Stomping Ground
This rare land, Stomping Ground, is a versatile addition to any green-red (G-R) deck. It provides two colors of mana simultaneously: {R} and {G}, making it a valuable asset for ramping into powerful spells like Goblin Guide or Chandra, Torch of Defiance. The ability to add either color on tap also makes it an excellent sideboard option against decks that are heavy in one specific color.
In Commander formats, Stomping Ground is often considered a staple due to its low mana cost and dual-color mana generation. It's particularly effective in combo decks that rely on Chandra, Torch of Defiance or other burn spells. At a price point of around $13.71 USD, it's not the cheapest option but offers significant value for players building G-R Commander decks.
Its power level is moderate to high, depending on the specific deck archetype and playstyle.
Stomping Ground: A Versatile Land
Stomping Ground is a rare land card from the Scourge Lands set, bearing the unique type of both Mountain and Forest. Its mana cost is 0.0, making it an artifact-like land that can be played without using up any of your precious land drops.
Keyword Abilities:
Function on the Stack and Battlefield:
When Stomping Ground enters the battlefield, you have a choice to make. You may pay 2 life, which is essentially a "cost" to play the card as if it had a mana value of 1 (as in, it would tap for 1 colorless mana). If you don't pay the 2 life, Stomping Ground enters tapped, meaning it won't produce any mana on its own turn.
Here's how this interaction works:
Edge Cases:
Commander-Specific Quirks:
Stomping Ground is a versatile dual land that provides access to both red and green mana. This makes it an attractive addition to various Commander decks, particularly those with aggressive strategies.
One of the primary benefits of Stomping Ground is its ability to tap for either red or green mana, making it a valuable inclusion in decks that rely on these colors. For example, in a Rakdos (red-black) deck featuring Goblin Guide and Sarkhan Unbreakable, Stomping Ground can help ramp up to the higher CMC creatures and burn spells.
In addition, Stomping Ground's ability to enter untapped if 2 life is paid provides an additional layer of flexibility. This makes it a popular choice in midrange decks that aim to maintain a balance between life total and card advantage. For instance, a Temur (blue-green-red) deck running Liliana, the Last Hope and Collected Company can utilize Stomping Ground to generate card draw while maintaining a healthy life total.
Another strategy that benefits from Stomping Ground is the "Land-locked" approach, which focuses on ramping up mana with lands rather than artifacts or enchantments. Decks like this often prioritize dual lands and efficient mana acceleration, making Stomping Ground an attractive addition to their collections.
Stomping Ground's versatility also makes it a suitable choice for niche Commander archetypes, such as Evolving Wilds-based token decks that rely on rapid ramping and efficient card draw. In these cases, the land provides additional flexibility in generating mana while allowing the deck to maintain a high tempo.
Overall, Stomping Ground's dual mana access and untap ability make it an attractive addition to various Commander decks, from aggressive Rakdos to midrange Temur, as well as niche archetypes like Evolving Wilds token decks.
Stomping Ground is a versatile land that provides flexibility in both mana production and life gain. When it enters the battlefield, you may choose to pay 2 life to have it enter untapped, which can be beneficial when playing aggressive strategies or ramping into powerful spells quickly.
One notable interaction with Stomping Ground involves Rampaging Baloth from Scars of Mirrodin. This creature has a +1/+1 counter ability that triggers when you tap a Forest or Mountain. Since Stomping Ground can add either color mana, it effectively acts as both a Forest and a Mountain when tapped, allowing Rampaging Baloth to trigger its ability more easily.
Another strategy involves pairing Stomping Ground with Azorius Charger from Portal Three Kingdoms. This creature has an ability that lets you pay 1 life to untap it. By tapping Stomping Ground at the beginning of your turn and paying 2 life, you can have Azorius Charger enter the battlefield untapped, providing a potential threat for your opponent.
Additionally, combining Stomping Ground with Eiganjo, Castle Wario from Tempest is another option. This land allows you to sacrifice any number of Mountains or Plains in addition to its own sacrifice cost. Since Stomping Ground can add either color mana when tapped, it can be used as a substitute for a Mountain when sacrificing it to Eiganjo, making it more efficient.
Stomping Ground also works well with Goblin Guide from Guildpact. This creature's ability to deal damage and give +1/+1 counters allows it to benefit greatly from having an untapped mana source on board, which Stomping Ground can provide by paying 2 life when it enters the battlefield.
These examples illustrate how Stomping Ground can be used in various strategies that involve ramping into powerful spells quickly, creating threats, or manipulating life totals.
Timing Issues with Stomping Ground
Stomping Ground's ability to enter the battlefield tapped unless 2 life is paid can lead to mistakes in Commander games. When a player needs to ramp into their threats, they might overlook that Stomping Ground enters tapped and thus cannot be used immediately.
Misunderstanding the Rules
Some players may misinterpret the oracle text, believing that tapping Stomping Ground as soon as it's played will allow them to add both Red and Green mana. However, this is not the case: you can only tap Stomping Ground once.
Poor Synergies
Stomping Ground can also be a victim of its own versatility, making it less effective in certain decks. For example, if a deck relies heavily on ramping into powerful spells but doesn't have enough ways to pay 2 life for Stomping Ground, it may not contribute as much as expected.
Conclusion (Implicit)
Stomping Ground is a powerful land in the right deck. However, understanding its nuances and integrating it effectively into your strategy are crucial for maximizing its potential.
Stomping Ground is a dual land that provides access to red and green mana. It has been reprinted several times, including in the Scourge set (2003), Urza's Saga (2018), and the Commander Anthology II (2020). As a versatile card, Stomping Ground allows players to add either red or green mana, making it an excellent option for multi-color strategies.
The Oracle Text of Stomping Ground reveals its primary function: providing an alternative source of colorless mana while still offering the flexibility of accessing two of the game's most fundamental colors. The "As this land enters" clause hints at a deeper significance, however. For 2 life, players can opt to pay for Stomping Ground as it comes into play, essentially negating its tap condition and allowing it to enter untapped.
Stomping Ground is not particularly budget-friendly due to its relatively high price point (approximately $13.71 USD). However, its versatility makes it an attractive choice for competitive Modern and Standard formats. Players may consider alternative options like Verdant Catacombs or Watery Grave for similar functionality on a tighter budget.
In terms of history, Stomping Ground has been featured in several tournament decks over the years due to its ability to support aggressive strategies while providing a flexible mana base for more controlling decks. Its iconic deck appearances include Golgari and Boros lists, where it helps facilitate powerful spells like Llanowar Elves or Monastery Swiftspear.
Stomping Ground: A Staple for Mono-Red and G/R Aggro
Stomping Ground is a versatile land that provides colorless mana to support aggressive strategies in mono-red and green-aggressive deck builds. Its ability to add either red or green mana makes it an excellent addition to decks centered around burn spells, creatures with trample, or combo pieces that require a specific mana color.
Mono-Red Aggro
In a mono-red aggro deck, Stomping Ground is an excellent choice due to its ability to provide the necessary red mana for burn spells like Inferno Hellrider and Burning Hands. Pairing Stomping Ground with other lands like Mountain and Badlands creates a powerful land engine that accelerates the development of your board.
G/R Aggro
Stomping Ground also shines in green-aggressive decks, where it provides an alternative source of green mana to support creatures like Scourge Wolf and Goblin Guide. When combined with other lands like Forest and Razorverge Thicket, Stomping Ground enables a fast and aggressive gameplan that can quickly overwhelm opponents.
Synergy Cards
Several cards synergize well with Stomping Ground, including:
Combo Notes
While Stomping Ground is not typically used as part of a combo piece itself, its ability to provide colorless mana can accelerate the development of more complex combos. For example, pairing Stomping Ground with Lightning Bolt and Mox Opal can create an aggressive gameplan that rapidly develops the board.
In conclusion, Stomping Ground is a staple in mono-red and green-aggressive deck builds due to its ability to provide colorless mana and accelerate the development of your board. Its synergy with cards like Monastery Swiftspear, Goblin Guide, and Burning Hands makes it an excellent choice for aggressive decks looking to quickly develop their gameplan.
Stomping Ground in Commander and Beyond
In the world of Commander, Stomping Ground is a versatile and highly sought-after land. Its ability to add either red or green mana at instant speed makes it an excellent addition to various Commander decks.
Other Formats
While Stomping Ground is most well-known for its use in Commander, it also sees play in other formats:
Prices and Availability
As of the last update, Stomping Ground has a price point of $13.71 USD. This makes it a moderately expensive card, but its versatility and utility in various Commander decks justify its cost for many players.
Scenarios where Stomping Ground excels:
Scenarios where Stomping Ground fails:
Stomping Ground has been a staple in many decks since its introduction in the Scourge set (2003). As a dual land that taps for either Red or Green mana, it provides flexibility and diversity to any deck. This versatility is reflected in its relatively high EDHREC rank of 81.
In terms of printings, Stomping Ground has been reprinted several times across various sets, including Scourge (2003), Urza's Saga (2018), and the Commander Anthology II (2020). These reprints have helped keep the card affordable and widely available to players.
At the competitive level, Stomping Ground has appeared in numerous tournament decks over the years. Its popularity can be attributed to its ability to support aggressive strategies while also providing a flexible mana base for more controlling decks.
In terms of iconic decks, Stomping Ground is often found in Golgari and Boros lists, where it provides valuable dual mana access for powerful spells like Llanowar Elves or Monastery Swiftspear. The card's relatively low price point (approximately $13.71 USD) makes it an attractive choice for players building on a budget.
Overall, Stomping Ground remains a popular and versatile land that continues to see play in various formats and deck archetypes.
The Ancient Heart of Zendikar
Stomping Ground, a rare land from the Scars of Mirrodin block's spin-off set, Sealed Fate (sld), is more than just a simple dual land. This enchanting card captures the essence of the mystical connection between nature and magic that permeates the world of Zendikar.
As a Land - Mountain Forest, Stomping Ground allows players to tap into its vast energies, generating either red or green mana as needed. The Oracle Text reveals the land's primary function: providing an alternative source of colorless mana while still offering the flexibility of accessing two of the game's most fundamental colors.
The "As this land enters" clause hints at a deeper significance, however. For 2 life, players can opt to pay for Stomping Ground as it comes into play, essentially negating its tap condition and allowing it to enter untapped. This subtlety speaks to the intricate balance between the natural world's rhythms and the demands of magic-wielding.
This nuanced approach reflects the delicate relationship between Zendikar's ancient landscapes and the powerful artifacts forged by its inhabitants. The land is a testament to the long-standing symbiosis between nature and the forces of magic that permeate this enchanted realm.
As players navigate the intricate web of alliances and rivalries on Zendikar, Stomping Ground stands as a reminder that even in times of turmoil, there exists an underlying harmony waiting to be tapped. Its inclusion in any Zendikari deck would be a fitting tribute to the world's enduring spirit.
Budget & Accessibility: Stomping Ground
Stomping Ground is a versatile dual land that allows players to add either red or green mana. Its price has remained relatively stable, but it's still considered rare and somewhat expensive.
Price and Reprint Status The current market prices for Stomping Ground are:
There have been no reprints of this card in recent years, which contributes to its higher price point. For comparison, other popular dual lands like Verdant Catacombs and Watery Grave are also expensive due to their rarity.
Budget-Friendliness
Considering the prices mentioned above, Stomping Ground is not particularly budget-friendly for Commander decks or casual playgroups. However, it's worth noting that this card sees more play in competitive Modern and Standard formats, which can drive up its demand and price.
If you're looking for similar options on a tighter budget, consider the following alternatives:
Keep in mind that budget-friendly options often come with trade-offs. These alternatives may not offer the same level of flexibility as Stomping Ground, but they can help you build a more affordable deck without sacrificing too much power or versatility.