Stone Quarry


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Uncommon
Ixalan (XLN) Common
Commander 2017 (C17) Uncommon
Amonkhet (AKH) Common
Kaladesh (KLD) Common
Shadows over Innistrad (SOI) Uncommon

Combos Browse all

Stone Quarry


Stone Quarry enters the battlefield tapped.

: Add or to your mana pool.

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Recent Decks

Stone Quarry Discussion

scotchtapedsleeves on the Fast and The Furious

1 week ago

I see that you kept the Spire of Industry... with Rivals of Ixalan Stone Quarry and Forsaken Sanctuary came back into standard. They're a little bit slow, but maybe adding in more dual lands from other sets will work too.

You have way too many one drops in this deck, It's more than the amount of three and four drops. Cut some of your one drops and try to make your mana curve look like it's a bell curve, not a cliff.

Fatal Push is still a thing, especially against merfolk decks. Unlicensed Disintegration is good and all, but the three mana that you would have to keep open to destroy one threat is not worth it at all. I'd say move those to the sideboard and replace them with Fatal Pushes.

You're also missing one main part of Mardu Vehicles, Aethersphere Harvester. The Harvester is a great easy crew that essentially gives you 3 life every time it attacks. I would swap it for your Veteran Motorists because although +1/+1 seems good, it is sort of insignificant in the long run.

I would definitely add two more Depala, Pilot Exemplar, maybe replacing two Bomat Couriers or one Bomat Courier and one Toolcraft Exemplar. I personally don't like having four copies of multiple one drops, it may seem like the deck will be fast but in reality it can really screw you over once you reach t3.

Take my comments into consideration, and have fun building!

Guyvas on Zacama EDH deck

1 month ago

This is my first time building an EDH deck and I was curious what could be improved.

7 Mountains

8 Forests

8 Plains

Golden Guardian  Flip

Zacama, Primal Calamity

Gishath, Sun's Avatar

New Horizons

Orazca Raptor

Nest Robber

Traveler's Amulet

Xenagos, God of Revels

Gyre Sage

Iroas, God of Victory

Kinjalli's Caller

Otepec Huntmaster

Majestic Heliopterus

Colossal Dreadmaw

Ravenous Daggertooth

Charging Tuskodon

Tilonalli's Knight

Forerunner of the Empire

Tilonalli's Crown


Overgrown Armasaur

Sun-Collared Raptor

Path of Mettle  Flip

Raging Regisaur

Mosswort Bridge

Knight of the Stampede

Stampeding Horncrest

Luminous Bonds

Kodama's Reach

Nissa's Renewal

Radiant Destiny

Wayward Swordtooth

Trapjaw Tyrant

Siegehorn Ceratops


Stone Quarry

Thunderherd Migration

Tranquil Expanse

Gruul Turf


Shake the Foundations

Frilled Deathspitter

Ghalta, Primal Hunger

Zetalpa, Primal Dawn


Sunpetal Grove

Orazca Frillback

Boros Garrison

Silverclad Ferocidons

Etali, Primal Storm

Strength of the Pack

Thrash of Raptors

Sun-Crested Pterodon

Graypelt Refuge

Cherished Hatchling

Reckless Rage

Blinding Fog

Pillar of Origins

Atzocan Seer

Sky Terror

Raging Swordtooth

Crash the Ramparts

Slash of Talons

Frenzied Raptor

Selesnya Sanctuary

Sun-Blessed Mount

Huatli, Dinosaur Knight

Goring Ceratops

Burning Sun's Avatar  Flip

Unclaimed Territory

Huatli's Snubhorn

Bonded Horncrest

Pterodon Knight

Shining Aerosaur

Huatli's Spurring

Rallying Roar

Kazandu Refuge

Snapping Sailback

Territorial Hammerskull

Commune with Dinosaurs

Mayael's Aria

I want to add in a boardwipe like Wrath of God or Planar Cleansing and switch something out for Wakening Sun's Avatar and then I don't have Command Tower or Reliquary Tower in and don't know if they're "required".

pizzanui on Dino Tribal

1 month ago

I haven't looked over the entire list but here are a few suggestions at first glance:

1) Ramp Spells --- Let's be real, Gishath, Sun's Avatar is a game-winner, so you want to get it out ASAP. You're going to want to ramp up to 8 mana before your opponents can get too many blockers on the board. Thunderherd Migration and Farseek are already in there, and both are definitely solid, but I'd honestly put in way more than two ramp spells. Consider Rampant Growth, Exploration, Heartbeat of Spring, et cetera. You want to be getting more than 1 land onto the field per turn if you can, and you want those lands to be producing more than 1 mana whenever possible. For this reason I have honestly no idea why you aren't running Wayward Swordtooth and Commune with Dinosaurs. Both of those cards would be incredible in this deck.

2) Mana Rocks --- With the number of ramp spells available in your colors you really don't have much use for artifacts that produce mana. While I agree that Chromatic Lantern is good for mana fixing, you don't really need it when you can very easily get all three colors online extremely quickly using cards like Farseek. I would immediately ditch Pillar of Origins, Fellwar Stone, and Worn Powerstone, but I would strongly recommend getting rid of all mana artifacts in the deck in favor of ramp spells. Remember, you just need to get to 8 mana for Ghalta. You'd be surprised how quickly you can do that when you're playing green.

3) Mana Dorks --- Drover of the Mighty is an auto-include for obvious reasons, so I'm glad to see it in this list. I also like Kinjalli's Caller more than most people do, so I'm glad to see that as well. I also know that you are trying to limit the number of non-dinosaur creatures in your deck. For that reason, I'd recommend just a few more non-dino dorks such as Otepec Huntmaster, Birds of Paradise, and Voyaging Satyr. Remember, if any of your lands is producing more than 1 mana through land enchantments such as Utopia Sprawl, you can have Voyaging Satyr untap it for incredible amounts of value.

4) Utility Spells --- One of the best pieces of advice anyone has ever given me in terms of deck building is to avoid any and all cards that don't directly contribute toward getting your win condition online. For this reason, I would ditch the majority of your utility spells. This includes instants, sorceries, enchantments, and even planeswalkers.

Cards that trade 1:1 with an opponent such as Disenchant work in 1v1 matches, but this is EDH. I'd take out anything that destroys a target enchantment or artifact in favor of mass artifact removal such as Serenity or Fracturing Gust. Just remember not to wipe your own creatures off the board with creature wipes. I would recommend throwing in a very small number of targeted removal like Path to Exile and Naturalize just to take out a key threat on an opponent's board, but your main creature removal should come from combat or the "fight" mechanic.

Speaking of, take out Hunt the Weak entirely. Prey Upon does the same thing (kills a creature and triggers enrage), but it costs 3 less. Pounce Might even make sense since it has instant speed, making it effectively a removal spell that triggers enrage. Just be careful not to kill your own creatures - damage dealt in "fight" doesn't wear off before combat.

Huatli, Dinosaur Knight is sadly not very good and costs way too much. I'd take her out, but I could see this deck utilizing a Samut, the Tested pretty well.

Oh, and by the way, I absolutely love Rile. Look at Reckless Rage maybe? Cards that hurt your own creatures as a "cost" are incredibly good with Enrage. Forerunner of the Empire is your best friend.

5) Land --- With your lands you really want to be both ramping and fixing. For this reason, the guildgate cycle is way too slow, as is Stone Quarry. EDH gives you access to some pretty ridiculous lands, so I'd spend a lot of time looking at those. Personally I'd strongly recommend the Ravnica bouncelands if you have a way to play multiple lands in a turn, or otherwise shocklands. I wouldn't recommend fetchlands (unpopular opinion) because this deck doesn't need to worry too much about mana fixing (you get it all from your creatures and, ideally, the rest of your land base), but for that exact reason I might go with a painland or two. After all, at a certain point you may not need the colored mana, so it's usually worth it just to have a couple. You're running tricolor, though, so ultimately you'll want a lot of basics. Aim for about 35 lands total, since you should have ways to search for lands so you don't need the full 40.

6) Anthems --- I wouldn't worry too much about Anthem effects or Lords. You really want to be flooding the board with creatures, not buffing the ones you already have (though that's always nice as an aside). Cards like Strength of the Pack are usually just too slow and don't do very much for you.

That's all I could pick out at a glance. Hope this helps!

ynot000 on Kaalia

1 month ago

definitely add like one or two lands, cut

Akoum Refuge

Boros Garrison

Orzhov Basilica

Rakdos Carnarium

Rupture Spire

Scoured Barrens

Shimmering Grotto

Stone Quarry

Vivid Crag

Vivid Marsh

Wind-Scarred Crag

if you don't have enough lands to replace all these, keep the ones you like most

multimedia on Dino boros

1 month ago

Hey, looks good for a budget Dino deck.

Deck building is about establishing a core for consistency. A core of cards that you always want to draw in games. These cards are the best cards for your strategy. The core cards are played in the deck as 4 ofs (4x of the card). Currently you have zero 4 ofs this will hurt being able to consistency draw certain cards.

Here's an example of a possible core using the cards you have here:

I've made two different two drops (cards with a mana cost of two) as 4 ofs I've done this because you want to consistently draw one of them to play turn two. Monstrosaur is the best Dino here for your strategy it can win you games you want to draw one every game.

Strike and Shock are the best removal spells because they can target a creature or a player. The strategy here is doing damage to your opponent with Dinos. Strike or Shock can give you that last bit damage you need to do to kill your opponent and win the game. I consider these burn spells core cards because they're cheap mana costs once you get a Dino into play you can use these spells to clear the way for your Dino to attack for very little mana cost.

Because they can hit a player they're also not dead cards at anytime of the game because if you have to just use them to damage a player.

I suggest you use Wonderine's advice and add Otepec Huntmaster. Huntmaster is another good example of a core card, you want to play him turn two because any other Dino that's played after gets a mana cost reduction and Huntmaster can give it haste. Giving Monstrosaur or Zetalpa a mana cost reduction makes it even better.

If choosing to add Huntmaster this is what the core could change into:

  • 4x Relentless
  • 4x Huntmaster
  • 3x Terror
  • 4x Monstrosaur
  • 4x Strike
  • 4x Shock

Adding Huntmaster as a core card gives you another two drop that's more important than Terror thus I have reduced Terror to a 3 of instead of a 4 of. The thought is that you want to draw either Huntmaster or Relentless and play them turn two before you play a Terror. Terror is less good then the other two.

Cards that are not in the core are not played as 4 ofs, but as 3 ofs, 2 ofs or 1 ofs. These cards are meant to support the core of cards. Here's an example seeing both using cards you have here and Huntmaster:

  • 4x Relentless
  • 4x Huntmaster
  • 4x Monstrosaur
  • 4x Strike
  • 4x Shock

  • Supporting
  • 3x Terror
  • 2x Zetalpa
  • 3x Cast
  • 2x Abrade
  • 2x Gideon

I haven't included all the cards currently here this is because these are the best cards of the current cards in the deck. The others that are not in this list I don't think are they're good enough and can be cut for other options.

Regisaur Alpha is a powerful card one of the best Dinos, but he doesn't fit with the deck because he costs green mana. Because of the budget here and not having many dual lands consider cutting green and just playing white and red?

Aether Hub is great mana fixing, but only when you're making additional energy from other sources. Playing Hub as the only green source of mana in the manabase is not worth disrupting all the other cards in the deck.

Cards like Relentless Raptor and Sky Terror have challenging mana costs if playing three colors. These two drop Dinos are more important than Alpha for the strategy here. Huntmaster can give Dinos haste to make up for the loss of Alpha.

Cards to consider adding:

I suggest consider cutting Hub and replacing it 4x Stone Quarry. This white and red dual land does ETB (enter the battlefield) tapped, but it has no restrictions of making colored mana. If you can get 2x more Vantage then great it's the best dual land for this deck.

Sunwing is a very good Dino his ability lets you attack with other Dinos and get through with more damage because creatures your opponent plays ETB tapped meaning opponent's creatures can't block your creatures the turn they're played. Sunwing also gives the deck a three drop Dino which I think is important to have at least one three drop Dino. You have Hammerskull in the sideboard which is good, but I think if you don't have any Sunwing then move it to the main deck. It's ability is also good and it's just what you want when attacking with Dinos.

Of the budget option four drop Dinos Aerosaur is a good one because it has flying and can pump another Dino as well as give it flying when it ETB. As a four drop Dino it's ability is better for the strategy here then Needletooth Raptor who's not going to be attacking.

Cards to consider cutting:

  • 3x Hatchling
  • 2x Alpha
  • 2x Needletooth
  • 3x Rest
  • 2x Hold
  • 2x Axis
  • 3x Map
  • 4x Hub
  • 2x Plains

Consider cutting these cards to add more copies of the better cards in the deck? For example cut 3x Hatchling for 2x more Monstrosaur and 1x more Relentless. Another example cut 2x Needletooth for 2x Aerosaur or 3x Rest for 3x Sunwing or Hammerskull, etc.

Here's an example combining some of my suggestions of a possible Dino base to consider:

  • 4x Relentless
  • 4x Huntmaster
  • 3x Terror
  • 4x Sunwing or 3x Hammerskull
  • 2x Aerosaur
  • 4x Monstrosaur
  • 2x Zetalpa

If this advice was helpful to you I can continue with other suggestions and more advice. Let me know.

Good luck with your deck.

StonedJesus on Raptor attack

1 month ago

Okay, so this deck looks like it has potential. If I were you, I'd take out Gift of Paradise and move the Haze of Pollens to the sideboard. I'd put in another Polyraptor and two more Forerunner of the Empire to make your combo more prominent.

Then I'd recommend making the mana-base more efficient by taking out all the Stone Quarrys and Tranquil Expanses and replacing them with Inspiring Vantages and/or Scattered Groves and/or Sunpetal Grove. The Rootbound Crag is good. Maybe take the Evolving Wildss out and put in another and maybe two Sheltered Thickets.

Renegade Map and Luxa River Shrine can go. If you're looking for mana-fetching or life-gain, look no further than Ranging Raptors and Deathgorge Scavenger. Carnage Tyrant is good, too, if you have the money.

As far as sideboarding, Dinosaur Stampede is good, I'm not a dino guy so you'd have to make your own, but I'd suggest some more removal in your sideboard.

I hope some of these suggestions are useful. Good luck. Try to sleeve this up and play tonight or next week at your LGS. You got dis.


Natalbee on R/W Dino

1 month ago

I don't know much about Dinosaurs (I don't like the tribe), but in general it looks like you don't have a whole lot of ways to interact with your opponent. You need more ways to deal with their threats instead of just Lightning Strike and Shock, because inevitably you're going to come up against something that you can't remove with just those.

In White, you have things like Settle the Wreckage, Cast Out, Ixalan's Binding, Baffling End and, depending on what you're up against, Blazing Hope. Those are noncreature options.

In Red, you have Abrade, Chandra's Defeat, Fiery Cannonade, etc.

Those are just quick lists to give you an idea, but I would try and fit some more controlling cards in there. And they might be in your sideboard, but it's not listed so I'm not sure. Also, considering replacing Stone Quarry with Inspiring Vantage.

And here's a list of all Red/White cards in Standard that are/interact with Dinosaurs if you wanted to stay strong with that tribe:
RW Dinos (Scryfall)

Forerunner of the Empire and Huatli, Warrior Poet could be good includes.

jakeelephant006 on Toxic Thunder 2: The Toxic Avenger

2 months ago

Lands: Take out 2 Mountains, Stone Quarry, Cinder Barrens, and Forsaken Sanctuary and maybe the Guildgates if you want and add in at least one plains, Haven of the Spirit Dragon, any of the life gain dual lands from Tarkir... just use better duals than the strictly-worse guildgates. I have a personal issue with those lands. They insulted "Avatar the Last Airbender" once.


Things to pull: Ancient Hellkite works to slow, requires to much investment, and is too conditional. Forgestoker Dragon cuz it's clunky and slow compared to other things. (A lot of these suggestions will be cutting the worst of duplicate effects). Aegis Angel (above reason)? Wojek Embermage? Paragon of Open Graves cuz you don't have enough black to make its ability work. Scalding Salamander is too conditional. Either Vulshok Sorcerer or Blood Cultist. Crossbow Infantry. Stun Sniper. Painsmith because not enough artifacts.

Artifacts: That Which Was Taken cuz it's also too slow.

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