Land — Desert
: Gain .
, , Sacrifice a Desert: Exile all cards from all graveyards.
|Have (2)||orzhov_is_relatively_okay819 , metalmagic|
|Want (2)||Kori , Tyrker|
Combos Browse all
|Commander / EDH||Legal|
Scavenger Grounds occurrence in decks from the last year
Latest Decks as Commander
Scavenger Grounds Discussion
2 weeks ago
I haven't seen most of the discussion so I apologize if I retread anything covered, but I'll just chime in here and say that barring a few exceptions, pretty much every deck would be wise to run some sort of Strip Mine variant. I prefer Tectonic Edge but that is simply because I feel it's less mean. Regardless, I would estimate that close to 25-35% of the EDH games I play are decided by some sort of powerful land. Plus there is almost zero cost to swapping in a Strip Mine effect over another land. That's just my two cents though.
Speaking of two lands with low opportunity cost, Field of the Dead and Scavenger Grounds seem like an auto include here. Field plays well with the token/etb effects in the list and there are more than enough utility lands here to ensure that it will always be online. If you are still afraid that it won't trigger, you can always swap 1 Forest and 1 Mountain for their snow-covered variant and still keep the basic land count high for Perilous Forays. Scavenger Grounds just shuts down a huge percentage of EDH decks, and while it also hits our graveyard, that isn't as huge a deal for Omnath. I could see cutting two of the weaker fetch lands (i.e. Evolving Wilds and Myriad Landscape) for both utility lands.
1 month ago
1 month ago
Hiya! You've already made sure to have good ratios of card draw, ramp, and removal, and you've already got a really nice mana-curve going. That's like, 95% of the problems I see with most decks.
So for your deck, I've got a few thoughts: Your land-base has FAR too many colorless lands. I would cut down on those utility lands and get some colored lands, even just more basics. I think the essential utility lands are Myriad Landscape (good ramp), Scavenger Grounds (graveyard removal), and a land that gives haste, either Slayers' Stronghold or Hanweir Battlements Flip. I suggest cutting the rest of the utility lands and also cut down on a lot of the tap lands and add in more untapped lands. This includes cutting Evolving Wilds and Terramorphic Expanse- these are only good if you have landfall synergies, otherwise they are worse than a tap land that taps for both.
The other big problem is that while you run all the right ratios, the specific cards you run for stuff like card draw, ramp, removal, etc., are not the greatest. A lot of them are either far too clunky (Mind's Eye), aren't reliable (Explorer's Scope), and/or have better alternatives. So I suggest looking into better options for card draw and ramp.
Then finally, if you're going for voltron, you need more haste, more protection, and the best of equipment.
1 month ago
ben-en Thanks; glad to hear!
cuckfamilo I’ve been meaning to get around to playing some Spellbook games, but haven’t yet. I’ll definitely let you know when I do.
Minor Commander Legends updates:
-1 Scavenger Grounds +1 War Room. War Room is frankly very very good for this deck, as the card draw is so reasonably priced that you can use its effect even before you enter the grind game, as well as use 2 land drops for 2 draws (via Deserted Temple) if you’re mana flooded and gas-light on combo turn, AND it’s great in the grind game. You could make the argument for cutting 1 Forest for it instead of Scavenger Grounds, but I really don’t like dipping very low below where we are now on green sources.
There’s an argument for trimming fetches based on how omnipresent Opposition Agent ends up being, but I’d wait to see what happens before doing so.
Jeweled Lotus is frankly insane in this deck (guaranteed T2 Freya, T1 Freya with Ring/Crypt/Vault/Tomb/ESG), but I’m not sure what to cut for it, and I wouldn’t suggest anyone pick it up before the price deflates more anyway. I don’t think the card’s nearly as good universally as most people think, but in this deck at the very least it’s not overhyped.
Finally, I’ve been testing Kogla, the Titan Ape over Song of the Dryads (Song is creature removal the vast majority of the time, but Kogla is tutorable and has positive interactions with EWit and better grind with attack trigger). However, going back to the new hate cards Opposition Agent and Hullbreacher, both may eventually see play. Both these new hate cards stop us in our tracks, and running more answers to them is very valuable.
Ramunap Excavator has been officially cut for Llanowar Visionary. Ramunap’s recursion is cute, but Visionary’s draw and added consistency at enabling T3 Freya is consistently much better.
As always, interested in hearing everyone’s thoughts and feedback!
2 months ago
Scavenger Grounds is an excellent dessert and can stop Graveyard Shenanigans and things like the shuffle Eldrazi that try to reshuffle the graveyard back into the library. Both things that absolutely destroy mill decks.
2 months ago
I'm not too sure about Scarab Feast. As far as graveyard hate goes, I think you'll be a lot better off with Relic of Progenitus, Soul-Guide Lantern, Scrabbling Claws, Scavenger Grounds or my personal favorite, Bojuka Bog. Also, while I fully understand the allure of playing Tetzimoc, Horobi, Death's Wail has a similar strategy but is a lot smoother IMO.
2 months ago
If you're looking to add a Luminous Broodmoth, I would recommend replacing Rise of the Dark Realms for two reasons. 1. It is extremely expensive; it won't be cast in most games and often acts as an empty card slot in your hand when it could be replaced by a powerful removal spell or death trigger card. 2. Right now there are so many decks running graveyard hate such as Bojuka Bog, Grafdigger's Cage, and Scavenger Grounds, among others, that will render this card useless.
2 months ago
Some lands I will suggest are:
High Market: Just a little bit more life gain.
Ghost Quarter. There are lands you want to destroy from your opponents.
Ash Barrens: If you believe in deck thinning in your case.
Shizo, Death's Storehouse: Can make something even harder to block.
Castle Ardenvale: Can create tokens for you if you want to.
Hall of Heliod's Generosity: you play enchantments you don't want to lose. This can help you get them back.
Castle Locthwain: Card draw on a land if you really need it :)
Those are a few lands that can trigger Field of the Dead :D