Seismic Stomp

Legality

Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Common
Magic 2014 (M14) Common

Combos Browse all

Seismic Stomp

Sorcery

Creatures without flying can't block this turn.

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Seismic Stomp Discussion

Saiyamoto on Humans Unite!

1 month ago

Notes to self:

Switch out Seismic Stomp and both counterspellsMaybe add more Fiery Impulses, Journey to Nowhere...
Sai of the Shinobi and Specter's Shroud Look interesting too.

Mokiflip on Vic Vinegar's 8Whack Whacktastic Wonder

2 months ago

Nevermind, I just noticed Seismic Stomp is a sorcery so I guess it's the same as Magmatic Chasm. Shame, I really would've preferred an instant.

Mokiflip on Vic Vinegar's 8Whack Whacktastic Wonder

2 months ago

Hey man,

Thanks for the suggestions.

Glorious End is definitely interesting, had never seen it before. Nice option.

As for Falter I was thinking of replacing it with Seismic Stomp which is basically exactly the same card, so it's still an instant.

Cheers!

GoldenDiggle on Pirates

6 months ago

Teleportal, Magmatic Chasm, Falter, Mark for Death, Seismic Stomp, and Tectonic Rift all muddle up your opponent's non-fliers. All star Bedlam could make or break the game, a more one-sided option is Goblin War Drums, Raging River, and War Cadence.

Door of Destinies, Obelisk of Urd, Cover of Darkness, Metallic Mimic, and Vanquisher's Banner all help out your chosen creature type well.

Look into some shroud and hexproof options, as you won't be targeting your creatures with anything, so making sure they don't get removed is important.

Nefashu on Black + Red Low Mana Cost

7 months ago

Some cards you don't want to be running:

Cards you want to be running 4x copies of:

ovnkros on Saskia lacks the money

10 months ago

djewell, sadly Strionic Resonator doesn't work that way. I thought it did at first too and got all exited, but no such luck.

For suggestions, if you're looking for more cheap cards to make creatures unblockable, there's Rogue's Passage and Seismic Stomp. Also, Tainted Strike seems to me rather redundant since almost all your creatures have infect already. Maybe something like Overblaze instead since it's effectively a x6 multiplier with Saskia out?

Armaros92 on Not Rakdos?

10 months ago

I like the idea of creatures not blocking, but then they can still attack the next turn. It also doesn't look like you intend to block much, so instant speed removal is a way of defending yourself on your opponent's turn. Removal leaves the board open and after you attack there is no longer a backswing coming.

I'd suggest Terminate to get rid of blockers, add in some Lightning Bolts (not super budget, but also not breaking the bank) and taking out the Seismic Stomp which is a dead card against a board with fliers, while Mugging still doubles as removal.

Along with Brute Strength you might want to look at Brute Force which does essentially the same but instead of adding trample it adds extra toughness, which can in turn save your creature from dying. If it lives another turn to hit you've dealt more damage with it than with +3/+1 and trample. Brute Force also has going for it that it is a 1-drop.

For more removal consider Dreadbore, Burn from Within, to deal with planeswalkers and indestructibles as well.

Hope it helps!

Gilgamesh_McCoolio on No mercy, No surrender

11 months ago

I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.

Some highly recommended burn spells: Incinerate, Searing Blood, Magma Jet, Magma Spray, Pillar of Flame

Some good creatures: Ash Zealot, Stromkirk Noble, Firedrinker Satyr, Zurgo Bellstriker, Vampire Lacerator

Some other strong options:Duress, Doom Blade, Tragic Slip, Disfigure

This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).

You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.

If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.

If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.

Just my 2 cents.

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