Spawning Grounds is a formidable rare green enchantment from the "Nature of the Beast" deck of "Commander (2013 Edition)" that can produce a steady supply of 5/5 Beast creature tokens for you to overwhelm your rivals with. Appearing in the "Nature of the Beast" deck, this "Magic: The Gathering" card will be a massive force to reckon with if you live long enough to take advantage of it.
Spawning Grounds - 6GG
Enchantment - Aura (Rare)
Enchanted land has "Tap: Put a 5/5 green Beast creature token with trample onto the battlefield."
It's the only water source in miles of desert, but the local tribes avoid it at all costs.
Every turn you stay alive Spawning Grounds will be able to create another creature, at least until one of your adversaries blows it up. Even without any help from other cards Spawning Ground can yield an impressive amount of card advantage. However when you combine it with other cards, it gets downright dirty.
Because Spawning Grounds gives your land an activated ability that requires tapping, one way to abuse it is to make sure your land untaps more than just at the beginning of your turn. Prophet of Kruphix will do the trick, allowing you to create a 5/5 Beast creature during each of your opponent's upkeep steps.
Want to generate infinite creatures with Spawning Grounds? If the land you've enchanted this aura onto can transform into a creature, say a manland like Mutavault, then with an Intruder Alarm in play you'll be able to combo off.
How will you use Spawning Grounds?
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