UG Stomp (Commander)

by JarethTheGreat on 11 November 2019

Command Zone (1 card)

Creatures (1)

Main Deck (99 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

UG Stomp (formerly a sea monster theme deck). It was too slow and I had to make some adjustments. Still working on that part, really. Any recommendations would be awesome. My upgrade budget is $50, some I'm trying to go for a mix of quantity and quality. Thanks for reading.

How to Play

I'm not a very sharp person, so this deck plays a simple game: Make big monsters and hit someone with them. I run a bunch of ramp spells to get out my heavier fellows, while casting things like Whelming Wave and Cyclonic Rift to keep my opponents board clear.

Deck Tags

  • Stompy
  • Simic
  • Creature-Based
  • Big Creatures
  • Stompy
  • Big Creatures
  • Simic
  • EDH
  • Commander

Deck at a Glance

Social Stats


This deck has been viewed 302 times.

Mana Curve

Mana Symbol Occurrence


Deck Format


NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for UG Stomp (Commander)

I'm kind of looking for either pump spells or creatures that would for this deck well without breaking my limited budget.

Posted 12 November 2019 at 04:20


Goreclaw, Terror of Qal Sisma is a solid enabler for your big dudes in general. Colossal Whale can be nice temporary removal. Stormsurge Kraken has a solid statline with hexproof and card draw. Spearbreaker Behemoth is pretty fantastic at preserving your big boards. Wonder is nice, sometimes better than Archetype since it's a bit harder to remove. Prime Speaker Zegana can be a big draw bomb.

I'd recommend a Simic Signet (if nothing else, it's usually better than Keyrune; 2 mana for 1 mana vs 3 for 1). Traverse the Outlands is a little expensive, but it's potentially massive ramp for you. Return of the Wildspeaker is pretty solid for your deck, not only as an instant speed +3/+3 to your board, but you seem to routinely have giant non-humans, so it's also a great source of draw.

Pongify, Rapid Hybridization, Beast Within, and Reality Shift are some great spot removal for Simic colors. Engulf the Shore can be a one-sided wipe depending on the board state.

Elemental Bond and Colossal Majesty are both relatively constant card draw for you. Lurking Predators isn't ultra budget, but it can be a great way to cheat out board presence, especially in a multiplayer game.

Lastly, I'd recommend changing up your mana base a bit. You should put in at least a few lands that can tap for both blue and green, since relying just on basics can cause some mana fixing issues. It doesn't even need to be expensive, you can put things like Thornwood Falls, Yavimaya Coast, Woodland Stream, or Simic Guildgate. Terramorphic Expanse, Evolving Wilds, and Ash Barrens can also be nice for finding the right colors. Also, you might want some utility lands like Mosswort Bridge, Reliquary Tower, or Halimar Depths.

Deck looks pretty fun, hope some of these suggestions are helpful.

Posted 15 November 2019 at 08:16


I'm using a basic Mana / Draw Package for all of my Commander decks. It includes the following cards (XX in your case would be Simic), and it works pretty well.

- Sol Ring
- Mind Stone
- XX Signet (or Eldraine's Arcane Signet)
- XX Cluestone (or Tarkir Clan Banners)
- XX Keyrune (Three-plus color options are Spectral Searchlight, Chromatic Lantern, Darksteel Ingot, Vessel of Endless Rest…)
- Commander's Sphere
- Coalition Relic
- Hedron Archive
- Gilded Lotus
- Dreamstone Hedron (optional Coveted Jewel)

For additional Ramp/Draw, Bounty of the Luxa would be very interesting here. Same for Quest for Ula's Temple, a Stormtide Leviathan on turn four would be awesome!
In general, I'd look at being able to play additional lands (Burgeoning, Exploration, Ghirapur Orrery, Budoka Gardener, Sakura-Tribe Scout, Burnished Hart...) and/or use Nykthos, Shrine to Nyx to generate a ton of one-color Mana. Nykthos' break-even point is at a measly three mana symbols, so having four or more would already be a net gain.
Staple Commander lands are IMO Thespian's Stage, Arcane Lighthouse, Command Tower, Ghost Quarter or Strip Mine, and Temple of the False God. For an UG deck, definitely Reliquary Tower because you're going to be drawing cards like crazy.

For additional Ramp from creatures, Karametra's Acolyte and Gyre Sage might be interesting, as they will tap for more than just one Mana. Same for Viridian Joiner, though that one might be more difficult to increase.

For Creatures, I'd definitely consider Reef Worm, Nimbus Swimmer, Kraken of the Straits and Breaching Leviathan.

On other options: I'd replace Naturalize with Unravel the Aether. Polymorphist's Jest, Aetherize, Devastation Tide, Sleep, Cryptic Command and Blustersquall help keep your opponents busy, while you're getting ready to drop the big ones. Counterspells would help with that as well.

EDIT: Inzendium has most of the other points I'd make well covered.

Posted 15 November 2019 at 12:32


All of these are amazing ideas! I'm certain I can wiggle in a sizeable portion of these suggestions in. I really appreciate the info!

Posted 16 November 2019 at 04:53