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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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Unformat | Legal |
Vanguard | Legal |
Vintage | Legal |
Stomping Ground
Land — Mountain Forest
(: Add or .)
As this enters, you may pay 2 life. If you don't, this enters tapped.
Master_J on Laser Beams
4 months ago
OUT: Sungrass Prairie, Mossfire Valley, 2x Forest, 2x Plains
IN: Temple Garden, Sunpetal Grove, Stomping Ground, Rootbound Crag, Sacred Foundry, Clifftop Retreat
Taking out some of the sub-par lands for more variety and generally better lands overall. Even though there's very little red in this deck, a few of those red cards have double pips in their cost, so trying to bring up my red base a little.
CickNason on Prosshy Prossh
6 months ago
I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.
I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.
Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects
Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game
Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.
Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.
Hopefully this helps
ThassaUpYo@ssa on Chasm and Depths Protection
7 months 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
11 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?
1 year 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!
1 year 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:
- Thran Dynamo -> Mirari's Wake (also pump your creatures)
- Gilded Lotus -> Mana Reflection (it makes Castle Garenbrig generate 12x)
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):
- Kinjalli's Caller -> Myriad Landscape
- Drover of the Mighty -> Krosan Verge
- Atzocan Seer -> Blighted Woodland
4: Some card draw:
- Commander's Sphere -> Fellwar Stone
- Knight of the Stampede -> Return of the Wildspeaker
- Huatli, Warrior Poet -> Garruk, Primal Hunter
- Atla Palani, Nest Tender (only good when the deck revolves around her) -> Rishkar's Expertise
5: Better combat tricks
- Flowering of the White Tree's pump is decent, but True Conviction hits harder.
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:
- Rogue's Passage, Kessig Wolf Run and Sunhome, Fortress of the Legion (they all ensure Gishath's hit).
jakeelephant006 on Uril, Ultimate Bench-Presser
1 year ago
Cards added Jeppo3's cards: Enchantress's Presence, Birds of Paradise, Burgeoning Arid Mesa total 4. (maybe consider Heroic Intervention) will add Uril, the Miststalker at a later date.
jakeelephant006's cards: Open the Armory, Siona, Captain of the Pyleas, Kediss, Emberclaw Familiar, Destiny Spinner, Shielded by Faith, All That Glitters, Jetmir's Garden, Stomping Ground total 8.
eliakimras on Jund Dragons
1 year 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:
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Assassin's Trophy and Tear Asunder are more versatile than Artifact Mutation and Putrefy.
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If graveyard decks are rampant on your playgroup, Baleful Mastery works better than Terminate.
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If you run fetchable lands (Ziatora's Proving Ground, Blood Crypt, Stomping Ground, Overgrown Tomb, Canyon Slough, Woodland Chasm, Sulfurous Mire, Highland Forest, Haunted Mire, Geothermal Bog, Wooded Ridgeline), consider running Three Visits, Farseek, Into the North and Skyshroud Claim instead of Sakura-Tribe Elder, Rampant Growth, Explosive Vegetation and Thran Dynamo.
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Since you run Crux of Fate, it might be better not depend on non-dragon creature ramp: Courser of Kruphix, Shaman of Forgotten Ways and Solemn Simulacrum could instead be Scaled Nurturer, Fellwar Stone and Coalition Relic.
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Garruk, Primal Hunter and Return of the Wildspeaker draw way more cards than Read the Bones and Dragonmaster Outcast (this last one is too slow to get going).
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You probably want to run Ash Barrens, Blighted Woodland and Myriad Landscape for more fixing and ramp. Exotic Orchard and Secluded Courtyard wouldn't hurt, either.
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