Stone Quarry

Legality

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

Printings View all

Set Rarity
Amonkhet Common
Kaladesh Common
Shadows over Innistrad Uncommon

Combos Browse all

Stone Quarry

Land

Stone Quarry enters the battlefield tapped.

: Add or to your mana pool.

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Stone Quarry Discussion

icefire033 on Official missing/incorrect card/token thread

2 days ago

I don't know if this is the right place for this, and please correct me if it's not. Doing DraftSim, I'm able to draft the full cycles of common ally and enemy etb tapped dual lands. As far as I can tell, these cards do not exist in booster packs of Amonkhet and therefore cannot be drafted. Their inclusion in draft sim makes it difficult to accurately simulate an Amonkhet draft and should not be included in this functionality IMO.

Meandering River

Submerged Boneyard

Cinder Barrens

Timber Gorge

Tranquil Expanse

Forsaken Sanctuary

Stone Quarry

Foul Orchard

Highland Lake

Woodland Stream

http://magic.wizards.com/en/articles/archive/card-image-gallery/amonkhet

greatdevourer on All Hands on Deck

6 days ago

Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.

Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.

Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.

I'll start with lands. Nine (9) out, Nine (9) in.
Take out:
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.

Put in:
4 Plains
2 Mountain
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.

I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.

One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.

I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.

Shadow12721 on my first deck lol

1 month ago

Also replace Stone Quarry with Inspiring Vantage.

Techmage45 on Hanweir token army

2 months ago

If you can I'd recommend getting Inspiring Vantage as opposed to Stone Quarry in the mana-base

Wolfsquirrel132 on Saheeli Twin

3 months ago

You might want to add some dual lands, even some of the cheaper ones such as Highland Lake and Stone Quarry would really help with consistency, while Battle Lands such as Prairie Stream or the Shadow Lands/man-lands would be even better.

mrdefender99 on R/W Vehicles

3 months ago

As tremblayk19 said, the Aradara Express is not really at the forefront of vehicles. Heart of Kiran, Aethersphere Harvester, and Fleetwheel Cruiser are all fabulous drops that also curve out perfectly. Your deck seems like it wants to be aggro, but I see no 1-drop creatures. Something like Toolcraft Exemplar may be very good in this deck because of its low mana cost and ability to crew with 3 power when a vehicle is in play. Lastly, Stone Quarry, which only has "come into play tapped", can be replaced by one of my favorite elemental lands: Needle Spires.

MenacingBunny on Dwarf Pilots

3 months ago

Are you looking for this to be budget? If it isn't I'd replace Stone Quarry's with more Inspiring Vantage's or Needle Spires.

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