Stomping Ground

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Ravnica Allegiance (RNA) Rare
Zendikar Expeditions (EXP) Mythic Rare
Gatecrash (GTC) Rare
Guildpact (GPT) Rare

Combos Browse all

Stomping Ground

Land — Mountain Forest

(: Gain or .)

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

Browse Alters

Stomping Ground Discussion

SideBae on Gruul Werewolves May.12 2019

4 hours ago

I recommend the following cuts:

Breakneck Rider  Flip: It doesn't seem to have quite enough impact on the board, even when it is flipped.

Conduit of Storms  Flip/ Scorned Villager  Flip/ Ulvenwald Captive  Flip/ Gruul Signet : I think you have a lot of better ramp options, especially in green.

Ash Barrens : If you can, I'd replace this with an off-color fetch, like Bloodstained Mire or Windswept Heath . These can fetch your Stomping Ground and are more effective than Ash Barrens .

Forest / Mountain : With more ramp, you can run fewer lands. Cutting 2 to 3 seems reasonable if you cut in a bunch of dorks. Generally, if you've a green general that does not create landfall triggers, you can run fewer than the average number of lands.

Waxing Moon : I don't think this card is better than just simply Overrun . Giving your creatures trample is ok, but making them fatter is what makes trample really good.

Wildwood Rebirth : I think Eternal Witness is just better. Being an instant is alright, but the 2/1 body on the E Wit is relevant and being able to retrieve anything is a LOT better than a creature.

War's Toll : I think Price of Glory is a better option. I don't think I mentioned it before, but it's a good idea.

When it comes to your werewolves, you should consider when it is that you want them flipped. They are likely to be transformed by no spells only by your volition, because most players will play at least one spell on their turn. Also, your opponents will likely try to double-spell, to return your werewolves to the less powerful side. So, if you're counting on a werewolf being on the more powerful side during your turn in order for it to be good, I think that card should be cut. I think (and remember, I have no experience here, so I'm only speaking from what I rationally think) it is more likely for your guys to be flipped on your opponents' turns rather than yours. So bear that in mind during deck building.

Good luck.

SideBae on Gruul Werewolves May.12 2019

19 hours ago

So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.

First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.

Running a lot of creatures means you should run Growing Rites of Itlimoc  Flip, which is a WAY more affordable Gaea's Cradle .

Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.

Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.

With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.

In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.

You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.

With 31 creatures, you may want to consider Lurking Predators . Also, if you choose to run Sensei's Divining Top , this card becomes even better, and running Into the Wilds becomes better.

Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.

Rhythm of the Wild is a good way to make all your creatures into more immediate threats. Shared Animosity puts pressure on hard.

Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.

If you're running Gruul Turf , I again agree with NV_1980: you should run Exploration . It's a good way to get your lands down fast and efficiently.

legendofa on Wooded Foothills usage?

2 days ago

Wooded Foothills actually does not tap for mana. It doesn't have a basic land type ( Plains , Island , Swamp , Mountain , or Forest ) listed in its type line, and it doesn't have an ability along the lines of ": Add ." Because of that, it only has the function of finding lands from your deck.

Additionally, it can find any land with Mountain or Forest in the type line, including Stomping Ground , Dryad Arbor , Murmuring Bosk , or Smoldering Marsh , among others. You're not restricted to digging up a basic land.

Wardino on Trampling Hellions (Turn 3: 10 Damage 20 w/Thud)

2 weeks ago

Would you consider using Vivien's Arkbow ? It could aid in consistently pulling the Inferno Hellion from your library. It also seems you are running too many mountains, I would recommend trying it out with only Rootbound Crag and Stomping Ground and the rest being forest.

NeonEndymion on The Ur-Dragon

1 month ago

-I haven't had a chance to test yet without Dragonlord Kolaghan , but I did play 2-3x games where I ended up not even casting her b/c I already had either/both Rhythm of the Wild and/or Temur Ascendancy in play, as the latter especially is a prime tutor target. I felt like with increased consistency in terms of landing specific enchantment pieces that grant haste, I wanted a utility dragon vs another haste enabler.

-I've never not been impressed with Urza's Incubator . Worst case it is incredibly helpful in ramping into casting the commander, and it can discount some/most dragons down to 2-3CMC. With an ETB draw engine like Temur Ascendancy in play, this can lead to some very busted turns/sequencing. With Goreclaw, Terror of Qal Sisma out, suddenly our commander costs only WUBRG, which is flippin' sweet.

-Where my mana splits/curve landed, it is now primarily a Gruul deck with a secondary Black Splash and tertiary Blue and White splashes. As such, a primary fetch target is usually Stomping Ground or Sheltered Thicket , meaning that the other RG duals all then come into play untapped. It is actually harder to guarantee that Cinder Glade will meet its ETB untapped condition than Rootbound Crag in this build/with most lines and with which opening hands you'd want to keep.

-Incidental scry and 5c color fixing from Path of Ancestry has always felt worth it to me, but if anything I could see that slot going back to Exotic Orchard or Forbidden Orchard if I'm ever in a situation where it feels like I'm stumbling. So far, I have been able to find turns for situational ETB tap lands that haven't led to taking a turn off or going off curve, as usually we're going 1 into 3; 2 or 3 into 4 or 5; or 4 or 5 into 7 or 8, so there is an opportunity to deal with limited ETB tapped lands by turns 4-5.

- Urborg, Tomb of Yawgmoth is strictly there to have fetchlands tap for mana if need be/if shut off by effects that prevent their use. It also gives global black fixing so black doesn't have to be prioritized and helps later with double-black requirements in some of our higher curve spells like Patriarch's Bidding and Crux of Fate . It also unlocks our two conditional/creature lands to tap for black ( Cavern of Souls and Haven of the Spirit Dragon . This also helps de-prioritize swamps as a target for fetches/land ramp spells. Basically a lot of upsides to situations/problems that are only fully resolved by Chromatic Lantern , but for the "free" cost of a land slot. I haven't been disappointed by it so far.

I may try your land suite and see how it feels; why are you running 1x Forest and 1x Snow-covered Forest vs 2x Snow-covered Forests, however?

MrBronson on Boar Runner

1 month ago

I see it, very cool!! Maybe add 4x Stomping Ground , x2 Rootbound Crag , 1x Pelakka Wurm , 1x Ghalta, Primal Hunger .

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Stomping Ground occurrence in decks from the last year

Standard:

All decks: 0.67%

Modern:

All decks: 0.77%

RG (Gruul): 54.75%

Commander / EDH:

All decks: 0.12%

RG (Gruul): 2.62%

RUG (Temur): 3.87%

BRG (Jund): 2.2%

RGW (Naya): 3.0%