Wild-Field Scarecrow


Format Legality
Pre-release Legal
Magic Duels Legal
Heirloom Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Uncommon

Combos Browse all

Wild-Field Scarecrow

Artifact Creature — Scarecrow


, Sacrifice Wild-Field Scarecrow: Search your library for up to two basic land cards, reveal them, and put them into your hand. Then shuffle your library.

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Wild-Field Scarecrow Discussion

Panas on And Everything Dies, The End!

1 month ago

I think your deck is suffering from a mild case of "I-want-to-do-too-many-things". Focus on what is it that you'd like the deck to do, and try to streamline it a little bit more. Do this by cutting the "win more" cards, that do nothing when you are behind and only help when you are already ahead.

Secondly, I would increase the land count to around 37 and add cheap efficient ramp (preferably on creatures) to at least 8. Farhaven Elf, Yavimaya Dryad, Wild-Field Scarecrow, and Yavimaya Elder will help you find and get more lands out.

A third thing to do is to consider bringing the average cmc of the deck down a little. At four, it's a little high. Try bringing it down to 3,0-3,5.

Lastly, I would increase the number of free sac outlets, and perhaps add another piece to your Mikaeus, the Unhallowed+Deathbringer Thoctar+free sac outlet combo to finish the game as a plan D, for the games that are just lasting too long.

Murderous Redcap, Viscera Seer, Yahenni, Undying Partisan, and Ashnod's Altar are all good additions to the deck. Same goes for Death's Presence.

These are general guidelines. I run a jund coloured deck as well (it's very different than yours, as I play it as an Aristocrat-style deck) that can potentially offer a source of inspiration for some card choices that may be good for your deck as well (eg. sac outlets, cheap efficient ramp, card draw, etc...). Here's the link:

Wild Carnival

Commander / EDH Panas


Force_of_Willb on Zacama, Primal Flagship

3 months ago

Aren't you a little worried about the early game? It seems that the average creature cost is 6+ and only 1 mana rock and 3 ramp spells. I feel you will have a hard time staying alive to cast your cards against an aggressive field.

I usually like to play 37 lands with 10 mana rocks and 10 Ramps spells in my green decks. here are some to consider: Drover of the Mighty, Birds of Paradise, Darksteel Ingot, Commander's Sphere, Collective Voyage, Oreskos Explorer, Tempt with Discovery, Veteran Explorer, Expedition Map, Gift of Estates, Greenseeker, Journey of Discovery, Horizon Spellbomb, Journeyer's Kite/Thaumatic Compass  Flip, Mycosynth Wellspring, Nissa, Vastwood Seer  Flip, Peregrination, Pilgrim's Eye, Search for Tomorrow, Seek the Horizon, Sprouting Vines, Sylvan Reclamation, Sylvan Ranger, Sylvan Scrying, Weathered Wayfarer, Yavimaya Elder, Wild-Field Scarecrow, Burnished Hart

TCG-Player on The Reaper King (Scarecrow tribal?!)

5 months ago

I tried to include both Wild-Field Scarecrow and Scuttlemutt, but i endedbup cutting them because therebis just so much better ramp/color fixing. Scarecrone and Pili-Pala are the only Scarecrows i am currently running. If there are no good scarecrows make all your creatures scarecrows.
P.S.: Do you know the Grand Architect + Pili-Pala infinite mana combo?

Declamor on The Reaper King (Scarecrow tribal?!)

5 months ago

I don't see a good way to doing Scarecrow tribal commander. They really have not print many Scarecrows and when they did they had to different themes. First was moving around counters, and second was color association with other permanents.

The only scarecrows of notes are for ramp with Wild-Field Scarecrow and Scuttlemutt. Since they are colorless, thus fitting in any commander deck but take a lot of mana.

Pal00ka on Night of the Living Dead

6 months ago

I had Gisa for a bit and looking at your deck you're land heavy and short on ramp. Making your land drops is great but when you're stuck at only that you'll be left in the dust by other decks most times. Charcoal Diamond, Wild-Field Scarecrow, Solemn Simulacrum, Pilgrim's Eye, Mind Stone, Fellwar Stone, etc. are options to get you ahead or get lands out of your deck so your draws are action.

Magewright's Stone is another source of untapping to consider.

Surprised to not see wraths like Damnation or Decree of Pain.

Your woefully low on card advantage. Phyrexian Arena, Ob Nixilis Reignited , Sign in Blood, Read the Bones, Night's Whisper, etc. do a solid job.

In my deck I employed Blood Bairn, Bloodthrone Vampire and Nantuko Husk to eat zombies and sack it for a ton more. Then reanimate again for more. Necromancy, Dance of the Dead, Animate Dead are always useful in black decks imo.

Hope something helps!

CaptSillva on Your soul, is MINE!

6 months ago

Fair, your current deck does lack a lot of the ramp tools that most blue decks would make use of such as Gauntlet of Power, Thran Dynamo, Gilded Lotus, Pyramid of the Pantheon, Mind Stone, Hedron Archive, Burnished Hart, and Wild-Field Scarecrow. So running higher cost cards can be a bit hard. Side note you could also switch your Islands for Snow-covered Islands. This will make it so your opponents that run islands won't get the extra mana from your Extraplanar Lens.

Personal preference is fine, this is meant to be a casual format after all. Though devils advocate here, Delve spells are proven to be good in every format you can play them in. They just are. Unless your whole strategy revolves around pulling things from your graveyard, most of those cards are just a dead resource that you could be putting to better use. Also your deck is built around your commander so your opponents are going to actively be trying to kill it. When (Not If) that happens would you rather put it back into your command zone straight away and not trigger his ability or get the trigger and use his corpse to cast a good spell for less mana?

Elixir of Immortality on the other hand, well I have opinions about this card in this format and they are not favorable. I think it is generally overrated. Sure it might work in some decks, but it is not universally good. Is it good for this deck? No not really. This deck doesn't have a lot of draw for a blue deck or any self mill so the recycle effect should never matter. Most commander games don't go long enough for anyone to deck out naturally and even if you come up against a mill deck it still won't usually matter. This is because it can be milled itself and you lack a good way to pull it out of your yard once it happens. Even if it isn't milled, most mill decks use infinite combos to finish the game anyway.

So that five life it gives you needs to make it worth playing all on its own and it doesn't. Cards that only gain you life are historically bad in all formats, but it is even more true for commander since commander damage is a thing and infinite combos are far more common place. My view is that if you are spending a card in your hand to gain five life and doing nothing else, not putting a threat on the board, not removing an opposing threat, or even drawing a card to replace the one you used, then you're doing it wrong. This format is about value plays, getting the most out of every resource.

Trinket Mage is a value card. You don't play it because it gets you your combo pieces, of course you would if it did, but that isn't all that matters. This card gets you Sol Ring, usually four mana is worth rampping by two in this game. It also gets a cheap card out of your deck so you don't draw it later when its usefulness has fallen off. However, if you draw Trinket Mage in the late game you can just go grab Top to start fixing your draws from then on or Elixir to refill your deck if you are so inclined. Also it is still a warm body on the ground that can dish out or soak up some damage for you. This card has flexibility and that is what makes it great.

Pal00ka on

7 months ago

I play-tested this a little against one of my own decks and here are my thoughts:

I made Feldon a while ago and it's a trap to load up on big CMCs expecting to cheat them out consistently. I'd suggest pruning them down for more guys like Fanatic of Mogis, token generators, or Mindclaw Shaman. While Feldon likes beaters it's the abusing of the ETBs (I think) he excels at. You already have Panharmonicon, abuse it!

You need more discard outlets, I'm counting 6, make it 10+. Feldon wants you to dig hard into the library. Fiery Confluence, Wheel of Fate, Rummaging Goblin, Burning Inquiry, Faithless Looting, Collective Defiance, Goblin Lore, Mad Prophet, etc.

More ramp. Mind Stone, Commander's Sphere, Hedron Archive, Fellwar Stone, Darksteel Ingot, Fire Diamond, etc. let you do more faster which Red needs to stay ahead of the other colors. Burnished Hart & Wild-Field Scarecrow are great for abusing too.

And please, and this is my opinion, break up your wall of text in the description. It hurts the eye and seems to ramble. Tell us concisely what you want to do, why you chose x card(s), and desire from us the viewers.

Hope something helps!

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