Stomping Ground

Stomping Ground Full Guide

Secret Lair Drop Rare
Mana Cost:
Type: Land — Mountain Forest
Stomping Ground Text:
({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Flavor:
"Atarka and her subjects congregate in Ayagor, the Dragon's Bowl. It is my duty to keep that bowl full." —Surrak, the Hunt Caller
Artist: Daarken
Collector Number: 126
Release Date: 2021-04-26
Art crop

Strategy Guide

Last updated 2025-06-27
TL;DR Summary

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.

Card Mechanics & Interactions

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:

  • None

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:

  • On your first main phase after playing Stomping Ground, you can choose to pay 2 life. If you do, you get the benefit of having a land that produces 1 colorless and 1 mana (either red or green) as if it had been played at the start of your turn.
  • If you don't pay the 2 life, Stomping Ground enters tapped, meaning its mana production is delayed until your next untapped state. You can still use lands like Plains or Island to tap and produce colorless mana, but Stomping Ground won't contribute any mana on its own turn.

Edge Cases:

  • If you're under pressure from an opponent who's attacking with a large number of creatures, paying 2 life might not be feasible. In this case, tapping Llanowar Elves or another 1-toughness creature to generate some life gain could help offset the cost.
  • Consider playing Stomping Ground in conjunction with other lands that allow you to tap them for an additional color, such as Wooded Foothills. This way, if your opponent tries to disrupt your land drops, you can still produce mana from these secondary sources.

Commander-Specific Quirks:

  • In Commander (EDH) format, Stomping Ground's ability to produce 1 red or green mana is particularly valuable when combined with Sol Ring or other artifacts that grant +1/+1 counters for colorless mana.
Strategic Applications

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.

Advanced Techniques

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.

Common Mistakes

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.

  • Example: A player includes Stomping Ground in a Mono-Red deck relying on Keldon Marauders for early aggression. However, since Stomping Ground is tapped due to the 2-life payment not being made, it doesn't provide the necessary mana ramp when it's most crucial.
  • Solution: Plan ahead by ensuring you have enough sources of mana and life gain to activate the 2-life payment, making Stomping Ground a more valuable addition.

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.

  • Example: A player taps Stomping Ground in their Command Zone, thinking they can now add 2 mana for free (1R + 1G). However, due to the card's ability, this doesn't occur until they choose to pay 2 life when it enters.
  • Solution: Double-check your understanding of the oracle text and ensure you're taking advantage of Stomping Ground in the correct situations.

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.

  • Example: A player uses Stomping Ground in their Liliana, Death's Majesty-based deck. However, due to the deck's focus on controlling the board rather than ramping into powerful spells early on, Stomping Ground doesn't get used effectively.
  • Solution: Pair Stomping Ground with decks that can take advantage of its ability to add both Red and Green mana efficiently, and ensure you have enough ways to pay 2 life when it enters.

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.

Conclusion

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.

Deckbuilding & Synergies

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:

  • Monastery Swiftspear: This 2-drop creature benefits from the additional red mana provided by Stomping Ground, making it an excellent choice for mono-red aggro decks.
  • Goblin Guide: When combined with Stomping Ground, Goblin Guide can provide a strong start to the game and accelerate your deck's development.
  • Burning Hands: This classic burn spell relies on red mana, making Stomping Ground an essential inclusion in mono-red aggro decks.

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.

Format Roles

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.

  • Competitive Decks: Stomping Ground sees play in competitive Commander decks that rely on red-green aggro strategies, such as those centered around cards like Eidolon of the Great Beloved and Tarmogoyf. Its ability to quickly accelerate mana development is particularly useful in these aggressive decks.
  • Casual Play: In casual play, Stomping Ground's flexibility makes it a staple in many Commander decks. It can easily be added to any deck that includes both red and green cards, providing a convenient way to ramp up mana.

Other Formats

While Stomping Ground is most well-known for its use in Commander, it also sees play in other formats:

  • Modern: Although not as prominent as in Commander, Stomping Ground can still be found in Modern decks that rely on red-green aggro strategies. Its ability to add mana quickly is particularly useful in this format.
  • Pauper: Due to its relatively low cost and flexibility, Stomping Ground has seen play in Pauper decks. However, it's not as commonly played in this format.

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.

Key Scenarios

Scenarios where Stomping Ground excels:

  • Early-game ramp: In decks that need to accelerate into powerful spells early in the game, Stomping Ground's ability to add either red or green mana makes it an excellent option. Paired with cards like Mox Opal or Arcane Signet, this land can help players develop their board presence quickly.
  • Multicolor strategies: In multi-color decks that require access to both red and green, Stomping Ground provides a flexible way to generate mana without having to include multiple dual lands. This makes it an attractive choice for combo-oriented lists, such as those featuring Karn, the Great Creator or Tarmogoyf.
  • Combos involving lands: As a rare example of a land that can be tapped to add both red and green mana, Stomping Ground is often used in combo decks that rely on specific land interactions. For instance, it can help facilitate the activation of Karn's Sorrow or Golgari Findbroker, allowing players to accelerate into more powerful spells.

Scenarios where Stomping Ground fails:

  • Mono-colored strategies: In mono-red or mono-green decks, Stomping Ground is less effective due to the need for a specific color of mana. Players may prefer dual lands like Starkblood Gargoyle or [Verdant Catacombs instead.
  • Low-tolerance to life loss: Since Stomping Ground can enter tapped if 2 life isn't paid, it's less appealing in decks that rely on life gain or low-life interactions. Players may opt for more life-cycling lands like Goblin Cratermaker or Soratami Mirror-Bell.
  • Competitive matchups: In competitive formats where every card counts, Stomping Ground can be considered a liability due to its ability to enter tapped under certain conditions. Players may prefer more consistent and reliable land options, such as dual lands or fetch lands like Llanowar Wastes.
History & Meta

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.

Flavor & Lore

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/Alternatives

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:

  • USD: $13.71
  • EUR: €12.48

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:

  • Verdant Catacombs: Although pricey, this dual green land offers similar functionality to Stomping Ground.
  • Watery Grave: Similar to Verdant Catacombs, Watery Grave is another expensive option that provides access to blue and black mana.
  • **Ramp spells like Bolt Bend or Goblin Guide can also help accelerate your mana development and mitigate the need for expensive lands.

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.