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Solid Ground

Solid Ground

Enchantment$1.63

When this enchantment enters, earthbend 3. (Target land you control becomes a 0/0 creature with haste that's still a land. Put three +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.) If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on it instead.

Legal in Commander

Is

Does

Rewards

Combos 20

  • Solid Ground + Vigor + Walking Ballista

    • Infinite damage
    • Infinite +1/+1 counters on creatures you control

    75 decks on Commander Spellbook

    How it works

    Before you start

    Walking Ballista has a +1/+1 counter on it.

    Steps

    Activate Walking Ballista by removing a +1/+1 counter on it, targeting itself, but putting two +1/+1 counters on it due to Vigor. Activate Walking Ballista by removing a +1/+1 counter on it, dealing 1 damage to any target. Repeat.

    Commander Spellbook ↗
  • Solid Ground + Gatta and Luzzu + Walking Ballista

    • Infinite damage
    • Infinite +1/+1 counters on a creature

    Mana needed: 71 decks on Commander Spellbook

    How it works

    Steps

    Cast Gatta and Luzzu by paying {2}{W}. When Gatta and Luzzu enters the battlefield, it triggers, targeting Walking Ballista. Activate Walking Ballista by removing a +1/+1 counter from it, targeting itself, but instead putting two +1/+1 counters on it due to Gatta and Luzzu and Solid Ground. Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat from step 3.

    Commander Spellbook ↗
  • Solid Ground + Strength of Will + Walking Ballista

    • Infinite damage
    • Infinite +1/+1 counters on a creature

    Mana needed: 48 decks on Commander Spellbook

    How it works

    Steps

    Cast Strength of Will by paying {1}{G}, targeting Walking Ballista. Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to it. Walking Ballista triggers, putting two +1/+1 counters on it due to Solid Ground. Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat from step 2.

    Commander Spellbook ↗
  • Solid Ground + Vigor + Triskelion

    • Infinite damage
    • Infinite +1/+1 counters on creatures you control

    31 decks on Commander Spellbook

    How it works

    Before you start

    Triskelion has a +1/+1 counter on it.

    Steps

    Activate Triskelion by removing a +1/+1 counter on it, targeting itself, but putting two +1/+1 counters on it due to Vigor. Activate Triskelion by removing a +1/+1 counter on it, dealing 1 damage to any target. Repeat.

    Commander Spellbook ↗
  • Solid Ground + Strength of Will + Triskelion

    • Infinite damage
    • Infinite +1/+1 counters on a creature

    Mana needed: 22 decks on Commander Spellbook

    How it works

    Steps

    Cast Strength of Will by paying {1}{G}, targeting Triskelion. Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to it. Triskelion triggers, putting two +1/+1 counters on it due to Solid Ground. Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat from step 2.

    Commander Spellbook ↗
  • Solid Ground + Rite of Passage + Walking Ballista

    • Infinite damage
    • Infinite +1/+1 counters on creatures you control

    21 decks on Commander Spellbook

    How it works

    Steps

    Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to itself. Rite of Passage triggers, putting two +1/+1 counters on Walking Ballista. Repeat an arbitrarily large number of times. Move to the next turn, removing all damage marked on Walking Ballista. Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat step 5 as desired.

    Commander Spellbook ↗
  • Solid Ground + Rite of Passage + Triskelion

    • Infinite damage
    • Infinite +1/+1 counters on creatures you control

    12 decks on Commander Spellbook

    How it works

    Steps

    Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to itself. Rite of Passage triggers, putting two +1/+1 counters on Triskelion. Repeat an arbitrarily large number of times. Move to the next turn, removing all damage marked on Triskelion. Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat step 5 as desired.

    Commander Spellbook ↗
  • Solid Ground + Gatta and Luzzu + Triskelion

    • Infinite damage
    • Infinite +1/+1 counters on a creature

    Mana needed: 7 decks on Commander Spellbook

    How it works

    Steps

    Cast Gatta and Luzzu by paying {2}{W}. When Gatta and Luzzu enters the battlefield, it triggers, targeting Triskelion. Activate Triskelion by removing a +1/+1 counter from it, targeting itself, but instead putting two +1/+1 counters on it due to Gatta and Luzzu and Solid Ground. Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat from step 3.

    Commander Spellbook ↗
  • Solid Ground + Mindless Automaton + Wizard Class

    • Infinite card draw

    3 decks on Commander Spellbook

    How it works

    Steps

    Activate Mindless Automaton by removing two +1/+1 counters from it, causing you to draw a card. Wizard Class triggers, putting two +1/+1 counters on Mindless Automaton due to Solid Ground Repeat.

    Commander Spellbook ↗
  • Solid Ground + Experiment Kraj + Devoted Druid

    • Infinite green mana
    • Infinite +1/+1 counters on creatures you control

    3 decks on Commander Spellbook

    How it works

    Before you start

    Experiment Kraj does not have summoning sickness.

    Steps

    Activate Experiment Kraj by tapping it, putting two +1/+1 counters onto Devoted Druid. Activate Experiment Kraj using Devoted Druid's last ability by putting a -1/-1 counter on itself, untapping it. Activate Experiment Kraj's own ability, putting two +1/+1 counters on itself. Remove the -1/-1 counter and one of the +1/+1 counters from Experiment Kraj as a state-based action. Repeat steps 2 through 4 any number of times, resulting in any number of +1/+1 counters on Experiment Kraj. Activate Experiment Kraj using Devoted Druid's last ability by putting a -1/-1 counter on itself, untapping it. Activate Experiment Kraj using Devoted Druid's first ability by tapping it, add {G}. Repeat steps 6 and 7 any number of times. You may also activate Experiment Kraj's own ability any number of times instead of step 7, putting any number of +1/+1 counters onto creatures.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Byrke, Long Ear of the LawSolid Ground puts +1/+1 counters on your creatures and Byrke, Long Ear of the Law doubles counters.
  2. Lily Bowen, Raging GrandmaLily Bowen, Raging Grandma puts +1/+1 counters on your creatures and Solid Ground doubles counters.
  3. Tromell, Seymour's ButlerTromell, Seymour's Butler puts +1/+1 counters on your creatures and Solid Ground doubles counters.
  4. Moritte of the FrostMoritte of the Frost copies creatures, which Solid Ground can use because it has an enter-the-battlefield trigger.
  5. Mowu, Loyal CompanionSolid Ground puts +1/+1 counters on your creatures and Mowu, Loyal Companion doubles counters.
  6. Bristly Bill, Spine SowerSolid Ground puts +1/+1 counters on your creatures and Bristly Bill, Spine Sower doubles counters.
  7. Zimone, Paradox SculptorSolid Ground puts +1/+1 counters on your creatures and Zimone, Paradox Sculptor doubles counters.
  8. Sazh KatzroySazh Katzroy puts +1/+1 counters on your creatures and Solid Ground doubles counters.
  9. Tanazir QuandrixTanazir Quandrix puts +1/+1 counters on your creatures and Solid Ground doubles counters.
  10. Bright-Palm, Soul AwakenerSolid Ground puts +1/+1 counters on your creatures and Bright-Palm, Soul Awakener doubles counters.

View Solid Ground on Scryfall