Fallen Shinobi Ingenious Infiltrator Kotose, the Silent Spider Krang & Shredder Nashi, Searcher in the Dark Satoru Umezawa Satoru, the Infiltrator Silent-Blade Oni Silver-Fur Master Yuriko, the Tiger's Shadow
Not only does Stomp give you two damage to use however you see fit, but it also stops damage from being prevented
3 Nesting Grounds Hard To Stop Lands are notoriously difficult to deal with in any format and Nesting Grounds provides not only a reliable way to deal with fatality counters but a way to potentially ruin your opponents plans too
So, I set about depowering my cube
It really speeds up your stuff and is massive ramp that gets better the longer you drop it, but just four or five on turn 2 or 3 when you drop it is still pretty good
I prefer Austere Command over either of the two choices as it serves as both Purify and a nice conditional Wrath, or sometime a mix of both