Stomping Ground

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar Expeditions (EXP) Mythic Rare
Gatecrash (GTC) Rare
Guildpact (GPT) 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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Recent Decks

Stomping Ground Discussion

merflock on Devoted Company

23 hours ago

Also Kessig Wolf Run and one Stomping Ground could be a good finisher.

Blue_Flame on Ooga Booga: Competitive Mono-G Ramp/Devotion

4 days ago

Something I've seen Mono Green Devotion players do is play a number of Stomping Ground/Wooded Foothills in their mainboard so they can have access to Blood Moon in their sideboard for control, 3+ color decks, Tron, etc... It's very effective and usually catches people off guard when they see it.

This might come off as weird to you but I would play 4x Voyaging Satyr over the Noble Hierarchs. Sure, Noble gives you exalted and ramps you 1 mana, but Voyaging interacts with your lands/Utopia Sprawls and multiplies the amount of mana you produce. Not to mention it'll save you $320. :D

Pheardemons on Legendary Dragons Deck

5 days ago

I understand how powerful The Ur-Dragon is, but I would argue that Scion of the Ur-Dragon may be a better commander for what you want to do. Scion can actively put as many dragons as possible into the graveyard so that you can return them all to the battlefield with Primevals' Glorious Rebirth. Other effects like this are Patriarch's Bidding and Living Death. Granted, I understand The Ur-Dragon allows you to draw cards which you have very little card draw in the deck, so there is that. The new Sarkhan, Fireblood can help ramp into dragons, as well as some card draw, so that may be something to consider putting in here as well.

I'm not sure what your budget is, but your land base could use some help. Fetches like Bloodstained Mire, Wooded Foothills, ect can help you fix your colors with shocklands like Blood Crypt and Stomping Ground. We'll be going back to ravnica so hopefully shocks will decrease in price. If those are outside of your price range, maybe look into a card called Amulet of Vigor so that your lands will enter untapped. Otherwise, you will have an EXTREMELY slow deck. Dragons are already a little slow, but even more so with all of those tapped lands.

TaegukTheWise on Goblins - Sample Archetypes

2 weeks ago

The Taiga, and Stomping Ground doesn't make sense to me, it seems a little unnecessary and a bit detrimental due to Price of Progress. you can even cast the green specific cards without green, I can understand the moxes in aggre, but I would imagine basic mountains all the way through would be where its at.

I guess I'm just curious as to the decision made here.

FancyTuesday on Catgon Paintrain WIP

2 weeks ago

I think you may want to be a bit more careful with the phrase "price is no issue." It's one thing to say you're willing to spend a couple hundred bucks to pack in some real firepower, but if you tell folks there's no ceiling on this Wonkavtor I can (and will!) go ahead and suggest a $1000 in mana base upgrades.

ABUR duals - Badlands, Taiga, Bayou
Best in their class, but totaling over $700 they're the lowest bang for your buck

Filters - Graven Cairns, Fire-Lit Thicket, Twilight Mire
Under most conditions these filters are better than any other land, letting you turn a single of one color into double of another

Shocks - Blood Crypt, Stomping Ground, Overgrown Tomb
Shocks are very strong in EDH because the damage they do is mitigated by starting at 40 life, and it's an option you elect as needed. They also boast land types, which makes them ramp targets

Fetches - Bloodstained Mire, Wooded Foothills, Verdant Catacombs, ...
Fetches hit shocks and ABURs, so they function as wildcard lands that can always fix any two color hole you have

Ramp Suite:

You can save a good deal of money and cut all the / lands without hurting yourself much since the deck is mostly , and ramp lets you fix. Though they're still strictly better than just a straight Swamp or Mountain. That said, even at 50% green spells that's not enough reason to be running Emerald Medallion over basically any rock.

Alright, that about covers it for the mana base. I've run out of suggestion boxes so I'll break this into two posts.

cj96.calimlim on Have: JLK's Shadowborn Deck W: ...

3 weeks ago

Hello all!

I have the following parts and pieces to an almost copy and paste version of JLK's Shadowborn Apostle deck.

20x Shadowborn Apostle lp

8x Shadowborn Apostle mp

1x Vampiric Tutor lp

1x Athreos, God of Passage lp

1x Grave Titan lp, Japanese

1x Dark Ritual foil Near Mint Masterpiece Series: Amonkhet Invocations

I am mainly trying to get rid of all 28 shadow born apostles hahaha.

I recently made an Omnath, Locus of Rage deck that seems pretty awesome, I'd love to be able to trade/sell at TCG Low for most of the more expensive parts and pieces I need:

Priority list: 1x Exploration 1x Oracle of Mul Daya 1x Prismatic Omen 1x Scapeshift 1x Sylvan Library 1x Ulamog, the Ceaseless Hunger 1x Wooded Foothills

Secondary List: 1x Azusa, Lost but Seeking 1x Eternal Witness 1x Green Sun's Zenith 1x Knollspine Dragon 1x Lotus Cobra 1x Shattering Spree 1x Stomping Ground 1x Tooth and Nail 1x Vesuva 1x Vexing Shusher 1x Worldly Tutor

If you'd rather purchase some items, I accept PayPal. If you are looking for filler, here are some 0$-5$ cards I require: 1x Collective Voyage 1x Darksteel Garrison 1x Explosive Vegetation 1x Gruul Signet 1x Harrow 1x Hunting Wilds 1x Perilous Forays 1x Rampaging Baloths 1x Reap and Sow 1x Regrowth 1x Rites of Spring 1x Seer's Sundial 1x Summer Bloom 1x Courser of Kruphix 1x Crop Rotation 1x New Frontiers 1x Protean Hulk 1x Ramunap Excavator

I know this is very comprehensive - thanks for hanging in there!

Shmookyla on Turn 3 Emrakul? Yes please

3 weeks ago

Hey dude,

So I got every card on this list and it's mostly assembled at this point, my only question are the dual lands, why are you using Stomping Ground and Wooded Foothills? Really appreciate the way you broke this down on how to play the deck turn by turn btw

TypicalTimmy on Help me make my R/G ...

1 month ago

Boza, while I personally do see your point about the mana restrictions, your comment of: "it is impossible to have 12 total mana any sooner than turn 5" is not entirely accurate.

I build speed-Gruul decks all the time. Gruul is super easy to pump out massive amounts of mana. BUT - you have to build for it.

We are assuming you have your hand of 7 cards. Works well if you went 2nd, so you have card advantage each of your turns. That draw really helps.


Turn 1: 7 - 8 cards in hand.


Turn 2: You played 2 cards last turn and drew 1 this turn. 6 - 7 cards in hand.

  • T2: Any other land that doesn't enter the battlefield tapped. You'll want to play something like Generator Servant, another 1-drop Dork, if able you can do both but let's not get greedy here. Normally I take a hand with a Servant that can be played T2

Turn 3: You played 2 - 3 more cards and drew 1. 4 - 6 cards in hand.

  • T3: Land. You're Gruul so you need to hit tempo. You now have three lands, and 2 - 3 additional mana at your disposal in creatures. At this point, I usually tap all lands, tap my Dork, sac my GS and play a Savage Ventmaw, swinging for 4 and adding . On T3, with six available mana floating from your Ventmaw, you can pay for either a second Savage Ventmaw, a Mana Reflection, or even work up to a Zendikar Resurgent. You get that 7th mana by either discarding a Simian Spirit Guide.

Another option you have available is to, instead of playing a Ventmaw, you tap out everything you've got for your 6 mana. You float 5 of it and use for an Infernal Plunge and target your Dork. This adds back which pushes you into 7. If you are lucky enough to have a Simian Spirit Guide on top of your Infernal Plunge (Don't count on it) you could theoretically nail a Vorinclex, Voice of Hunger.


Turn 4: There's a lot you could have done last turn. Between playing a land, a Ventmaw / Reflection / Resurgence and giving up an Guide / Plunge, it's hard to really tell where you are at currently. This all becomes situational at this point.

  • T4: This is normally where I begin to play big spells. See the Unwritten, Genesis Wave, Hydra Broodmaster, Dragon Broodmother. You could do all of this on T3, if I'm being honest. You do this by swinging with Ventmaw on T3 and dropping any of these 6-drop spells immediately after. But that aside, you play a 4th land. You'll either have 4 mana from lands and 6 from Ventmaw + Dorks, or you could have 8 mana from lands when you consider it'll be doubled via Enchantments + Dorks. Since Mana Reflection doubles Dork mana, too, that could easily tip you at or above 10 mana T4. So you can see just how easy it is to hit 12+ T5.

If you were lucky and hit a T3 Savage Ventmaw who was hasted by Generator Servant (Happens a lot in my decks with the frequency I play them), you could even dump his six into a Mana Reflection. This means on T4, you have 8 mana from lands, 2 mana from a single Dork, and 12 mana from Ventmaw. That's 22 mana, on T4.

To put that into perspective: That's an X=19 Genesis Wave, a Hydra Broodmaster that you also turn Monsterous for 7 () which gets you 7 7/7 tokens, that's an X=20 Rolling Thunder, an X=21 Crater's Claws which deals 23 Damage from the Ferocious trigger...

Gruul, if designed properly, is the single most powerful ramp color combination in the whole game, in my non-professional opinion (lol)

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