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Moxonomy

Ground Assault

SorceryRed manaGreen mana

The damage scales off your land count, which inverts the usual decay curve of cheap removal: most two-mana burn in these colors deals a fixed three or four and stops mattering once creatures outsize it, but here the ceiling rises with your own development. The longer it sits in hand, the more it kills, so a single midgame casting cleanly answers the fatties a Gruul ramp shell tends to run into. The cost is real, and it is paid up front in deckbuilding. As a turn-two play against an early board it does almost nothing, and it stays dead in hand if you stumble on land drops; the card is only as large as the manabase you have actually assembled, which makes it a payoff for a deck built to keep hitting lands rather than a generic answer you splash. The structural trade is precision for flexibility: it only ever hits one creature, never a player, never a planeswalker, never the board, so it lives or dies on whether your land count outpaces the thing you point it at. That is a narrower contract than fixed burn signs for, but it is the contract a ramp-leaning midrange deck wants, because the problem it most needs to solve is reach against a single oversized blocker, not tempo against the curve.

Ground Assault (mm3)
MM3 · #169common
Pricing
Normal: $0.16
Foil: $0.32
Oracle Text

Rules text

Ground Assault deals damage to target creature equal to the number of lands you control.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

3 sets
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