of Ramos
- Sylvan Caryatid
- Chromatic Lantern
- Mind Stone
- Commander's Sphere
- Oracle of Mul Daya
- Hehe maybe a Jeweled Lotus if you can afford it
- Mark of Sakiko
- Talisman of Impulse
Gosh that was a lot, but from that huge list I'm sure you can pick a few to add! With your average CMC and amount of lands currently, I'd try to make it around 37 lands, with maybe 13-16 ramp spells, or even more if you think the deck needs it. You could replace the ramp spells above with some of the worse ones , (for example cut Farseek for Nature's Lore, and remember lore can search for Stomping Ground) and maybe cut some more of the fluff cards. Like Star of Extinction is great but how many times do you really end up using it and it benefits you? Plus it'll blow up some of your own creatures! And also remember, while equipment is great, Xenagos is an automatic buff, so maybe you don't need as much of that. My point is, your deck needs a lot of ramp, and while other cards may be nice, it may be much harder to win without the ramp. So that said, I hope this helps, be sure to check out some of my decks (cough Double Trouble EDH ⫸PRIMER⫷ cough), good luck on your deck, and have a wonderful day!
1 month ago
Alrighty, changed a few things with the land base!
Also added these to the maybe board I'd like to put into use, just trying to work out what to replace for them lol -
Door to Nothingness (For fun ;))
As always, Feiryn, your help is much appreciated! Have more of the land base on the way, but probably won't have them for a few weeks still. (Also have Hunting Grounds coming... Can't wait to use that lol.
1 month ago
due to the presence of effects like Blood Moon or Back to Basics. I'd rather keep the basics intact. What in my opinion should be cut are instead least important shocklands (giving or mana) and every land that comes into play tapped like BFZ lands.
1 month ago
Since my last posts were not helpful, I tried doing some research to see if I could actually come up with something useful, and I did, albeit janky.
Firstly, Blazing Volley only targets the opponent and kills un-buffed spirits. So you may want to run several copies in the maindeck or sideboard.
Secondly, the most accessible spell in Pioneer for neutralizing flyers is Gruul Charm, so if you really think spirits are that problematic, you could run 3-4 of them on the sideboard, and maindeck some green mana, like Mana Confluence, Stomping Ground, Overgrown Tomb, etc. Maybe even some cycling lands like Sheltered Thicket. Janky, I know. But there aren’t many options for Rakdos in Pioneer to deal with fliers.
1 month ago
Hey, with such a high budget consider cutting a few of the least good cards for some tutors to search for the better creatures/cards?
- Eladamri's Call > Courser of Kruphix
- Enlightened Tutor > Spitfire Lagac
- Wargate > Decimate
- Chord of Calling > Path to Exile
For landfall Harrow and Roiling Regrowth are both better than Cultivate and Kodama's Reach since they put two basic lands onto the battlefield at once. Even at instant speed to trigger Omnath twice on an opponent's turn.
I'm a little confused by the manabase. You have many great Fetch lands, but no Shock lands to search for with Fetches? That's the power of Fetch lands is they can search for dual lands that are two or more different land types. You pay 2 life to have a Shock land ETB untapped and that's nothing when you can gain 4 life each turn with landfall from Omnath.
- Hallowed Fountain > Seachrome Coast
- Stomping Ground > Timbercrown Pathway
- Temple Garden > Branchloft Pathway
- Steam Vents > 1x Island
- Sacred Foundry > Pillarverge Pathway
Good luck with your deck.
1 month ago
When playing four or more colors, it's always handy to have some more lands that can give you any color! City of Brass, Mana Confluence, Tarnished Citadel, MAYBE a Gemstone Mine or Gemstone Caverns could work! You also really should include shock lands. The fetch lands say search for a x or a y, but they do NOT say basic. Thus, if you had a Wooded Foothills you could search for a Breeding Pool, etc, giving you two color choices. Thus, it might be nice to add more fetches, even if they aren't in your exact colors! Why? Well, there's two reasons. 1, a Bloodstained Mire can still give you virtually any color you need if you include the shock lands, as it could search for a Stomping Ground, Sacred Foundry, or Steam Vents. These also will give you TWO landfall triggers, because the fetch land enters and then the shock land! Thus, adding some more fetches might prove to be very useful! Maybe fabled passage too, because it will also give you two triggers. Also, if you are going to include pain lands (like Shivan Reef) and filter lands (like Wooded Bastion), I would consider putting the rest that are in your colors in the deck as well. Also, you may want to consider cards that can get you extra triggers for landfall like Burgeoning, Azusa, Lost but Seeking, and Oracle of Mul Daya! And before I forget, Ramunap Excavator is like a second Crucible of Worlds, and lets you use a fetch land infinitely, meaning two landfall triggers per turn without needing any more lands: just one fetch and itself.
In the end, I mainly think you should add other fetches that are not in your colors, adding shock lands because they are good and can be searched for with the fetches, adding multicolor lands like City of Brass, and possibly adding the rest of the filter lands and pain lands! This may have been a bit confusing, sorry I'm in a rush, but either way hope it helps and have a great day!
1 month ago
Feiryn Ok thanks a lot! I Actually have a Path to Exile on the way (referring to your previous comment). I have an Arcane Signet on the way already too. I have a Coalition Relic on hand atm. Will likely get a Fellwar Stone and Nature's Lore too. Also actually have a Smoldering Marsh that I didn't realise I had coming. Also I'm in the process of updating the deck!
OK, now onto the meaty stuff... I'm about to spend more money LMAO. I want to get your opinion on which of these cards I should use in THIS deck, or which ones I shouldn't bother with in your opinion -
Blood Crypt, Breeding Pool, Canopy Vista, Demonic Tutor, Dromoka, the Eternal, Fellwar Stone, Future Sight, Hallowed Fountain, Herald's Horn, Kaalia of the Vast, Marsh Flats, Maze of Ith, Mirari's Wake, Nature's Lore, Nesting Dragon, Overgrown Tomb, Polluted Delta, Steam Vents, Stomping Ground, Temple Garden, Urza's Incubator, Windswept Heath,