Land — Desert
: Add to your mana pool.
, , Sacrifice a Desert: Exile all cards from all graveyards.
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Scavenger Grounds Discussion
5 hours ago
Rinne here. Cards to consider.
4 days ago
Gideon's Intervention is a really handy sideboard card that can cause serious problems for your opponent once you know what they're playing.
Fragmentize is also handy against decks that use artifacts or enchantments.
Haze of Pollen might be handy against other creature-based decks.
Blossoming Defense is useful in a variety of ways.
Flying might be an issue for you, so maybe something like Gift of Strength.
4 days ago
I will say, I run two Scarab Gods, but only because I was fortunate to open both of them. If I hadn't opened him. I think having two of him is pretty important because they can exile one, and then you're a bit stuck.
I run 3 Verdurous Gearhulks, and he makes it pretty uncomfortable for your opponent when he starts dishing out counters, especially to the Nimble Obstructionist .
I think you may want to play a pair of Jace's Defeat in your side for the mirror...this card will stop a lot of blue threats, including Scarab God. I also run an Hour of Glory in my main because it works on Gods, and can get rid of that pesky Gideon when he attacks...instant speed aw yeah.
I found one of the biggest challenges was to have playable land right away...so I removed the man lands, and subbed in two evolving wilds, thins the deck, gives you shuffles, isn't rotating, and helps a ton.
I think this deck is going to get even better when the new sets come out, and core sets come back.
Some other cards I may play around with: Hour of Eternity, Seer of the Last Tomorrow you can mill yourself since it says target player, Strategic Planning will work in a pinch if you don't have Supreme Will and puts cards in the yard not the library.
One card that did wreck my day in a game three of a match was Scavenger Grounds, this card will shut us down...what are ways to deal with this? Sideboard some Land Destruction?
Cheers to a great deck
5 days ago
I agree with you on testing Deserts ... that's why I already have a bunch in the maybeboard and described in the 'Strategy and card choices' section (including Scavenger Grounds). But I'll add Ifnir Deadlands to the list for sure. Thanks!
5 days ago
I would for sure test a deserts sub theme in this shell Ifnir Deadlands and Scavenger Grounds both seem like straight gas here and theyve been putting up good results in the GR ramp lists that have been going around.
5 days ago
Cast Out could be a great addition. Flash is really strong against some wincons, and filtering late game to get your win con is a plus, also in early turns, it means less mulligans maybe.
Are 4 Nykthos, Shrine to Nyx really needed? Never played this deck before but I feel it means more mulligans whereas it seems you don't rely that much on its ramp (except in late turns, but isn't it "win more"?). One copy is maybe sufficient to not mess the manabase?
Maybe full sets of Flagstones of Trokair and Ghost Quarter provide more interactions against some decks (tron...) without messing the manabase if you need to fix it as you can destroy your own flagstones to get 2 plains on board (more filtering). You don't rely on hard white mana so you could add more utility lands such as Scavenger Grounds for more interaction in early turns.
Just my thoughts.
6 days ago
CpT_DiSNeYLaND, thank you for naming those cards for me. I found Commit / Memory and Inverter of Truth for mass-returning of graveyards to libraries. I suppose scavenger grounds really helps against the new (again) cycling. Too many things like zombies, white weenies, escavators and cycling that just needs Scavenger Grounds. Nice to know my idea of a cycling deck has a fatal flaw.
Thank you for the response.
I know at least two of the better local store goers are openly talking about some version of this type of deck.