Scavenger Grounds

Scavenger Grounds

Land — Desert

: Add to your mana pool.

, , Sacrifice a Desert: Exile all cards from all graveyards.

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Set Rarity
Hour of Devastation (HOU) Rare
Promo Set (000) None

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Scavenger Grounds occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.05%

Blue: 0.14%

Green: 0.15%

Red: 0.19%

Scavenger Grounds Discussion

Artatras on "The Many-Faced God" - [[Primer]]

3 weeks ago

Hi _Putrefax and thanks for your suggestions!

I see where you are going with your stax pieces, but it is not necessarily the direction that I want to take. Damping Sphere does not have that much of an impact in Commander, apart from hurting storm strategies. Thorn of Amethyst has a similar effect, but it hoses me even worse. I have very limited mana resources, and every single mana is extremely important for me. I like Defense Grid a little bit more because, as you said, it makes me much harder to interact with. However, I am not a huge fan of these symmetrical effects. I have many instants in this deck, and the grid neuters my ability to interact with my opponents.

I really like, however, Mana Web. It either slows my opponents' gameplans or limits their interaction. Most importantly, it's effect is asymmetrical. I don't get hurt by it, and I like it a lot. I will be considering the Web for sure.

I have never had a great experience with either Meekstone and Crawlspace. Every time I have played those cards, they have never had that much of an impact on the game in my favour. I have never thought about Ensnaring Bridge, but I guess it makes sense. I can control Lazav's power at will and I don't have too many cards in hand, so it's worth the try.

Null Rod is actually unplayable for us. With it on the board, if Lazav ever becomes an artifact creature (and he will, considering our wincon creatures are artifacts), we won't be able to activate his ability again as long as the Rod stays on the board.

Karn, the Great Creator's effect is, once again, asymmetrical and can be taken into consideration. I particularly like his -2 ability, which is probably our only way of getting back any of our win conditions if they ever get exiled. I don't have too many available slots, but I hope I can squeeze it in somewhere.

As for Mystic Sanctuary, I admit I had underestimated it. One of my friends actually won a few games thanks to it, although with a completely different deck (Yuriko, the Tiger's Shadow), where it makes even more sense. Still, I can't get around lands that have the chance to come into play tapped, and lands that must be considered more like a spell. To give you an example, I hate Bojuka Bog so much so that I don't play it in any of my decks. If I want graveyard hate stapled on a land I go for Scavenger Grounds, despite it being symmetrical. This is because Bojuka Bog, like Mystic Sanctuary, is more of a spell than a land. In the early game, I simply can't play them because it would be a waste. This means that, if in my first few turns of the game I have three lands in hand and one of them is a Bog or Sanctuary, then I have virtually just two lands. And if I am forced to play them immediately, it's a huge tempo loss since they come into play tapped. These kind of cards need to be drawn at the right time, otherwise they will be stuck in hand for an indefinite amount of time. Scavenger Grounds, on the contrary, can be played immediately with no downside and can be activated whenever we need. Of course I am not playing Scavenger Grounds in a Lazav deck, but this is just to explain you my line of thought. For these reasons, I would rather play Snapcaster Mage or Mission Briefing over Mystic Sanctuary.

I am really curious to see what Laboratory Maniac wincons you will be throwing in, because I kind of need an "I-Win-The-Game" emergency plan. Can you please link your build once it's ready?

Thanks again for your suggestions. Cheers!

Azeworai on Atemsis, Gochta!

1 month ago

Ah, quirky commanders are always an oddity, but delectation to brew. Now, Mono-Blue isn't exactly my forté, but I believe I may be of aid.

So, I am an adherent to running fewer lands; Thirty-six in Mono-Blue should be a crime. In their lieu, I would recommend many cantrips. If it goes three cards deep, say Preordain, then I consider it a half of a land. Four or more cards, I deem a full land. At least, this is with my experience in gameplay. As such, Impulse is absolutely lovely. Two-mana, instant-speed, what more could a player desire?

Forbidden Alchemy, Chart a Course, Strategic Planning, and Frantic Search are of note.

Baral, Chief of Compliance could be absolutely lovely: For one person, at least.

Spellseeker has never disappointed me. She finds Cyclonic Rift, Preordain, Counterspell, and Finale of Revelation, for ones in the decklist.

Every deck needs graveyard hate! Tormod's Crypt and Relic of Progenitus are both things that Trinket Mage can tutor for, but there are far more options out there. If you are to add Tolaria West could search for Scavenger Grounds.

Quicksilver Fountain is fantastically mean, though effective. It combos painfully well with Oboro, Palace in the Clouds. Target the land with the fountain, bounce it in response, whereupon the trigger fizzles and you are not to be afflicted by infinite islands.

Anent what I would cut:

Flow of Ideas seems slow, sorcery-speed, and expensive to cast. Big draw spells shouldn't be dependent on board-state unless you're playing green and have no choice. Try Stroke of Genius or Pull from Tomorrow.

This deck looks to have some busy early turns, seeing the abundance of 1-3 mana spells. Myriad Landscape enters tapped and still requires mana to ramp. I'd prefer just another Island. Though, a land worth considering is Riptide Laboratory just has quite a bit of utility.

Something I merely wish to put out there; I dislike Temple of the False God very much. That's all for that point.

One direction you could take this deck is group-hug. It draws you cards, keeps others from heeding your schemes, and allows for kills out of the blue. (get it?)

I suppose that's all from me. May fortune be with you!

triproberts12 on

2 months ago

Graveyard hate is always important, but especially so in Elenda. It's useful to be able to let Elenda die and exile her back to the command zone with Bojuka Bog or Scavenger Grounds .

RNR_Gaming on Golos, Pilgrim Of Karoo

2 months ago

Some tech lands like Bojuka Bog and Scavenger Grounds may be of some use.

Rasaru on Drawing Dead

2 months ago

Thanks for great advice, alechodgin23! I'll look into these ASAP. My thought for Jester's Cap is to look for cards that manipulate the graveyard. Things that allow a player to shuffle their graveyard back into their library, etc. I'm also running Scavenger Grounds and Relic of Progenitus for "emergencies.."

NoSoyYucateco on Suck It, Sheoldred!

4 months ago

I think you need a bit more ramp to speed up the deck. You're playing green--why are you running the signet over more durable land ramp, especially when you only have 35 lands here? Rampant Growth , Nature's Lore , Cultivate , Diligent Farmhand , Wood Elves , Farhaven Elf , and Solemn Simulacrum are all cards I would pick before the signet. These will help you get Sigarda out sooner and give you staying power for the late game.

Also, if you're up against Sheoldred regularly, you might want to consider some more graveyard hate, like Scavenger Grounds , Tormod's Crypt , and Sentinel Totem . Sigarda will keep you from sacking but she won't prevent them from reanimating.

I would also swap one of your artifact/enchantment removal spells for Return to Nature , since it can exile something targeted by a reanimate effect.

Since you're aura-focused here, I would also think about Battle Mastery .

You also have virtually no draw here. Sram, Senior Edificer , Rishkar's Expertise , or Return of the Wildspeaker would all be great in this build. Even a Harmonize would do you good.

As for what you could cut to make room for some of these suggestions, I'd think about Flower / Flourish , Unflinching Courage , Dromoka's Command , Devouring Light , Indestructibility , Darksteel Plate , Bow of Nylea , and maybe one or two other targeted removal spells. You have a lot here.

Profet93 on Rashmi Control aka "the 'Shmi"

4 months ago

Alchemist's Refuge would be my first choice. You have rarely used it because 60%+ of your deck is instants + lands. For the remaining categories, there are only a select few in each that you would even wanna hold it for (seedborm, mirror, treasure cruise and a few others).

If not, then Ancient Tomb or Scavenger Grounds , grounds would be my first pick. Scavenger grounds exiles all graves and from our prior discussions, you didn't wanna exile your grave. It won you the game that 1 time at Kevin's house when I used tempt with discovery (my fault) to give you that land and exile my chances of winning. Tomb can eventually bring down your life total, especially if you are archemey and need to counter everyone with seedborn out. The ramp is quite useful though in getting ahead.

TLDR: Order of Cuts from Should to Should Not.... (Alchemist, Scavenger, Ancient Tomb, Wasteland, Reliquary Tower)

Wasteland directly screws with coffers, urborg, cradle, eye, as well as Cavern + Boseju. Although I hate it, you should keep it (and eventually switch it to strip mine).

mtgpaggis on We're Gonna Build a Wall! (Arcades' Defenders)

4 months ago

I'd strongly recommend Scavenger Grounds it does not have any huge drawbacks and it can be life saving in some games.

Did you know that you can make custom categories by writing 1x cardname #name of your catagory. You can also have a card in multiple categories

For example 1x myriad landscape #lands #ramp

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