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Rules guide · Enchantment

Solid GroundHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Avatar: The Last Airbender Eternal· November 21, 2025
Carte Magic Solid Ground

Solid Ground is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

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.

How it works : Solid Ground

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The land will retain any other types, subtypes, or supertypes it previously had. It will also retain any mana abilities it had as a result of those subtypes. For example, a Forest that's turned into a creature this way can still be tapped for {G}.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a permanent you control would enter with a number of +1/+1 counters on it, it enters with that many plus one instead.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If the targeted land becomes an illegal target before the spell or ability that includes earthbend resolves, earthbend does nothing. If the spell or ability didn't have other targets, it won't resolve.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If you control multiple copies of Solid Ground, they each increase the number of +1/+1 counters put on a permanent you control by one.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If two or more effects attempt to modify how many counters would be put on a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    You may target a land that is already a creature, perhaps because of a previous earthbend ability. The land will get the +1/+1 counters, gain haste, and have its base power and toughness set to 0/0.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Earthbend doesn't give the land you control a color. As most lands are colorless, in most cases the resulting land creature will also be colorless.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If a land was animated by earthbend and would go to any zone other than the graveyard or exile, it will not be returned to the battlefield by the delayed triggered ability created by earthbend.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    "Earthbend N" means "Target land you control becomes a 0/0 land creature with haste in addition to its other types. Put N +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped under your control."

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Vigor
+Walking Ballista
+Solid Ground
#1

Vigor + Walking Ballista + Solid Ground

Infinite damageInfinite +1/+1 counters on creatures you control
  1. 1Activate Walking Ballista by removing a +1/+1 counter on it, targeting itself, but putting two +1/+1 counters on it due to Vigor.
  2. 2Activate Walking Ballista by removing a +1/+1 counter on it, dealing 1 damage to any target.
  3. 3Repeat.
Gatta and Luzzu
+Walking Ballista
+Solid Ground
#2

Gatta and Luzzu + Walking Ballista + Solid Ground

Infinite damageInfinite +1/+1 counters on a creature
  1. 1Cast Gatta and Luzzu by paying {2}{W}.
  2. 2When Gatta and Luzzu enters the battlefield, it triggers, targeting Walking Ballista.
  3. 3Activate 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.
  4. 4Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target.
  5. 5Repeat from step 3.
Strength of Will
+Walking Ballista
+Solid Ground
#3

Strength of Will + Walking Ballista + Solid Ground

Infinite damageInfinite +1/+1 counters on a creature
  1. 1Cast Strength of Will by paying {1}{G}, targeting Walking Ballista.
  2. 2Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to it.
  3. 3Walking Ballista triggers, putting two +1/+1 counters on it due to Solid Ground.
  4. 4Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target.
  5. 5Repeat from step 2.
Vigor
+Triskelion
+Solid Ground
#4

Vigor + Triskelion + Solid Ground

Infinite damageInfinite +1/+1 counters on creatures you control
  1. 1Activate Triskelion by removing a +1/+1 counter on it, targeting itself, but putting two +1/+1 counters on it due to Vigor.
  2. 2Activate Triskelion by removing a +1/+1 counter on it, dealing 1 damage to any target.
  3. 3Repeat.
Strength of Will
+Triskelion
+Solid Ground
#5

Strength of Will + Triskelion + Solid Ground

Infinite damageInfinite +1/+1 counters on a creature
  1. 1Cast Strength of Will by paying {1}{G}, targeting Triskelion.
  2. 2Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to it.
  3. 3Triskelion triggers, putting two +1/+1 counters on it due to Solid Ground.
  4. 4Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to any target.
  5. 5Repeat from step 2.
Rite of Passage
+Walking Ballista
+Solid Ground
#6

Rite of Passage + Walking Ballista + Solid Ground

Infinite damageInfinite +1/+1 counters on creatures you control
  1. 1Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to itself.
  2. 2Rite of Passage triggers, putting two +1/+1 counters on Walking Ballista.
  3. 3Repeat an arbitrarily large number of times.
  4. 4Move to the next turn, removing all damage marked on Walking Ballista.
  5. 5Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target.
  6. 6Repeat step 5 as desired.
Rite of Passage
+Triskelion
+Solid Ground
#7

Rite of Passage + Triskelion + Solid Ground

Infinite damageInfinite +1/+1 counters on creatures you control
  1. 1Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to itself.
  2. 2Rite of Passage triggers, putting two +1/+1 counters on Triskelion.
  3. 3Repeat an arbitrarily large number of times.
  4. 4Move to the next turn, removing all damage marked on Triskelion.
  5. 5Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to any target.
  6. 6Repeat step 5 as desired.
Devoted Druid
+Leyline of Abundance
+Branching Evolution
+Solid Ground
#8

Devoted Druid + Leyline of Abundance + Branching Evolution + Solid Ground

Infinite +1/+1 counters on most creatures you control
  1. 1Activate Leyline of Abundance by paying {6}{G}{G}, putting four +1/+1 counters on each creature you control due to Solid Ground and Branching Evolution.
  2. 2Activate Devoted Druid's first ability by tapping it, adding {G}.
  3. 3Leyline of Abundance triggers, adding {G}.
  4. 4Activate Devoted Druid's second ability by putting a -1/-1 counter on it, untapping Devoted Druid.
  5. 5Repeat from step 2 three additional times.
  6. 6Repeat from step 1.
03

Legal formats

historictimelessgladiatorlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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Meta decks with Solid Ground

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Official source