|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance (RNA)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
Combos Browse all
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 (9)||MrShhh , , Taki117 , ToolmasterOfBrainerd , Brutus1 , Luckeyawesome , Thunderbeard , jecder , Regulus1010|
|Want (17)||rapha_seraph , kiadote12 , Brutus1 , ZeBear , Zwenkhenk , __juanthebeaver27 , Hakxon , kellygene , Sarion56 , Pilladas , Luxtra , Txport , Elynia , spenz72 , Jbarino , lawfulwaffle , Kol24|
Stomping Ground Discussion
1 day ago
2 weeks ago
ToolmasterOfBrainerd: I had the same worry, but with playtesting so far the only major thing I have to pay attention to is mulliganing to some form of T1 ramp or Stirrings (always) and my land sequencing. After speaking with a few people in the Amulet Titan sub and facebook page they mentioned that having at least 8 bouncelands was more imperative than a lot of other things as far as the lands were concerned, and they were right. The way it playtests with 8 bouncelands is drastically different than 6.
The thing about Azusa is that while you do want to play 3 lands a turn for 2 turns in a row, a lot of the time it's the same bounceland coming back to your hand, even if that means you didn't "leave" an additional land on the battlefield at the end of the turn. For instance you can:
T1: Basic land, tap, Scout T2: Tap basic, Amulet. Bounceland, Amulet untap it, tap for 2, return trigger on bounceland. Scout in the bounceland, repeat for another 2. Cast Azusa leaving 1 floating. 2nd land drop bounceland, repeat for another 2 (total of 3), 3rd land drop bounceland, repeat for another 2 (total of 5), bounceland back to hand.
So even though that turn made 9 mana, it was all with just the two lands from the opening hand, and the bounceland is back in hand to do another cycle for 8 next turn. The question then becomes on the last return trigger for that turn, do you return the basic or the bounce? If you have another bounce in your hand suddenly you are making 10 mana each turn after that.
I will say that normally Amulet doesn't run any fetchlands, but with W6 they help a great deal, so I've been going back and forth a lot on how many of those it's possible to run. Not many as you can see.
You're right that Amulet also requires two cards to make T2 Karn, but the thing that is a little easier with Amulet ramp is that those two cards can be in two combinations; Scout and an Amulet, or two Amulets since the triggers stack.
You're right about the Pillage specifically being easier in Ponza, as the double red is harder to hit without a Gruul Turf / Stomping Ground specifically. After a recent tweak I am running 2 fewer Pillage, and I miss it enough that I am going to rework it to get it back in.
All that being said, what really makes this version of the deck work (even when it probably shouldn't) is Ancient Stirrings. Grabbing Amulet, any of my prison/combo pieces, as well as grabbing lands I missed is insane all out of one card. If it gets a ban at any point there would be no question that I switch back to Ponza. Once I get more settled on the core of the deck I'm also going to be switching the ramp back to Ponza again to make sure I made the right decision. At the time I used it I was also going more creature based (BBE/Slime/E Wit/etc...), so that probably had a lot to do with the clunky feeling of the payoffs.
Who knows, maybe Ponza ramp with Stirrings is the answer? I am still in the brewing phase for this deck, so it has changed drastically in the last few weeks, but it keeps getting better so I'm gonna see where that ends up.
I appreciate your comments, they do still make me think of more perspectives besides just my own, and if I can't properly explain how a current setup works it probably means that it doesn't work as well as I was thinking, which means back to brainstorming!
3 weeks ago
Have you considered Manamorphose it seems like a 4 of in any deck that can play it. Also it adds to the one thing this deck was having trouble with (based on what you say)... CONSISTENCY!!! Another side benefit that Manamorphose gives this deck is the ability to hard cast Ball Lightning and Groundbreaker much easier. You also mention the mana base being something very important to this deck maybe cut 1 Stomping Ground and a few basic lands for some additional fetchlands. This would help with the ability to hard cast Ball Lightning and Groundbreaker easier (once again) and they also add to the "card draw consistency" through deck thinning.
Btw, I've stopped playing MTG for the last 5 or so months so I don't come on TappedOut that much anymore (response from me will be slower).
3 weeks ago
Have you thought of going Naya? Maybe go +1 Stomping Ground and like 3-4 Magnetic Theft ? Simian Spirit Guide plays nice with Magnetic Theft . I think that will lead to more turn 2 kills because without Sigarda's Aid like effect, the deck stumbles a lot. Red can also give you access to Swiftblade Vindicator to play around with.
3 weeks ago
Pretty much any mana rock will be better than Manalith . You may have enough other ramp to just drop it entirely though you could replace with something with cheaper CMC like Pillar of Origins or Coldsteel Heart .
You could really use some additional removal. Some suggestions: Swords to Plowshares and Path to Exile will permanently get rid of a creature; Vandalblast , Wear / Tear , Crush Contraband , Force of Vigor , Krosan Grip are all good ways to deal with problematic artifacts and/or enchantments; Beast Within and Chaos Warp are great catch-alls. You obviously don't need all of these but you should think about adding 2-3 so you have a chance to break up some decks' gameplans.
1 month ago
Hey, SideBae gave you great advice, almost too much ;)
Where to consider starting to make upgrades is the manabase. In my opinion it's the worse part of your current deck. The manabase looks like a budget beginner manabase. Want more good dual lands to go along with the rest of the good cards here. There's many lands to consider adding that are within this deck's budget.
Command Tower is the most played land for multi-colored decks in Commander and for good reason since it can ETB (enter the battlefield) untapped to make any one color of mana that you need. Cinder Glade , Sheltered Thicket and expensive price Stomping Ground are Forest dual lands meaning Nature's Lore , Farseek , Wood Elves and Skyshroud Claim can search for them and put them onto the battlefield. Being able to land ramp with dual lands is very helpful.
The next dual lands to consider are more that can ETB untapped: Karplusan Forest and expensive price Spire Garden . Since playing a lot of basic lands then Rootbound Crag and Game Trail will consistently ETB untapped. Kessig Wolf Run or the less expensive and worse Skarrg, the Rage Pits can give Xenagos or another creature trample.
Some lands that ETB tapped are fine, but these lands need to give you something that's worth it. Raging Ravine is the Gruul creature land and it's good with Xenagos ability to pump a creature. Mosswort Bridge will ETB tapped, but it's hideaway ability is worth it since with Xenagos able to double the power of a creature; getting 10 power worth of creatures is not difficult. Being able to the play the card you hideaway for mana cost is very good.
Lands to consider adding:
- Command Tower
- Cinder Glade
- Sheltered Thicket
- Stomping Ground
- Karplusan Forest
- Spire Garden
- Rootbound Crag
- Game Trail
- Kessig Wolf Run or Skarrg, the Rage Pits
- Raging Ravine
- Mosswort Bridge
Lands to consider cutting:
- 6x Forest
- 3x Mountain
- Naya Panorama
- Temple of Abandon
1 month ago
Either of these would fit the theme of your deck better and would assist you in casting and running the deck.
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Recommended Land Additions/Swaps:
Cavern of Souls
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.
A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.
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%