Stomping Ground

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Zendikar Expeditions Mythic Rare
Gatecrash Rare
Guildpact Rare

Combos Browse all

Stomping Ground

Land — Mountain Forest

(: Add or to your mana pool.)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, Stomping Ground enters the battlefield tapped.

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Stomping Ground Discussion

ArchFline on R/G Atarka Ramp

4 days ago

Your ratios still need a bit of a tune up, I would recommend that you drop the following:

4x Devoted Druid

1x Crucible of Fire

1x Sarkhan's Triumph

3x lands

In favor of:

3x Shaman of Forgotten Ways

2x Steel Hellkite

4x Arbor Elf (with him I would suggest transforming your land base to include Stomping Ground and Cinder Glade but that can be pricey so perhaps some Birds of Paradise or Whisperer of the Wilds).

Runaller on Hydra EDH

5 days ago

Managorger Hydra is crazy powerful when you play with more then two other people. Have fun with your 30/30 with trample. Also the shock lands, fast lands, and check lands for GR are good.
Shock: Stomping Ground
Fast: Copperline Gorge
Check: Rootbound Crag

JRSchmidy on RG Tron

1 week ago

You should run Grove of the Burnwillows over Stomping Ground or even Karplusan Forest because it deals to much damage to you for you colors. You have Chromatic Star and Chromatic Sphere if you want colored mana any way. Plus I wouldn't run Perilous Vault, Oblivion Stone is so much better. And definitely 4 Expedition Map. and Crumble to Dust should be sideboard

DragonHaiku on Extreme Land Destruction

1 week ago

I personally would run a set of Mwonvuli Acid-Moss instead of Creeping Mold and a set of Ancient Grudge in your sideboard. You can draw Cinder Glade with the Mwonvuli Acid-Moss. I would also run a set of Farseek instead of one of your mana ramping creatures for more stability against removal since you're running both Cinder Glade and Stomping Ground those lands can come into the battlefield untapped under certain conditions.

Molten Rain instead of Stone Rain

And I would also sideboard a set of Cryoclasm for specific matchups.

Burl on Wallwolf/Were-Wall

1 week ago

If you want to keep Vent Sentinel I would add 6 mountains and 4 Evolving Wilds.

Other alternatives are Cinder Glade and Mountain Valley. If you're on a budget 4 Gruul Guildgate would even work, prime cards would be Stomping Ground and Wooded Foothills.

With all that mana ramping I would to as in a few Banefire for an AWC (alternate win con).

Very interesting build, you may possibly need Hurricane or something like that to deal with flyers.

+1

TheWallinator74 on R/G Dragon Comment plz

1 week ago

I get the feeling you're trying to keep this deck somewhat cheap, but if you're not, there's no other reason that I can see to not run your respective Shockland. Thus, I have to recommend Stomping Ground. As far as nonland cards go, maybe try Xenagos, God of Revels. He curves into your Dragons, grants them haste and doubles their power. Considering that both of your Dragons also have pump effects of their own, you can use those to power up before you move to combat, then have their already amplified power boosted even further! Besides that, I think the deck is solid. The cards mentioned above my post are all viable options as well, definitely worth considering. I haven't the slightest idea what you'd want on the sideboard for something like this, but from what you said about the decks that gave you trouble, cards like Ratchet Bomb and Skullcrack may be of some value to you. If you need some artifact/enchantment hate, Ancient Grudge and Destructive Revelry are both pretty good options.

As an aside from all the strategy talk, I love the idea behind this deck. It seems like a fairly effective Hoard-Smelter build around, given how the Wellsprings and Sad Robot work. Plus, you can totally sac Steel Hellkite to Hoard-Smelter in a pinch! I might have to try building something like this myself... anyway, good luck in the future with this awesome deck!

iamyoona on Paradox Engine Storm: cEDH Primer

1 week ago

Makes sense. I wonder if there's a reason for Stomping Ground over Taiga? Also Elvish Spirit Guide?

Phayd on Throw-mak

1 week ago

For lands, I'd take look at adding some haste enablers like Flamekin Village and Hall of the Bandit Lord. Overall the manabase is in pretty bad shape (11 lands that enter tapped!?), but I understand that you want to keep it budget atm. You may not need so many "Enter tapped, produces gruul colors" lands because, with the only early-color-intensive card in your deck is Yavimaya Elder.

You have pretty much everything that works well with this deck, I think. Maybe a Farhaven Elf deserves a spot along with Wood Elves as a ramp spell that can later feed Thromok. Kessig Cagebreakers for a way to quickly generate many creature tokens after a boardwipe.

Urabrask the Hidden could also help with haste, make your Thromok much harder to block, and double as food in a pinch.

Farseek could probably become Nature's Lore in a 2c green EDH deck, given that Farseek can only hit mountains, Stomping grounds, and Cinder Glade, whereas Nature's Lore hits forests, Stomping Grounds, and Cinder Glade and puts them into play untapped. Rampant Growth is also perfectly fine, imo. Same thing applies to Skyshroud Claim over Explosive Vegetation.

Thromok deck's biggest weakness is that they need a large boardstate. I'd cut cards that require a large boardstate in order to do things, as they would often be dead in your hand. Second Harvest and Descent of the Dragons.

Thromok will probably not live for more than one turn at a time, which is the big problem with investing a boardstate into feeding him. Because of this, I steer clear of cards that capitalize on the existence of a large Thromok as often they would end up dead in your hand. So I'd cut things like Elemental Mastery, Selvala, Heart of the Wilds, Xenagos, God of Revels, Overwhelming Stampede, Fungal Sprouting, and maybe Mage Slayer - although Mage Slayer could work with a big Mycoloth, or Omnath, Locus of Rage and Rampaging Baloths.

As much as I want Tana, the Bloodsower to be good, she is just an awful ROI. A 4 mana 2/2 that requires basically unblockable before she can even begin to pay off her mana debt is too risky imo.

I'm on the fence about Hornet Nest. No one in the right mind will swing into it, and giving your opponent's the power to decide when you get your tokens is generally bad... but also... how do opponents deal with it? Is it a green Propaganda effect? I dunno, give it a try but consider cutting it too.

I'd probably cut Skullmulcher as there's better ways to draw cards without directly cutting in to Thromok's food supply. Skullclamp might be a better alternative, as it nets more cards and is more flexible.

I've never been impressed with Dragonmaster Outcast. Not once. Also Fresh Meat is an awkward card to play with. Basically, you have to pass the turn leaving 4 mana up in hopes of getting board-wiped, or plan on a 9+ mana play of Thromok + Fresh Meat. It's got a lot of hoops to jump through to get to work, so I might cut it for consistency's sake.

Perilous Forays also gives you the option of turning your tokens into lands. That combined with hasting creatures and Cryptolith Rite to turn every single one of your tokens into a Sakura-Tribe Elder, which seems pretty sweet.

Cost cuts: Cards are good but don't provide as much value to justify the monetary investment: Azusa, Lost but Seeking, Food Chain, Exploration, Tooth and Nail (until you get a Craterhoof Behemoth) which will reduce the deck cost by close to $75. It's also outrageous that Doubling Season is currently $70 itself...

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