Stomping Ground

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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

ToolmasterOfBrainerd on Budget Tron

11 hours ago

Yikes, that's a really rough field to play Tron in. Goblins, in particular, will be very tough to beat. And you can bet your 7-mana @#$ that the Jund player will be as prepared as you expect.

The real advantage of red is access to Firespout, or Anger of the Gods if you think you can manage the colors, although that might be tricky. Pyroclasm is also something to keep in mind. The general meta has so much aggro right now that sweepers seem much more effective than Banefire to live until Tron is online. Firespout isn't good in the tron mirror, but it's still something that you should consider.

In budget tron I would absolutely be playing 4 Relic of Progenitus. And maybe even some mainboard Thragtusk - casting them shouldn't be too hard and they're especially great vs Goblins and Jund.

Wooded Foothills and Stomping Ground are a lot of pain. And you can rely on facing Field of Ruin often enough to warrant at least 3 basic lands, if not more. Karplusan Forest is a decent way to get your colors, although Grove of the Burnwillows is definitely the best.

As for beating the tron mirror... I admittedly have few ideas. I'm a grixis player. I don't know how to beat tron. I don't know what it feels like. I probably boast a 5% lifetime winrate vs Tron, if not lower. I can literally only think of one match that I've won, and only a few times that I've taken them to game 3.

clayperce on Flight of Dragons

5 days ago

Yogei,
This deck looks really fun! A few quick thoughts:

Good luck (and good skill) with the deck!

clayperce on Strip Mine, but it's Your Whole Field

5 days ago

DMFF,
Huge Ponza fan here, and this is a really interesting list!

I have three quick comments on your manabase:

  • Cinder Glade and Dragonskull Summit are extremely meh in Ponza, since they enter tapped on T1, when we need an untapped Green source most. Budget is always a consideration in Magic of course, but if there's any way you can upgrade them into Stomping Ground or really any Green Fetchland, it'll be well worth it.
  • With an Average CMC (as I type this) of 2.38, you can almost certainly get by with fewer Lands. The average competitive Ponza deck has an Ave CMC of ~2.7 and runs just 21 (along with the same dork/Sprawl package).
  • Along those lines: IMO, Field of Ruin has no place in a Blood Moon deck. Giving our opponents a Basic is exactly what we don't want to do :-)

Finally, if you're not already familiar with the PonzaMTG subreddit, I'd like to invite you to drop by and post your list there. We're an enthusiastic (some would say 'rabid') community, and I'm sure other folks would enjoy giving you some input as well!

Draw well, mate!

clayperce on Gruul Balls to the Wall

5 days ago

M_Malcom,
This looks really fun but I have two big recommendations:

  • With an Average CMC (as I type this) of 2.36, you need 23 Lands (source: the table at the bottom of this article by Hall-of-Famer Frank Karsten). Your 4x SSGs count for ~1/4 of a Land each, but you'll still need to find room for a few more. I know it feelsbad to cut Creatures or Spells for Lands, but give it a try ... I think you'll be amazed at how much more smoothly the deck runs.
  • The deck will also run much more smoothly with different Dual Lands. Cinder Glades are especially meh here, since they enter tapped in he early turns when we need them most. And Game Trails aren't much better. If your budget allows, Wooded Foothills and Stomping Ground (reprints coming in Ravnica Allegiance, so prices will drop in late 2018/early 2019) are by far the best, but less expensive options include Copperline Gorge, Karplusan Forest, and maybe even Gemstone Mine.

Good luck with the deck; draw well!

clayperce on Mwonvuli Takeover

1 week ago

StoryArcher,
First, the deck looks really fun. A few thoughts though, in no particular order:

  • Land Destruction is not a wincon. If it's working for you, that's awesome. But I worry that 1x Thrun, 1x Nissa, and 1x Strombreath may not be enough to actually close out the game.
  • Your mana- and dork-base would benefit a little from -3x Forest, -1x Birds of Paradise, +3x Green Fetchlands (Windswept Heath are the least expensive, but any of them are fine). Because the Fetches allow us to grab Stomping Ground as well, they give us a slightly better chance of getting the 2R we need to cast Blood Moon on Turn 2, which would allow you to drop a Bird for something better in the late game. Here's a piece on our Ponza Mana Simulator if you'd like to play with the numbers yourself.
  • I like Ancient Grudge better than Artifact sweepers, personally. But if your meta demands sweepers, Shatterstorm is strictly better than Creeping Corrosion.
  • Unless your meta is just overrun with Tron and Titanshift, 4x Crumble to Dust may be excessive. Surgical Extraction is another similar(ish) option, which is great in other match-ups as well.

Also, I TOTALLY get the desire to make a deck competitive "without necessarily carbon copying someone else's card list", but I always recommend starting with other lists and then tweaking (sometimes drastically) to fit our meta and playstyle. If you haven't already, I'd strongly recommend looking at these:

Good luck (and good skill) with the deck!

DlCK on Semi-Competitive Jodah, Archmage Eternal

1 week ago

This deck is nearly perfect, but there's just a few areas of weakness that demand immediate attention.

First off, I would remove the following cards: Abrupt Decay, Angel's Grace, Anguished Unmaking, Animate Dead, Arcane Denial, Avacyn, Angel of Hope, Badlands, Bayou, Birds of Paradise, Blood Crypt, Bloodstained Mire, Brainstorm, Breeding Pool, Chromatic Lantern, Chrome Mox, City of Brass, Command Tower, Cultivate, Cyclonic Rift, Dance of the Dead, Deathrite Shaman, Decree of Pain, Delay, Demonic Tutor, Enter the Infinite, Exploration, Farseek, Fellwar Stone, Fist of Suns, Flooded Strand, Godless Shrine, Hallowed Fountain, In Garruk's Wake, Intuition, Jin-Gitaxias, Core Augur, Jodah, Archmage Eternal, Kozilek, Butcher of Truth, Laboratory Maniac, Lotus Cobra, Maelstrom Wanderer, Mana Confluence, Mana Crypt, Marsh Flats, Merciless Eviction, Misty Rainforest, Mox Diamond, Myojin of Night's Reach, Myojin of Seeing Winds, Mystic Remora, Mystical Tutor, Nature's Claim, Nature's Lore, Negate, Omniscience, Oracle of Mul Daya, Overgrown Tomb, Painful Truths, Polluted Delta, Praetor's Counsel, Progenitus, Rhystic Study, Rise of the Dark Realms, Savannah, Scalding Tarn, Scrubland, Sensei's Divining Top, Show and Tell, Skyshroud Claim, Sol Ring, Steam Vents, Stomping Ground, Storm Herd, Survival of the Fittest, Swan Song, Swords to Plowshares, Sylvan Library, Taiga, Tainted Pact, Temple Garden, Terastodon, Three Visits, Time Stretch, Toxic Deluge, Tropical Island, Tundra, Ulamog, the Ceaseless Hunger, Underground Sea, Vampiric Tutor, Verdant Catacombs, Volcanic Island, Vorinclex, Voice of Hunger, Watery Grave, Windswept Heath, Wooded Foothills, and Zacama, Primal Calamity.

There's really nothing you could replace these cards with that would make this deck competitive, so I'd recommend just stopping here. Good work.

Hexaflexagon on

1 week ago

NOTE: The Cards at the front of each suggestion are the cards you should put in, not take out.


You should probably switch out Gruul Turf for Stomping Ground. Gruul Turf sets you a turn or two behind, which is not good for an aggro deck. Why are you running 4 Azusas when she is legendary? The most I'd run is three, as you can only have one out a time. How are you going to get creatures in the grave for Ghoultree? Also, have you considered the Arbor Elf and Utopia Sprawl combo? The best manabase I think for this deck would look this this:


I think that this manabase, esp. with Azuza, is very good, allowing you to get your big guys out quickly. However, I think you could change your creatures as well. There are two ways you can do this, you could either go wide (lots of creatures) or the grow big (a few huge creatures). I have provided cards for both of them


I put the Nissas in here because her Elemental making ability can come in handy while trying to cast Ghalta or for extra mana (untapping the land with Sprawl)

So, not much change, but that little change makes a lot of difference. Also, Lightning Bolt needs to change. You need something that can kill something, no matter the size. Good Luck!

multimedia on Floating Death

1 week ago

Hey, you asked for my help. You're new to Magic? You already have a good grasp on deck building because this is a really well made deck, good job. Do you have the cards in the maybeboard? There's a lot of cards in the maybeboard that are better than cards in the main deck. If you have some of these cards consider adding them main deck?

Cards from maybeboard (in no order):

  • Karrthus, Tyrant of Jund
  • Thunderbreak Regent
  • Scourge of the Throne
  • Silumgar, the Drifting Death
  • Temur Ascendancy
  • Sneak Attack
  • Krosan Grip
  • Swords to Plowshares
  • Vampiric Tutor

Cards in the main to consider cutting for these maybeboard cards (in no order):

  • Crosis, the Purger
  • Deathbringer Regent
  • Numot, the Devastator
  • Savage Ventmaw
  • Skithiryx, the Blight Dragon
  • Crucible of Fire
  • Zendikar Resurgent
  • Hull Breach
  • Tainted Strike


In the main I see Farseek, but in the manabase you're not taking advantage of the reason to play Farseek. Farseek can fetch a dual land that has a basic land type, but currently you don't any duals with these types. Farseek is different than Cultivate and Kodama's Reach; these spells can only search your library for basic lands not dual lands. Farseek can search your library for any basic land except a Forest, but if this is the only lands Farseek can get then you're better off just playing Rampant Growth because it can at least get a Forest.

I'm not recommending that you change the manabase now, but here's some information about how you can improve the manabase over time, later on if you want to. To make Farseek and the overall manabase better for now you can consider the less expensive Battle lands.

Battle lands (each one is two different basic land types):

The Battle lands work well with a manabase with a lot of basic lands since you need to have at least two basic lands in your control for a Battle land to ETB untapped. For the purposes here Farseek can get any one of these dual lands.

To make Farseek and the overall manabase even better consider Shock lands instead of Battle lands (each one is two different basic land types):

The Forest Shock lands and Battle lands (Garden, Pool, Grounds, Tomb, Vista and Glade) give you an advantage with some green ramp spells because these spells let you search your library for a Forest(s) and put it into play. These ramp spells: Nature's Lore and Skyshroud Claim give you nice ramp as well as mana fixing because you can tutor for and put Forest dual land(s) into play.

Another reason to get Shock lands is if you ever get a Fetch land such as Windswept Heath it can fetch one of any Forest or Plains dual land (Garden, Ground, Pool, Foundry, Fountain, Tomb, Shrine). This single Fetch land is powerful, it gives you one of seven choices of a dual land you can search your library for and put into play.

Good luck with your deck.


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