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 (3)||gildan_bladeborn , , Taki117|
|Want (7)||metalmagic , Jackicecloud , mcbacon , deman464 , MeJeremy , preptime , TrashyMG|
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
All decks: 0.67%
All decks: 0.77%
RG (Gruul): 54.75%
Commander / EDH:
All decks: 0.12%
RG (Gruul): 2.62%
RUG (Temur): 3.87%
BRG (Jund): 2.2%
RGW (Naya): 3.0%
Stomping Ground Discussion
1 week ago
Hey, looks good, nice Dockside Extortionist :)
Temur Sabertooth can be a combo with Dockside, depending on how many artifacts/enchantments your opponents have. Sabertooth bounces Dockside for unlimited mana and infinite sacs for Korvold which is infinite draw. Draw into Mayhem Devil for a win condition from sacing Treasures. The manabase can use some improvements. Even on a budget there's several lands to consider adding starting with the staple Command Tower.
Other lands to consider adding:
- Exotic Orchard
- Stomping Ground
- Llanowar Wastes
- Karplusan Forest
- Woodland Cemetery
- Dragonskull Summit
- Rootbound Crag
- Graven Cairns
- Cinder Glade
Could cut Swamps and 1x Mountain for these dual lands.
Consider upgrading some of the ramp sources with one drop mana dorks? Mana dorks are good with Korvold, use them for ramp to get him onto the battlefield faster and then be fodder to sac.
- Birds of Paradise: reprinted in the Mystery Booster set, that version is $4.
- Orcish Lumberjack: sac a Forest to make three mana for ramp. Can tap the Forest for mana before you sac it meaning that Forest makes four mana. Makes ramp for Karvold and is a sac outlet.
- Elves of Deep Shadow
- Deathrite Shaman
- Elvish Mystic
- Dark Ritual
Cards to consider cutting:
- 1x Swamp
- Burnished Hart
- Falkenrath Noble
- Vindictive Vampire
- Kodama's Reach
- Mind Stone
- Butcher of Malakir
Good luck with your deck.
1 month ago
If you want any ideas for sideboard or mainboard instant/sorcery you can go to my profile and look at my “Zada/Silverfur Combo” deck.
1 month ago
Your mana curve is too high. Even with ramp, you aren't getting to the late game because you're going to die in the early-mid game. Probably switch your splash color to red for more fight stuff (to deal with opponent's stuff), lower the curve, and make the deck more versatile. You need shock lands as well. Fabled passage is good, but Overgrown Tomb (or Stomping Ground if you switch to red) is typically better.
1 month ago
Hey, nice work in progress at upgrading the precon :)
I don't know what the meta you play in is like, but what I can give you is overall advice on how to upgrade the precon. What the precon needs is early game ramp, tutors, haste enablers for Ghired and repeatable protection for Ghired in combat so he can safely attack and populate. Rhinos are really the only threat you need as long as you can keep attacking with Ghired.
Cards within the budget to consider adding:
- Ramp: Birds of Paradise, Avacyn's Pilgrim, Elvish Mystic, Llanowar Elves
- Ramp: Smothering Tithe, Faeburrow Elder
- Ramp: Arcane Signet, Wild Growth
- Tutor: Eladamri's Call, Finale of Devastation, Worldly Tutor, Fierce Empath
- Tutor: Enlightened Tutor, Idyllic Tutor, Open the Armory
- Tutor: Crop Rotation, Sylvan Scrying
- Haste: Lightning Mauler, Ogre Battledriver, Hammer of Purphoros
- Repeatable Protection: Mother of Runes, Reconnaissance, Eldrazi Displacer
- Recursion: Eternal Witness, Regrowth
- Lands: Temple Garden, Stomping Ground, Brushland, Karplusan Forest, Grove of the Burnwillows, Rugged Prairie, Battlefield Forge
- Removal: Swords to Plowshares, Vandalblast, Cataclysm, Wrath of God, Beast Within, Generous Gift
A problem with the precon is the high avg. CMC which is 3.9. This number means that consistently four drops or higher CMC cards will be in your hand which is very slow. Early game you don't want lots of four or higher CMC cards in your hand because you will not be able to cast them. Adding low mana cost ramp by cutting high mana cost cards can help to reduce this number.
There's a lot of high CMC cards here, in fact there's 36 four or higher CMC cards which is too much. There's a lot of high CMC threats and I don't think you need all of them. Instead of playing so many high CMC threats replace some of them with tutors which can get you the better cards/threats into your hand.
To be more competitive I would expand on combos and use most of the high CMC card spots for more combo cards rather than big creature threats. You have done this some what already by adding Purphoros, Helm for Aurelia and Godo, but consider expanding further. Cards for combos to consider adding:
- Kiki-Jiki, Mirror Breaker
- Aggravated Assault
- Bear Umbra
- Sigarda's Aid
- Savage Ventmaw
- Zealous Conscripts
- Impact Tremors
Combos that go with these cards:
- Kiki + Helm + Purphoros or Tremors for infinite damage.
- Kiki + Conscripts infinite hasty token Conscripts to attack. Add Purphoros or Tremors for infinite damage.
Outside of combos Kiki is good with populate because he can make a token copy of a nonlegendary creature and if you populate the token then that token doesn't go away at end of the turn. Kiki combos with Helm for infinite Kikis since the token copy of Kiki that's created by Helm is not legendary which allows Kiki to copy it.
- Assault + Umbra + five lands for infinite combats.
- Assault + Ventmaw for infinite combats and infinite green or red mana.
More infinite combat combos is good with Ghired because his power comes from him attacking. Outside of the combos Assault is a good card with Ghired because it can give you more attacks which is more populate.
A problem with Helm in all the combos, even Godo, is it's slow because you have to pay the five mana cost to equip it. Aid is a one drop which is worth including for Helm and Selves.
Good luck with your deck.
2 months ago
It took me a few years to realize this, but your deck does not actually have to account for every possible matchup or situation. You're better off cutting your losses against fringe cards. Sure, you could sideboard 2-3 Ratchet Bomb, but you're better off using those 3 sideboard spots to shore up narrow matchups which are more common.
If you are already playing fetch lands, and your combo relies on having a graveyard, then it is probably worthwhile to splash one Overgrown Tomb or Stomping Ground (depending on your deck) for Assassin's Trophy. It's a very versatile answer.
2 months ago
Lands to consider: Prismatic Vista, Blood Crypt, Bloodstained Mire, Bountiful Promenade, Breeding Pool, Clifftop Retreat, Command Tower, Dragonskull Summit, Drowned Catacomb, Exotic Orchard, Fabled Passage, Flooded Strand, Glacial Fortress, Godless Shrine, Hallowed Fountain, Hinterland Harbor, Isolated Chapel, Mana Confluence, Marsh Flats, Misty Rainforest, Morphic Pool, Overgrown Tomb, Polluted Delta, Reflecting Pool, Sacred Foundry, Sea of Clouds, Steam Vents, Stomping Ground, Sulfur Falls, Sunpetal Grove, Temple Garden, Verdant Catacombs, Watery Grave, Windswept Heath, Woodland Cemetery