Scavenger Grounds

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Scavenger Grounds

Land — Desert

: Add .

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

Belfore on Marwyn Elfs

4 weeks ago

Well if you are insistent on staying mono green I would say you need at least 4 more land. Even though you have mana dorks you want to make sure you have at least a couple of lands in your hand. One land I would recommend is Nykthos, Shrine to Nyx, War Room, Path of Ancestry, and Scavenger Grounds. As for what to drop for those lands (or more forest) I would drop Gilt-Leaf Archdruid (you only have 12 Druids and 1 druid maker of 100 cards highly unlikely you will have enough druids in play), Wolverine Riders (too slow for what he does), Birchlore Rangers (you already have much much stronger mana dorks), and probably Dwynen's Elite (just not very good at what it is doing).

other creatures to consider putting in the deck over a couple of others. Galadhrim Brigade you mentioned lords, Lys Alana Huntmaster (better token producer than the Dwynen's Elite), Wellwisher (a staple in every elf deck usually), and Ivy Lane Denizen (comboes exceedingly well with your commander, Joraga Warcaller, Haldir, and Lorien Lieutenant).

Also you are missing a bit of interaction.

If you want to go wide I recommend considering either Lathril, Blade of the Elves (would give you some fun and evil mana outlets, and would let you use your Tyvar to greater affect) or Rhys the Redeemed (for truly going wide with an obscene amount of tokens) and again I got more if you want me to keep going with the suggestions let me know.

Crow_Umbra on Battle Buddies

1 month ago

Hi there, I saw your comment on the feed and thought I'd offer some suggestions on potential cuts. Some thoughts from looking over your deck:

  • First off, I think it's great that you have something like Insurrection as a top end finisher. Having played against some goad decks in my play groups ( mostly Kardur, Doomscourge), they can have trouble closing out games.

  • Your 4 drop slot seems pretty crowded and I think where you could focus some of your cuts. I think some of the cuts can eventually get turned into a couple more 2cmc rocks to help you ramp. If anything, you could probably swap 2-3 of your land slots for a couple more rocks like Talisman of Conviction, Boros Signet, Mind Stone, and maybe Cursed Mirror to copy a valuable creature.

  • Speaking of lands, I think if you stay heavy on the Enchantments, it'd be worth it to run Hall of Heliod's Generosity and maybe a few other utility lands like War Room, Minas Tirith, Scavenger Grounds, and Volatile Fault. Land destruction beyond Generous Gift/Beast Within isn't super common in most play groups. You could probably swap a few of your basics for some of these.

  • Goblin Diplomats might be more trouble than its worth, since your opponents can still attack you. This could maybe get swapped with Grenzo, Havoc Raiser

  • I think Fumiko can be a potential cut, mostly because she forces your opponents to attack, but not necessarily to attack each other like Goad might.

  • Firemane Commando as a removal option seems kinda clunky. You could maybe swap her for something like Soul Partition, which can be a protective effect or removal.

  • Mangara might be a potential cut, but I think this is more of a meta dependent call. I played him in a really early iteration of my Isshin deck, and oftentimes my opponents would remove him or play around his abilities by sending their 1 biggest and/or most evasive creature at me.

  • You can maybe swap Agitator Ant with Nils, Discipline Enforcer, since you have control over the counter distribution, and he also punishes the utilization of any counters on your opponents' creatures.

  • Assemble the Legion could be a potential cut, as it seems kinda slow for the payoff.

If you're interested, I theory-crafted a Nelly Borca deck that is trying to do what you want to do with this deck. I doubt I'll ever put it together, but it could be helpful to compare notes with. We definitely have some core similarities, but I think I lean a bit more into aggro elements for the deck to fall back to as a finisher, or if the Goad options aren't online. Check out The Slander Commander if you'd like.

Crow_Umbra on Control of the Secret Knowledge

2 months ago

Pretty solid deck! I haven't made a mono colored deck in a while, but Red, White, and Black are the ones I'd probably take a shot at. Just a few quick ideas for stuff that might fit here:

  • Scapegoat and/or Brave the Elements are pretty cheap protection options.

  • If you're not opposed to Universes Beyond, Flowering of the White Tree could be an upgrade to Honor of the Pure. I've really liked it in my aggro decks that can run it. Mostly suggesting since I saw you already have Minas Tirith in your land base.

  • Fanatical Devotion could be a repeatable means of protecting your high value creatures by chucking.

  • More generally speaking, but I think one of the cool things about mono color decks is that you can run more utility lands like Volatile Fault or Scavenger Grounds than multicolor decks can typically get away with.

Best of luck with your deck if you've had a chance to play it irl. Ojer Taq seems ridiculous to get that creature token flowing.

DadHumanPraetor on Killing with (Konrad)

3 months ago

Agadeem's Awakening  Flip is usually better than a basic swamp. I always play Snuff Out when I am in a cabal coffers deck, I know some people dont like the 'non-black' restriction but I have always had good experiences with it. Maybe Scavenger Grounds, I know it's strip mining you, but you could disrupt the meren player or you could just like, win, the versatility seems nice.
Plumb the Forbidden is cool because you can just cycle it for 2cmc, or draw an extra card for each creature you sac, which in this deck could be a bunch.

I really like this deck, looks super fun, a lot of my favorite cards in magic are in there.

Crow_Umbra on Burakos's Crew

5 months ago

No prob dnthymamai! Totally understandable regarding the infinite combos; I know they can be polarizing among players. If your playgroup ever changes their mind, I'd recommend adding that combo for sure.

If you're looking for more graveyard/aristocrats hate, I'd recommend:

I think you can probably swap out Changeling Outcast for something else. Since Burakos can fill any role in the party, they have less need for Changelings than Nalia de'Arnise might. Zhentarim Bandit or Preacher of the Schism could be some options for more Treasure support or draw. Preacher as a 2/4 with Deathtouch for 3 mana alone is pretty nice.

conk69 on daddy... something's crawling under the bed...

6 months ago

Hey just want to say I just built this and so far have been having a blast. I've changed a few things bc of personal preference. I reckon tho that there are some great land cards you could add that would make the deck just better; Witch's Clinic, Scavenger Grounds and Shizo, Death's Storehouse are fantastic lands that i think would help boost umbris. Also Whispersilk Cloak is a great card that ill be probably be adding this to my deck as well.

kirbysan on [Primer] Helming the Host of Heaven *Update*

11 months ago

Perilous_Percival

Ah, I guess spoilers don't work in comment boxes, that's annoying.

1. Guardian of Ghirapur IN Angelic Curator OUT

After nearly a year of playtesting, I'm not the biggest fan of the low CMC angels, especially Angelic Curator. While it's a 1/1 flying angel body for 2, the protection for artifacts is more of a hindrance than a help. It helped defend against a Blightsteel Colossus once but being unable to equip it hurts more. By turn 3 when we want to drop Angelic Curator we would rather want to drop a 3-4 CMC angel or an impactful Artifact, Equipment or Enchantment.

Guardian of Ghirapur is a far superior body to Angelic Curator at 3/3 for 3. Initially there weren't that many blink targets for this deck but I've tweaked it to have more relevant targets and provide some outs to accelerate our gameplan. Typical targets would be Stoneforge Mystic, Recruiter of the Guard, Inspiring Overseer, Karmic Guide, Sanctuary Warden, Bruna, the Fading Light  Meld.

2. Karmic Guide IN Angelic Page OUT

Following the same logic as Angelic Curator, Angelic Page simply doesn't do enough when it hits the board. Karmic Guide was initially pulled due to lack of use as 5CMC is a lot for simple recursion and the deck was more focused on mana efficiency. However, with the re-introduction of tutors and blink mechanics it may have a place again.

3. Recruiter of the Guard IN Mangara, the Diplomat OUT

Mangara has proven its worth in a few games if opponents continue with their strategy and play through it. However, like Smuggler's Share, if opponents decide to play around it, it's kind of a dead card on board. The first ability generally doesn't do much since opponents aren't swinging into our board and depending on the deck they can cast one big spell on their turn and save their instants for opponents. Recruiter of the Guard was in my initial build but pulled in favor of more angels. Typical line would be Recruiter of the Guard into Stoneforge Mystic to grab either Lightning Greaves for protection or Sword of Hearth and Home for protection, ramp and blink shenanigans. While it seems like adding 1 card for a maybe synergy seems inefficient I was able to pull it off in 1/3 games so it's not as inconsistent as it seems.

4. Firemane Commando IN Angelic Sleuth OUT

While the clues generated with Sleuth have saved me before, I would much rather have more consistent draw to keep my hand topped off rather than wastinga turn after a wipe to refill my hand. Firemane serves double duty as not only being a solid 4/3 angel body but also provides "free" draw through attacking which we want to do. It also helps direct combat decks towards opponents if they want the draw.

5. Invasion of Dominaria  Flip IN Thorough Investigation OUT

In the same theme as Sleuth, Thorough Investigation provides draw for later with the added benefit of going through the dungeon. I've completed dungeons twice before with this card but the benefits haven't been as strong as I hoped. Invasion of Dominaria  Flip provides lifegain and draw immediately and as long as we have 2 angels (Giada and 1 other) then we can defeat this battle the turn we drop it providing a 6/6 Serra Angel. When you staple all 3 together then that's incredibly efficient. Late game when we're trying to close out the game we may choose to not swing at the battle but instead go for lethal but the option remains.

6. Invasion of Gobakhan  Flip IN The Ozolith OUT

In the dozens of games I've played with Ozolith I've only had it successfully work once. Late game it may seem like a dead card as it sort of hinges on either an opponent playing a board wipe and us refilling the board to swing again or using Pyre of Heroes on a stacked angel to grab something relevant. I much prefer Gobakhan as it slows down an opponents gameplay, easy to flip and provides benefits right away by buffing our board the same turn it comes out and also has "free" protection for later.

7. Conjurer's Mantle IN Mask of Memory OUT

Mask has been pretty great overall but sometimes slows down the game too much by making us filter. While there's a recursion package, it's not always guaranteed, so pitching relevant angel bodies early can be detrimental for late game, especially against graveyard exiles like Bojuka Bog. Yet, we'll still want to draw our cards so the discarding is necessary. Mantle is great not only because it costs the same, has a buff and vigilance and grabs relevant bodies off the top 6 without having to discard.

8. Clever Concealment IN Cosmic Intervention OUT

Cosmic seems good on paper but exile effects like Farewell or Merciless Eviction can make it useless. It also doesn't protect the angel tokens which can sometimes be the main body of threat. Concealment allows us to not just protect the tokens but lets the vigilant angels tap for a surprise protection. Oftentimes opponents will check untapped mana before blowing everything on a boardwipe so the convoke mechanic is super relevant for a well timed protection spell. Depending on the success of this swap I may consider Wand of the Worldsoul as well for some sneaky convoke shenanigans.

9. Chivalric Alliance IN Tome of Legends OUT

In the same line of thinking as Firemane Commando, "free" draw is better than costed draw. They both cost the same but having to pay for Tome of Legends can slow us down as well as if Giada is removed too much in the beginning. At most we'll ever get 1 draw per turn anyway so this swap was pretty simple.

10. Land Tax IN Smothering Tithe OUT

I've loved Tithe for awhile thinking it's a great ramp card. While it is good, it hinges on the decks it's played against. I've been most successful against my friends Jhoira's deck which colored my view when bringing it into pub matches. After reflecting on it for a year, it simply isn't worth it in mid to high powered casual decks that don't use draw as part of their strategy. In 90% of games I'll get 3-6 treasures before it gets removed or the game ends. Figuratively, you would drop it on turn 4 and if no one pays the tax then by turn 6 you'll have at most 6 treasures which is only net +2 mana. If the game lasts till turn 7 then you could have +5 mana but at that point opponents would either have game ending spells or plenty of open mana to pay the tax. Land Tax on the other hand can come down T1 before Giada even hits the field, thins out the deck while filling the hand with relevant plays and synergizes well with Emeria Shepherd or Emeria, The Sky Ruin. It was in the initial build of this deck before but was taken out along with the other artifact ramp to add more angels in.

11. Plains IN Bonders' Enclave OUT

As one of the few available card draws in mono-white, Enclave was a land for hail-mary draws. I've only ever used these abilities in 1 game when I was desperate for any card draw and it felt terrible. Paying 4 to draw a single card is terrible use of mana. Also, there were too many colorless sources from lands so I was struggling early game to play 2 relevant white cards in one turn.

12. Mistveil Plains IN War Room OUT

Same line of thinking as Enclave. Mistveil's ability is more of an experiment as tap lands are generally too slow. Typically recursion would just put the creatures back on the battlefield but Mistveil can possibly help with the Blink/Tutor package we've introduced.

Considering Wand of the Worldsoul and Excise the Imperfect

Opponents: Sigarda, Host of Herons & Lathiel, the Bounteous Dawn

Starting hand: Windswept Heath, Fabled Passage, Path of Ancestry, Bruna, the Fading Light  Meld, Folk Hero, Righteous Valkyrie, Invasion of Dominaria  Flip

Game lasted only 20 minutes as this hand curved out nearly perfectly.

T1 - Path of Ancestry tapped, drew Lightning Greaves

T2 - Plains (drew) into Lightning Greaves

T3 - Myriad Landscape tapped into Giada, Font of Hope, equipped Lightning Greaves swung with Giada

T4 - Windswept Heath into Plains into Folk Hero, swung with Giada, cast Righteous Valkyrie, drew a card

T5 - Mutavault (drew) into Invasion of Dominaria  Flip and swung both Giada and Valkyrie into the battle flipping it to Serra Faithkeeper  Flip to gain 8 life this turn and triggering Valkyrie's +2/+2 anthem

T6 - Cast Herald of War and equipped it with Lightning Greaves.

T7 - Cast Lyra Dawnbringer and Invasion of Gobakhan  Flip. Equipped Lyra with Lightning Greaves. Swung in for lethal ending the game.

Lightning Greaves did work this game as it not only protected Giada from early single target removal but also accelerated combat damage each turn. While I did draw into both battles this game I didn't have a chance to test out Invasion of Gobakhan  Flip except making a Krosan Grip more expensive which likely helped my Folk Hero or Lightning Greaves survive till the end.

Opponents: Sigarda, Host of Herons, Lathiel, the Bounteous Dawn & Wilhelt, the Rotcleaver

Starting hand: Cavern of Souls, Scavenger Grounds, Mutavault, Guardian of Ghirapur, Folk Hero, Winds of Abandon, Battle Angels of Tyr

Initially I believed this hand was amazing as I had draw, removal and aggro all in one but failed to realize I had 0 colored mana except for angels. It ended up working out as the 2 Selesnya players ramped hard in the beginning allowing Tyr to do some work.

T1 - Cavern of Souls

T2 - Mutavault into Giada, Font of Hope

T3 - Scavenger Grounds into Battle Angels of Tyr, Giada sworded by Lathiel

T4 - Ancient Tomb into recasting Giada, swung with Tyr drawing a card and generating a Treasure token

T5 - Plains into Folk Hero and Herald's Horn and swung again with Tyr and Giada drawing a card and generating a Treasure token. Using the 3 open mana I cast Recruiter of the Guard fetching Stoneforge Mystic.

T6+ Cast Stoneforge Mystic to fetch Lightning Greaves but Stoneforge was promptly exiled. I had originally planned to use Guardian of Ghirapur to chain blink Stoneforge into Sword of Hearth and Home but instead used her on Recruiter of the Guard to fetch Thraben Watcher. I finished the game by casting Avacyn, Angel of Hope and equipping it with Lightning Greaves to give my board protection and started swinging away with indestructible vigilance angels.

I was nearly knocked out by the Sigarda player in the second to last turn because she was equipped with Sword of Hearth and Home making her unblockable as well as a Kaldra Compleat and finally a flashed in Sigarda's Vanguard for double strike. Luckily I had left mana open for Oblation and targeted the Sword of Hearth and Home allowing me to block with Ghirapur and Giada preventing lethal damage.

Opponents: Prosper, Tome-Bound, Sliver Overlord & Muldrotha, the Gravetide

Starting hand was pretty slow with only 2 tapped lands but I figured Luminarch would win me the game provided I wasn't attacked early game.

Starting hand: Kabira Takedown  Flip, Windbrisk Heights, Luminarch Ascension, Invasion of Gobakhan  Flip, Herald's Horn, Bruna, the Fading Light  Meld, Generous Gift

Prosper started off the game insanely fast with a T1 Dark Ritual into Bucknard's Everfull Purse where he rolled 4 to cast Prosper on T1. They proceeded to dominate the game with a Reckless Fireweaver and later a Storm-Kiln Artist draining us to the low 10s. They attempted to finish us off with a Delayed Blast Fireball to wipe our board and swing with lethal. However, Slivers flashed in a Spiteful Sliver and Sliver Overlord to deal 30 damage back to Prosper bringing them down to 3. I used Luminarch Ascension to drop 2 angels before Giada died and got a 7/7 & 8/8 body that survived the fireball. While Slivers could have knocked me out with the Spiteful Sliver they had no real way to deal with Prosper after the fireball so I was able to knock out both players on my turn. Muldrotha had no answers so was dead on my next turn.

Load more