Feeding Grounds MTG Card


Boosts card advantage for optimal threat and answer draws, improving each turn’s potential impact. Enables earlier spell casting with accelerated mana, critical for gaining an edge on the board. Instant speed plays increase adaptability and can pivot the momentum in your favor during a match.
Card setsReleased in 2 setsSee all
RarityCommon
TypePlane — Muraganda

Text of card

Red spells cost less to cast. Green spells cost less to cast. Whenever you roll chaos, put X +1/+1 counters on target creature, where X is that creature's converted mana cost.


Cards like Feeding Grounds

Feeding Grounds, in the diverse world of Magic: The Gathering, offers a unique tool for deck builders. Comparable to lands like Rootbound Crag, Feeding Grounds shares the ground of checking for a land type to enter the battlefield untapped. Where it diverges, however, is its creature-enhancing ability, quite distinct from Rootbound Crag’s straightforward mana provision.

Within this sphere, we also have cards like Stomping Grounds, which enters untapped at the cost of two life. Although it doesn’t boost creatures, it provides immediate and flexible mana. Then there’s Unclaimed Territory, which while not offering any boost to creatures or entering untapped unless you’re playing a certain creature type, can be incredibly resourceful in tribal decks for mana fixing.

After weighing the benefits of these alternatives, Feeding Grounds can be quite advantageous in decks that leverage the power of creatures, setting it apart in a niche that balances land utility with potential board presence enhancement.

Rootbound Crag - MTG Card versions
Stomping Ground - MTG Card versions
Unclaimed Territory - MTG Card versions
Rootbound Crag - MTG Card versions
Stomping Ground - MTG Card versions
Unclaimed Territory - MTG Card versions

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Celestine Reef - MTG Card versions
Stairs to Infinity - MTG Card versions
Horizon Boughs - MTG Card versions
The Great Forest - MTG Card versions
Sea of Sand - MTG Card versions
Izzet Steam Maze - MTG Card versions
Cliffside Market - MTG Card versions
Agyrem - MTG Card versions
Sokenzan - MTG Card versions
Raven's Run - MTG Card versions
Velis Vel - MTG Card versions
Academy at Tolaria West - MTG Card versions
Naar Isle - MTG Card versions
Minamo - MTG Card versions
The Fourth Sphere - MTG Card versions
Pools of Becoming - MTG Card versions
The Eon Fog - MTG Card versions
Prahv - MTG Card versions
The Zephyr Maze - MTG Card versions
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Card Pros

Card Advantage: Feeding Grounds is a valuable asset when looking to outmaneuver your opponents with increased card flow. It grants you greater chances of pulling the right answers or threats by reinforcing your hand, making each draw step potentially more impactful.

Resource Acceleration: This card empowers your mana pool, smoothing out your curve and allowing you to deploy more costly spells sooner than usual. Resource acceleration is critical in gaining an edged advantage, and Feeding Grounds does just that by potentially unlocking spells ahead of their natural curve.

Instant Speed: The capability to operate at instant speed with Feeding Grounds provides you with tactical flexibility. It allows you to adapt to the evolving game state, respond adeptly to opponent’s actions and make decisive plays that could turn the tide in your favor at the most opportune moments.


Card Cons

Discard Requirement: Feeding Grounds necessitates discarding another card from your hand to activate its ability. This can be a significant drawback when your hand size is already compromised or when the discarded card could have been critical for future plays.

Specific Mana Cost: The activation of Feeding Grounds is locked behind a specific mana cost combination. This can potentially restrict its integration into multicolored decks that may not consistently produce the right types of mana without the aid of a developed mana base or fixing tools.

Comparatively High Mana Cost: The mana investment to get Feeding Grounds online might be more burdensome than beneficial, especially when weighed against other options in the same mana range. Players often evaluate the opportunity cost of such a card, considering whether the effect merits the cost or if it may slow down their overall game plan.


Reasons to Include in Your Collection

Versatility: Feeding Grounds is a dynamic card that could seamlessly slot into various deck archetypes, including those that capitalize on land acceleration or creature-focused strategies.

Combo Potential: This card can potentially unlock explosive plays by synergizing with effects that benefit from increased mana or creatures’ power enhancement.

Meta-Relevance: In an environment where games are decided by tempo and board presence, Feeding Grounds might offer that crucial edge, enabling faster development and overwhelming your opponents.


How to beat

Feeding Grounds is a unique card that can shift the dynamics of a game by bolstering creature powers within a specific environment. To effectively counteract this card, players must focus on control strategies that limit or negate the card’s influence. Deploying targeted removal spells that eliminate key creatures or using board wipes to clear the field can hinder the card’s effectiveness. Enchantment removal, such as Disenchant or Naturalize, can directly dispose of Feeding Grounds itself, swiftly uprooting the foundation it provides to your opponent’s strategy.

Another tactic is to employ counterspells to prevent Feeding Grounds from ever hitting the board. Denying your opponent the chance to establish their setup is crucial in maintaining the upper hand. Alternatively, transforming your own strategy to capitalize on the benefits of Feeding Grounds while simultaneously disrupting your opponent’s plans can be a clever turnaround. It’s about adaptability and timely execution of your spells to outmaneuver the advantages Feeding Grounds presents.

Understanding the card’s strengths and developing a game plan that either neutralizes or leverages those strengths against your opponent is key to victory. Keep these strategies in mind, and you’ll be well-equipped to take down any deck relying on the power of Feeding Grounds.


Where to buy

If you're looking to purchase Feeding Grounds MTG card by a specific set like Planechase Planes and Planechase Anthology Planes, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Feeding Grounds and other MTG cards:

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Printings

The Feeding Grounds Magic the Gathering card was released in 2 different sets between 2009-09-04 and 2018-12-25. Illustrated by Matt Stewart.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12009-09-04Planechase PlanesOHOP 92003PlanarBlackMatt Stewart
22018-12-25Planechase Anthology PlanesOPCA 232015PlanarBlackMatt Stewart

Rules and information

The reference guide for Magic: The Gathering Feeding Grounds card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2009-10-01 A face-up plane card that’s turned face down becomes a new object with no relation to its previous existence. In particular, it loses all counters it may have had.
2009-10-01 A plane card is treated as if its text box included “When you roll {PW}, put this card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.” This is called the “planeswalking ability.”
2009-10-01 If an ability of a plane refers to “you,” it’s referring to whoever the plane’s controller is at the time, not to the player that started the game with that plane card in their deck. Many abilities of plane cards affect all players, while many others affect only the planar controller, so read each ability carefully.
2009-10-01 Spells that are both red and green cost less to cast.
2009-10-01 The controller of a face-up plane card is the player designated as the “planar controller.” Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.