|Commander / EDH||Legal|
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Land — Forest Plains
(: Add or to your mana pool.)
Scattered Groves enters the battlefield tapped.
Cycling (, Discard this card: Draw a card.)
Scattered Groves Discussion
6 days ago
I don't understand why people like these cards so much? I normally feel like I am wasting mana with them. Sure they get you two lands, but they are only basic lands and one is just in your hand. Why aren't people playing more of Nature's Lore and Farseek ? They cost one less mana to cast and can fix your colors more efficiently. Farseek can grab any shock land in the game along with others like Canopy Vista or Scattered Groves , which I think is just more valuable than a card that take an extra turn to play. Nature's lore is even better because the land fetched can enter untapped, so if you fetch a Temple Garden or something, you can use it immediately to cast another card. That makes effectively cost 1 to search up a nonbasic land.
I guess what I'm saying is I don't think cultivate deserves to be in 47,000 decks on EDHREC when nature's lore is in 10,000. There are things I would rather do on turn 3 than ramp 1 basic land and put one into my hand.
If you disagree, then tell me why. I want to understand why these cards are so popular.
1 week ago
2 weeks ago
I highly suggest investing a little more into your mana base. Temple Garden is good to fetch out with your Windswept Heath (as it's a dual), along with your Canopy Vista . Scattered Groves is another land to consider here, along with Savannah , if you want to blow $150 on a marginal improvement. Off-color fetches are similar; they are effectively duals as they allow you to fetch your Canopy Vista and friends. If you choose to run fewer fetches, Suppression Field can be plain brutal against a lot of decks.
I see you're running a few dorks; I advise adding a few more, as they're one of the best aspects of your colors. Arbor Elf and Llanowar Elves would be good additions. If you want more one-mana ramp spells, Utopia Sprawl and Wild Growth are options that also act synergistically with Arbor Elf . Priest of Titania , Shaman of Forgotten Ways and Somberwald Sage can be great too.
Swords to Plowshares is better than Path to Exile . In EDH, giving an opponent five to ten life is unfortunate, but not terribly bad; ramping an opponent, on the other hand, can be very dangerous. I advise against spells that can help speed up your opponents.
Along that vein, slowing your opponents down is a good idea. Vryn Wingmare , Thalia, Guardian of Thraben and Glowrider are all good tax effects identical to Thorn of Amethyst that also can come in for damage. Gaddock Teeg is great for holding off board-wipes, as Damnation , Wrath of God and Supreme Verdict are all uncastable while he's on the field. Kataki, War's Wage is a powerhouse as well.
Depending on your meta, you may have a lot of options for color-specific interactions. Carpet of Flowers is excellent if your meta is really blue, and Choke is a pretty mean card with essentially the opposite effect.
In green, you might way to consider adding a land-recursion package if you have access to it. Ramunap Excavator is good for bringing back your fetch land(s), and thereby guarantees land drops. Exploration is an excellent card, if you're willing to spend $25 to get ahold of it, that accelerates you like crazy from turn one. Sticking a Wasteland or Strip Mine into the mix is pretty spicy too.
In creature-heavy decks, Slate of Ancestry is a powerful card-draw engine.
Natural Order is busted in Legacy Elves; it'd also be busted here. Grabbing Craterhoof Behemoth for four mana tends to end games fast, or at least put your opponents into the five to ten life range. Similarly, but significantly worse, Green Sun's Zenith , Finale of Devastation and Chord of Calling can all end games. Worth noting is that if you include Dryad Arbor in your deck, you can grab it with GSZ on turn one for one mana. Along the lines of finishers, Overwhelming Stampede is good, but I would run Triumph of the Hordes first. Be weary, as people can be salty about losing to infect in EDH.
If you choose to run some equipment in your deck, Stoneforge Mystic is good. It is approaching $40, but as you already run Sylvan Library I figured I'd mention it. I don't advise running more than two or MAYBE three equipments in your final list, and Stoneforge both fetches then and provides a body to carry them. In this vein, I do like Dragon Throne of Tarkir in your list; you should consider running Batterskull and/or Sword of Fire and Ice . Sword of Truth and Justice , from Modern Horizons, is another card you may want to consider -- I think its price will go down, at least a little.
Deftblade Elite is an interesting creature you should consider. It's good for removing the single blocker your opponent might have, especially if the blocker would kill something important of yours.
That's all I got. Good luck with deck building!
3 weeks ago
Hey, nice version, lots of good cards here. So great to see Luminarch Ascension , one of my favorite cards in Commander, it's so underrated :)
Scattered Groves is another Forest dual land and it's an upgrade for Selesnya Guildgate. Nature's Lore and Farseek are upgrades for Kodama's Reach and Cultivate since they can tutor for and put onto the battlefield a dual land (Garden, Vista, Scattered). Krosan Verge is an upgrade for Evolving Wilds. Brushland and Sungrass Prairie could replace two basic lands. Talisman of Unity is another Selesnya mana rock; could replace Explosive Vegetation for faster ramp.
Smothering Tithe is a powerful card in multiplayer Commander especially with Anointed Procession and Doubling Season since treasures are tokens; it could replace Collective Blessing. Mimic Vat is a nice repeatable ability with Trostani since it makes a token. You can populate the token before the next end step and the populated copy is not exiled. Its also good in multiplayer Commander where there's up to four players with potential creatures to imprint; it could replace Druid's Deliverance. Good luck with your deck.
4 weeks ago
1 month ago
Hey, for a prototype looks good, nice start.
My first suggestions are to improve the manabase. There's several budget lands to consider adding:
- Command Tower : best land for multicolored Commander decks.
- Exotic Orchard
- Opal Palace
- Bant Panorama
- Ash Barrens
- Reliquary Tower
- Yavimaya Coast
- Fortified Village
- Port Town
- Sungrass Prairie
- Scattered Groves
- Irrigated Farmland
Chromatic Lantern , Sylvan Caryatid and Cryptolith Rite can also help the three color manabase. Currently you need an equal ratio of all three colors in the manabase to consistently play all the cards in the deck. This is not realistic without having more dual lands and more color fixing. cards are the most problematic here. Currently 14x Plains and 28x total basic lands is a lot for a three color manabase.
White is the primary color here as far as deck stats go, but that's deceiving because the cards you want to play the most in the early game are green (Farseek, Battlement, Guardian and other defenders who ramp). In my opinion for these reasons white and green should be a equal ratio for the manabase. Blue is the least important color as far as defender creatures, only really needing it for Arcades; wanting it for Wall of Denial , Tetsuko and Rift. Sure, there's some other good blue defender creatures, but none are any better than what green and white can offer.
My advice for the manabase is equal amount of white and green and only splash blue with more dual lands. Cut down on blue, add more dual lands that can make blue mana allowing you to decrease the amount of Islands. If decreasing blue in the manabase then cut mana cost cards and trim the overall amount of blue cards in the deck. By adding the above suggested lands, keeping lands that you're already playing and having only 2x Islands you can get 16+ blue sources in the manabase which is enough to support Arcades.
Two drop defender creatures to consider adding:
- Sylvan Caryatid
- Wall of Omens
- Wall of Roots : ramp.
- Wall of Junk : repeatable draw with Arcades, has defender, is a Wall, was errata.
- Wall of Shards : flying, 8 toughness.
- Orator of Ojutai : flying.
- Angelic Wall : flying.
- Wall of Mulch : repeatable draw with Walls.
Other cards to consider:
- Dovin's Veto
- Eladamri's Call : creature tutor.
- Nature's Lore : more dual land ramp.
- Beast Within : instant permanent removal.
- Congregation at Dawn : creature tutor.
- Fellwar Stone
If you like some of these suggestions I offer help to make cuts. Good luck with your deck.
1 month ago
Out: Scattered Groves
This puts me at 34 lands, we'll see how that goes...
2 months ago
If the above cycle is still expensive, you can use Irrigated Farmland , Fetid Pools , Canyon Slough , Sheltered Thicket , Scattered Groves . Also: the cheap cycle Flood Plain , Bad River , Rocky Tar Pit , Mountain Valley and Grasslands pairs well with the cycles mentioned before.
Scattered Groves occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
GW (Selesnya): 1.45%
GWU (Bant): 0.57%