Stomping Ground

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Stomping Ground

Land — Mountain Forest

(: Add or .)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, Stomping Ground enters the battlefield tapped.

ThassaUpYo@ssa on Chasm and Depths Protection

1 month ago

Nice list, khuyler! A couple of suggestions that may be helpful:

You have no way to remove The One Ring should you ever need to when it accumulates too many burden counters. It may make sense to run Chaos Warp, Deglamer, and/or Demand Answers to give you an out if you're in a bind with The Precious, but if you don't have a pressing issue with The One Ring these cards are also very useful on their own.

With all of the landfall and ramp including Scapeshift it could be beneficial to add Valakut, the Molten Pinnacle as well as some additional mountains like Blood Crypt & Stomping Ground (maybe run proxies of Badlands & Taiga). This would allow you to deal a massive amount of damage when Valakut, the Molten Pinnacle and a bunch of additional mountains come into play from Scapeshift, plus Valakut would enable additional landfall damage triggers whenever more mountain(s) ETB while it's out.

Overgrown Tomb and Bayou would be solid additions, too. Have you considered running any of the fetchlands?

Ignoble Hierarch is a great mana dork for Jund.

Crucible of Worlds and Zuran Orb synergize well with Lord Windgrace.

Harrow costs the same and is slightly better than Roiling Regrowth imo since the lands wouldn't enter tapped, though you could run both.

Rhadamanthus on Spelunking and Karametra

4 months ago

You get to choose whether they enter tapped or untapped. There are multiple replacement effects that would affect how the Cave enters the battlefield: the effect from the Cave's own ability, the effect of Spelunking's last ability and the effect from Karametra, God of Harvests' last ability. Since you control the affected object, you decide what order to apply the replacement effects that are trying to affect it. In this example, since applying any one of them doesn't change whether the others can still be applied, whichever one you apply last will be the one that wins out.

The reason Stomping Ground and friends don't work under Karametra is because with the way that replacement effect is written, it doesn't actually do anything when you pay life (it only does something if you don't pay), so it will enter tapped regardless.

Like sergiodelrio said, there isn't a "can't vs. can" conflict here because none of these effects are written to use "can't" language.

Icbrgr on RDW: Enchantment Removal?

7 months ago

Yeah for Pioneer I want to stay Mono-Red as long as Possible...I just love my RDW deck.

I have a pretty decent mana base to eventually go with having full playsets of Stomping Ground/Copperline Gorge to pickup access to Atarka's Command and Destructive Revelry.... but Modern has me Brainwashed into thinking that is the way to go for Boros Charm and Wear / Tear... but my mana base is far less convincing.

eliakimras on Dinosaurs go Rawr!

7 months ago

Great build! Dinosaurs are such a fun experience for newcomers.

Some points you might want to consider regarding your ramp package:

1: Ramping with creatures or artifacts is riskier than with lands (boardwipes usually leave lands alone). Also, has many mana doublers that benefit from land ramp:

2: If you're willing to include Cinder Glade and Canopy Vista (or their expensive siblings Stomping Ground, Temple Garden and Sacred Foundry), you open up some more options for you:

3: Then you might want to increase your land count. 33 is too few for Temple of the False God to realiably function.

I recommend swapping out your mana dorks for lands that ramp you (you can never have too much mana with kill-on-sight Gishath, Sun's Avatar):

4: Some card draw:

5: Better combat tricks

6: Broader utility

I'd suggest removing Reliquary Tower. If you have more than seven cards in hand as Gishath, you're already winning hard. In its place, consider one or more of the following:

eliakimras on Jund Dragons

10 months ago

Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.

Now some small upgrades you can make:

eliakimras on Ur dragon, need recommendations

10 months ago

Hello! I saw your deck help tag and wanted to give some insight.

I don't run Miirym as commander, but I do have her in the 99 in Smashing Faces with the Ur-Dragon, and she always pushes me to victory whenever she's allowed to stick on the battlefield.

Some areas you might want to change to improve your consistency:

1 - Ramp

2 - Draw/Haste

3 - Removal/Boardwipes

4 - Protection

5 - Card draw

6 - Better threats

7 - Some utility lands you might want to run

DraconicDestruction on Tokens, Tokens, and more Tokens

1 year ago

Those cards are really good in token decks, but I am trying to make this deck somewhat affordable so that I can buy it later on. this is also the reason why im not running any lands like Stomping Ground, Sacred Foundry, or Temple Garden and finishers like Elesh Norn, Grand Cenobite and Craterhoof Behemoth (that and their high mana costs).

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