Stomping Ground

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.

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Printings View all

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

Combos Browse all


Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Block Constructed 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

Stomping Ground occurrence in decks from the last year

Commander / EDH:

All decks: 0.12%

RG (Gruul): 2.62%

RUG (Temur): 3.87%

BRG (Jund): 2.2%

RGW (Naya): 3.0%


All decks: 0.77%

RG (Gruul): 54.75%


All decks: 0.67%

Stomping Ground Discussion

Sorin_Markov_1947 on Ultra Ramp Trample Bois

1 week ago

Your mana curve is too high. Even with ramp, you aren't getting to the late game because you're going to die in the early-mid game. Probably switch your splash color to red for more fight stuff (to deal with opponent's stuff), lower the curve, and make the deck more versatile. You need shock lands as well. Fabled passage is good, but Overgrown Tomb (or Stomping Ground if you switch to red) is typically better.

multimedia on Ghired - token Smash face

2 weeks ago

Hey, nice work in progress at upgrading the precon :)

I don't know what the meta you play in is like, but what I can give you is overall advice on how to upgrade the precon. What the precon needs is early game ramp, tutors, haste enablers for Ghired and repeatable protection for Ghired in combat so he can safely attack and populate. Rhinos are really the only threat you need as long as you can keep attacking with Ghired.

Cards within the budget to consider adding:

A problem with the precon is the high avg. CMC which is 3.9. This number means that consistently four drops or higher CMC cards will be in your hand which is very slow. Early game you don't want lots of four or higher CMC cards in your hand because you will not be able to cast them. Adding low mana cost ramp by cutting high mana cost cards can help to reduce this number.

There's a lot of high CMC cards here, in fact there's 36 four or higher CMC cards which is too much. There's a lot of high CMC threats and I don't think you need all of them. Instead of playing so many high CMC threats replace some of them with tutors which can get you the better cards/threats into your hand.

To be more competitive I would expand on combos and use most of the high CMC card spots for more combo cards rather than big creature threats. You have done this some what already by adding Purphoros, Helm for Aurelia and Godo, but consider expanding further. Cards for combos to consider adding:

Combos that go with these cards:

  • Kiki + Helm + Purphoros or Tremors for infinite damage.
  • Kiki + Conscripts infinite hasty token Conscripts to attack. Add Purphoros or Tremors for infinite damage.

Outside of combos Kiki is good with populate because he can make a token copy of a nonlegendary creature and if you populate the token then that token doesn't go away at end of the turn. Kiki combos with Helm for infinite Kikis since the token copy of Kiki that's created by Helm is not legendary which allows Kiki to copy it.

  • Assault + Umbra + five lands for infinite combats.
  • Assault + Ventmaw for infinite combats and infinite green or red mana.

More infinite combat combos is good with Ghired because his power comes from him attacking. Outside of the combos Assault is a good card with Ghired because it can give you more attacks which is more populate.

A problem with Helm in all the combos, even Godo, is it's slow because you have to pay the five mana cost to equip it. Aid is a one drop which is worth including for Helm and Selves.

Good luck with your deck.

ToolmasterOfBrainerd on Leyline Hate in BR

4 weeks ago

It took me a few years to realize this, but your deck does not actually have to account for every possible matchup or situation. You're better off cutting your losses against fringe cards. Sure, you could sideboard 2-3 Ratchet Bomb, but you're better off using those 3 sideboard spots to shore up narrow matchups which are more common.

If you are already playing fetch lands, and your combo relies on having a graveyard, then it is probably worthwhile to splash one Overgrown Tomb or Stomping Ground (depending on your deck) for Assassin's Trophy. It's a very versatile answer.

ToxicMCTV on Land Destruction - $40 Budget Build

1 month ago

i understand you're trying to do budget but lands like Stomping Ground are powerful especially with cards that you have like Kird Ape

Vigeant618 on Gruul Aggro Stomp

1 month ago

Pabs4444 keeping the Stomping Ground ’s there until I actually own them. I was trying to keep this deck fairly affordable. Haha.

Jaywalker2 on Nikya of the Old Ways

1 month ago

You should definitely throw in Stomping Ground . I also think you should replace Temple of the False God with Ancient Tomb simply because temple is a dead card in your hand t1 if you don't have 4 other lands. With no instant/sorcery spells to ramp fast I think Ancient Tomb is just better all around. Domri, Anarch of Bolas is also a pretty cool card to throw in the deck to stop the blue players (me). Plus he is honestly pretty cheap and could be a way to help get your commander out onto the battlefield.

saluma on Need to cut 5 cards ...

1 month ago

I also run a superfriends deck and I used to run Exploration and it was underpreforming. I would not run it. Also your deck dont need Mox Amber . (Im gona replace mine) It only goes online when you have a legendary om the field. Your commander only counts as red. As for the other 3. I would probably swap Stomping Ground , Thran Dynamo and Gilded Lotus due to the speed of your deck.

I also second Daveslab2022 on Sylvan Library

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