Terra Stomper


Format Legality
Noble Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Origins Rare
Magic 2015 Rare
Zendikar Rare

Combos Browse all

Terra Stomper

Creature — Beast

Terra Stomper can't be countered.

Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)

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Terra Stomper Discussion

bscgrn3040 on The Furnace of Pain

1 week ago

Nice deck! the only thing that I can think of that might not go so well is the furnace, because it is not only to opponents and creatures opponents control. If they have some bigger creatures out (EX. Terra Stomper) and they attack while you have the furnace out and you have no blockers, they will be hitting you with sixteen. Otherwise, very well made!

Tyrant-Thanatos on Pattern Recognition #39 - Upkeep

1 week ago

"I mean, can you imagine an 8/8 Trample for being printed in the modern sets? I don't really see it"

Erm, Terra Stomper is close enough, isn't it?

Pretty good read as always though. :)

frostyballs on Stomping the ground

1 month ago

Maybe Terra Stomper could work?

Sargeras on ~$35 Mono Green Super Ramp Deck

1 month ago


In a deck like this that has some much ramp, Amulet is not needed. The goal of this deck was to play a bunch of mana dorks into a card like Terra Stomper, and then simply cast Overwhelming Stampede to give all creatures +8/+8 and Trample, and win the game turn 5.

dzapf2008 on ~$35 Mono Green Super Ramp Deck

1 month ago

I'm going to take cards from your deck to make my Green/White Angel Stomper deck. Are you not using Quicksilver Amulet because you don't need it, or because this is a budget deck?I love using Terra Stomper. I am going to add him with Aegis Angel.

Pygmyrhino990 on

1 month ago

Terra Stomper is perfect for mono green big boy decks

TuesdayTastic on Super Smash & Burn

1 month ago

Ok, Round 2.

So you want to build a classic Timmy deck and ramp up to big creatures, and kill with big creatures. Seems like a solid strategy. Here are my suggestions.

First, go all in on land ramp or creature ramp.

With land ramp, cards such as Explosive Vegetation, Explore, and Cultivate are your best friends. If you are doing this you'll need to run a land count that is roughly around 25-28 lands, in order to facilitate you pulling them all out of your deck. You will then want up to 1/6th of your deck to be payoff cards. (Based off of a quick look at a typical tron deck). Creatures such as Rubblehulk and Zendikar Incarnate get tons of value off of the higher land count. Ground Assault can be a powerful removal spell provided you have enough lands. Savage Twister can also be used as a boardwipe, that you can control the strength of. Rampaging Baloths is also a card that can seal the game for you. And one swing off of Baloth Woodcrasher after an explosive vegetation can mean lethal.

Creature ramp on the other hand is a little different. You can play less lands, up to 22-24, as long as you are playing enough 1 mana dorks. An interesting thing to note about 1 mana dorks is how they speed up your gameplan. If you play a dork on turn 1, then on turn 2 you will have 3 mana, essentially gaining a turn over your opponent. If you play a dork again, on turn 3 you should have 5 mana. (Assuming you are hitting your land drops). In this case cards such as Explosive Vegetation aren't as good, because you won't be able to play in on turn 2, and on turn 3 casting it will leave you with one unused mana. So you want to build the curve of your deck so that it takes advantage of this by having a turn 1 dork such as Llanowar Elves, a turn 2 dork that costs 3 such as Greenweaver Druid, and on turn 3 play a six drop such as Terra Stomper or Soul of the Harvest. (By the way, this same principle applies to the land deck because Cultivate will get you to 5 mana on turn 4, and Explosive Vegetation will get you to 6.) I would also recommend making this deck mono colored, and use your removal in cards such as Prey Upon.

The third option is to go full on Tron. The urza cycle of Tron lands can get you to 6 mana on turn 3 with just the lands. It is all colorless mana however. Tron is a very powerful deck arcehtype, and is even Pauper legal. Here's a pauper list that might give you ideas on how you could do something similar if you decided to go down that route. https://www.mtggoldfish.com/archetype/pauper-temur-tron-22406#online

There are a lot of different ways to take this deck, but the important part is deciding on where you are going to take it and sticking with it. You can have mana dorks in your lands list but it might not run as well, and vice versa for anything else. You have to choose what you want and work to narrow it down into something that is cohesive. Good luck with your deck, and let me know which route you take! I might end up making the other list haha!

Remember, you can always order your list online. Most of the cards in this strategy should be fairly cheap, and shouldn't break the budget.

DarkLaw on DarkLaw

2 months ago

Alright. I appreciate that you took the initiative to take this off the forums. (Points numbered more clearly.)

1) I automatically thought that you were at least fairly competitive because of your earlier analysis on cards like Wasitora (which isn't actually a bad card, especially in dragon builds- edict effects are surprisingly useful) where you say "This is not a good card, I cannot suggest playing it." You also mentioned Kaalia and Stasis (even if you did generalise, Stasis comes to mind immediately, and stuff like Winter Orb and the like later). There's also the idea of duel and 3-player commander, which would stereotypically perhaps be more competitive with fewer numbers of players than the 'usual' 4 in commander, but that might become more so on the high end too (8-player). Of course, I could be wrong (apologies for the confusion if I am), but there's some quote about following the letter of the law that basically says "don't do it, kids". It's difficult to make any progress in a conversation without at least some assumptions.

2) Well, as I was saying about the different numbers of players- 4 players is seen to be the 'norm'. This point actually links in with a lot of the first, I won't repeat it. I can't of course, offer 100% accurate definitions, but indicative features as best I know them.

cEDH: Often includes expensive staples (Timetwister, Mana Crypt, fetches & ABUR duals), but this line is indistinct on MTGO. The decks are obviously competitive in terms of card inclusions and archetypes (Doomsday, storm, stax, etc.).

Casual: Vague and hard to draw the line, but people throwing together stuff like Shivan Dragon and Terra Stomper into Ib Halfheart or Keysa or something. Intend to play fair very often.

The norm: people look up neat synergies, cool combos they want to show off (often impractical), people make substitutes for expensive cards, people play interactive (or weak to interaction) decks.

I'm afraid that's all I have time for now, I'll address the rest a little later on.

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