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| 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 |
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| Highlander | Legal |
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| Historic Brawl | Legal |
| Legacy | Legal |
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| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | 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.
SufferFromEDHD on
Nahiri, Sorin's Student
19 hours ago
That Esper Sentinel... So hot right now. Sometimes I feel like I'm taking crazy pills but Lazotep Quarry is awesome tech alongside it. With this decks low CMC you have many other targets.
Scavenger Grounds you have 0 cards that care about the graveyard. Your opponents not so much. Exploit that.
Dust Bowl > Ghost Quarter. Your Land Tax guarantees consistency.
Rebuff the Wicked nobody ever sees this coming in mono white!
kamarupa on
Disturbing Night
6 days ago
If you want it to be more competitive/less casual, you can improve consistency by limiting the decklist to fewer creatures and more copies of key creatures. It seems to me the core theme of the deck is the Disturb mechanic, so I think your most important creature is Patrician Geist and you have run 4x copies of that. Really, you should try to include 4x copies of the best creatures, and cut some of the lesser creatures.
I can appreciate the desire to be creature heavy, but I'd like to encourage you to cut back from 32 to 26. 26 creatures would still be a very creature heavy deck, but would have room for a few more utility spells, namely a minimum of 4x removal spells and maybe a couple of copies of Pull from Eternity, so even if a creature that you've cast for it's Disturb cost is removed, you can still bring it back. That can really mess with opponent's heads and make them feel like they can't stop you no matter what you do.
And of course, so more dual lands is always good. You don't have many 1 drop spells, so maybe Temple of Enlightenment could be useful. I usually like to include a utility land or two, as well, like Scavenger Grounds or Field of Ruin.
I hope maybe something I've suggested is useful. Have fun!
TheoryCrafter on
Feather, the Redeemed
1 month ago
I'm of the mindset that every deck should have at least one graveyard hate card unless your deck depends on graveyard interactions. Calamity's Wake and Scavenger Grounds are your best bets, though if you want to reuse SC, I would recommend adding Abraded Bluffs and other deserts.
In addition to graveyard hate, a deck should have a board wipe and an alternate win card to break stalemates. The board wipes I recommend are any combination of Bonfire of the Damned and Doomskar. The Alternate win cards I recommend are any combination of Angel of Destiny, Approach of the Second Sun and Felidar Sovereign. I would pick AotSS because not only is it a sorcery that feeds into Electrostatic Field and Guttersnipe, but if you target Mirrorwing Dragon or Zada with an instant or sorcery that allows you to draw a card, it copies onto each other creature you control— allowing you to get to it faster.
You also need a little more enchantment and artifact hate. Revoke Existence is my preferred card, but I'd also consider adding any combination of Rip Apart and Wear / Tear
A few more cards from your maybeboard I'd consider are Aurelia's Fury, Loran's Escape and Pinnacle Monk//Mystic Peak. Any other new instants and sorceries that target creatures should be able to draw you a card. Especially if you choose AofSS.
That's pretty much everything. I hope this h los. Thank you for reading me out. Happy Hunting!
Jack-Frost on
The Cutest Thief That Ever Lived *Primer*
2 months ago
bradtheimpaler13 Not a bad idea. I run both Bojuka Bog and Scavenger Grounds for the same reason, and those have largely been enough, but I'd forgotten about Crypt Incursion. I'll look into it, as the deck is really tight and I'm not sure what I'd cut yet, but I'll play around and tweak things to see how it works out.
Thank you for the suggestion!
Belfore on
Mo' Counters, Mo' Mana, Mo' Monsters! *Help
10 months ago
I would drop the lands that aren't allowed in his deck for lands like War Room
, Karn's Bastion, Boseiju, Who Endures, Scavenger Grounds, Opal Palace, Myriad Landscape, and Blighted Woodland. And for the ones that aren't allowed you can drop for just basic forests. Land count is pretty strong. For draw along with war room there is Garruk's Uprising, Guardian Project, Stocking the Pantry, Greater Good, Lifecrafter's Bestiary, Rishkar's Expertise (which feels like a flavor win), Return of the Wildspeaker, Beast Whisperer, and I would say Toski, Bearer of Secrets is surprisingly useful depending on how often you get through.
kamarupa on
Party Rocking
11 months ago
Nice budget build!
I have a small suggestion: cut 1xSpoils of Adventure and Squad Commander each and add 2 lands, possibly even utility lands like Scavenger Grounds, Field of Ruin, Blast Zone, or Rogue's Passage. But another Glacial Fortress and Hinterland Harbor would be good, too.
TheoryCrafter on
jace commander
11 months ago
Have you considered Mystic Sanctuary? It will allow you to retrieve an instant or sorcery from the graveyard. Also, Have you considered adding Didn't Say Please? It's a functional reprint of Thought Collapse.
Here are some other suggestions I have:
-As you evolve this deck, you should really consider leaning further into the card draw the Jace Planeswalkers offer. This is why I recommend replacing Search for Azcanta with Jace's Erasure.
-If/When you can afford it, replace Augur Of Bolas with Thassa's Oracle. While it may be a tad more difficult to get an instant or sorcery from your library, not only it will also allow you access to other card types, but you have an extra alternate win card in the event you lose Jace, Wielder of Mysteries.
-One of Mill's biggest weaknesses is how it can feed the graveyards of opponents with strong graveyard interaction. Which is why I recommend replacing Field of Ruin with Scavenger Grounds and Negate with Grip of Amnesia.
I hope this helps. Thank you for reading me out. Happy Hunting!
kamarupa on
Don't
1 year ago
While I don't recommend it, as it really puts a target on your dorks, if you have Kinnan, Bonder Prodigy in play, a Freed from the Real on a Birds of Paradise
or Noble Hierarch would generate infinite mana. There's certainly enough protection with current Instants, though, if you wanted to go that route. Bloom Tender would another solid choice to include then, if you felt so inclined.
I definitely think the manabase could be improved on. It seems there's no budget for creatures, but lands are all budget? So I was hesitant earlier, and didn't have the time either then to make a case for improvements. That said, 1x Yavimaya, Cradle of Growth is, IMO, always worth whatever mana-fixing it provides opponents. After that, I tend to prefer Botanical Sanctum, Dreamroot Cascade and Barkchannel Pathway Flip to the perennially desired Breeding Pool and Misty Rainforest. I just can't stand the thought of burning 3 life to get one dual land. I usually also include Scavenger Grounds just on the off chance I face a deck that likes to bring stuff back from the graveyard.
I didn't see you asking for removal spells, but Beast Within is decent, IMO, and I wouldn't turn my nose up at any deck running Pongify or Rapid Hybridization, especially if the deck is also packing creatures that can block those 3/3 gift tokens.
While it's a bit gutsy to rely strictly on mana dorks for the white mana needed to cast Gods Willing, I rather like the idea of an unblockable swing thanks to its protection.
In my eyes, the biggest weaknesses are: Opt doesn't provide any card advantage. Divination would be better, and Harmonize better still. Hydroid Krasis, as I said before, seems to fit as well and comes with the bonus of a bit of lifegain which is never bad. And that leads to the next issue - the wincons are [almost] all legendary, and therefore rightly limited to less than 4 copies each. I do like that they come with their own means of preventing removal, though. And finally, that the mana base just isn't as premium as most the spells it supports.
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