Land — Desert
: Gain .
, , Sacrifice a Desert: Exile all cards from all graveyards.
|Have (2)||, metalmagic|
|Want (3)||SamppaSjalv , CamVyoo , tideturner707|
Printings View all
|Commander 2020 (C20)||Rare|
|Hour of Devastation (HOU)||Rare|
|Promo Set (000)||None|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Scavenger Grounds Discussion
1 week ago
Some effects that exile graveyards, again, budget friendly (useful for about 3 of the cards I linked): Burn Away, Hedonist's Trove, Sentinel Totem, Crook of Condemnation, Tormod's Crypt, Agent of Erebos, Nihil Spellbomb, Angel of Finality, Identity Crisis, Kaya's Guile, Remorseful Cleric, Rakdos Charm, Mnemonic Betrayal, Scavenger Grounds, Bojuka Bog, Day's Undoing.
I’d recommend only running 3-6 of these if you run the 3 cards that care about empty graveyards that I mentioned earlier.
1 month ago
You are solving the wrong problem. You have 2 issues in Xenagos, Removal in response to a burst draw spell, and for you, Graveyard shenanigans.
To deal with card draw, greater good must go in. You're only sacrificing your creature if it's being targetted, and most of the time people will hold removal for Xenagos if they know what they are doing. As such, you are making their removal less impactful and you get to draw.
If they use your own creatures against you, why not slot in a Homeward Path? It fits in the landbase easily, is cheap and is one of many solutions. Grave hate can also be found in Scavenger Grounds amoung other 0-1 cost artifacts I can recomend should you wish.
Adding both of these will help with grave hate and your creatures getting stolen.
I recomend you cuts for everything if you are having a hard time with slots, easily.
1 month ago
Lastly, just as a friendly suggestion for the list itself, you may want to consider replacing Scavenger Grounds with Bojuka Bog, or maybe adding Tormod's Crypt separately if you're in the market for more graveyard hate. The bog provides less flexibility than the grounds in terms of the timing of when you can play it, but it also does not cost two mana to activate, nor does it require saccing and, perhaps most significantly, doesn't shut off your own graveyard in the process of hating out that/those of your opponents, making it the superior choice in my assessment. Additionally, I just wanted to mention that you might want to consider adding more basic swamps/duals with the 'swamp' subtype (the same goes for mountains) for Bloodstained Mire to fetch, though I suppose that it already is unlikely to run out of hits in this deck, as it can already fetch all of your duals. Oh well then. Just my friendly manabase suggestions.
1 month ago
Some cards that you might like: Brallin, Skyshark Rider Flip, Shabraz, the Skyshark, Rielle, the Everwise, The Locust God, Psychosis Crawler, Burning Inquiry, Molten Psyche, Narset, Parter of Veils, Alms Collector, a Niv-Mizzet of your choice perhaps, Fevered Visions, Magus of the Jar, Wheel of Fate, Teferi's Puzzle Box, Winds of Change and I'll stop myself there lol.
Something you could do that might be cool would be to run a lot of cards like Dictate of Kruphix, Kami of the Crescent Moon, and Howling Mine to boost everybody's draw (might make them consider not killing you lol). That would rip the rug out from under everybody and make your wheels that much more impactful. Make them discard 12 cards instead of 6 or 7! Plus you're getting them closer to drawing on an empty deck.
As far as card draw goes, my favorites are targeted X spells like Blue Sun's Zenith and Stroke of Genius as they could always be upgraded to kill tools with an infinite source of mana i.e. Dramatic Reversal + Isochron Scepter and I just like them a lot. If you decided to pursue group draw you could also experiment with stuff like Prosperity, Minds Aglow, and Fascination (you said you like options right?). Along with this I would add to your ability to win off of self mill with Thassa's Oracle and Jace, Wielder of Mysteries so that Lab Man has some friends.
I know you're running some recursion yourself but this deck has the potential to seriously fuel opposing decks with heavy graveyard interaction as their motif, for obvious reasons lol. Since you have have access to white you could always try Rest in Peace for the complete shutdown, and then maybe a Grafdigger's Cage just as another piece of graveyard hate. Alternatively, you might prefer cards with one time effects like Relic of Progenitus and Scavenger Grounds.. or you could mix and match! Up to you.
FINALLY, (yes I know, we're finally at the end) I would honestly just replace many of the dual lands you have that come in tapped with basics. I just personally don't enjoy having my lands come in tapped while everyone else gets ahead, and I really feel like basics are actually better than tapped lands even if they don't have the versatility or effects. Of course shocks and duals and fetches would always be nice, but we're trying to stay in budget so I'd just stick to the basics.
I know it's long but I just really enjoy researching cards and learning about different strats so I usually get carried away. I tried to stick with recommendations that stay under $10 but a few over the limit might've slipped through. I like your deck, hope this helped! :^)
1 month ago
So, Divine Sacrament doesn't quite do much for the deck, as the lack of creatures and ways to fill the graveyard cause it to add a little power to the board. I would just add Rest in Peace for disrupting the opponents.
Emerge Unscathed, Gods Willing, and Brave the Elements are fine spells. They are a solid one-for-one, but they act best in decks that can draw lots of cards. Mono-White cannot do that, so things that trade with the opponents don't cut it. Lightning Greaves continuously protects, Fractured Powerstone accelerates your game plan, and Enlightened Tutor is fantastic utility.
Anent being bereft of many lands, Temple of the False God is oft a dead card. It is only active if you are serendipitous enough to hit five lands without having much card draw. Scavenger Grounds hits the graveyards as a bonus to just being a lovely land.
That shall be all from me. May fortune betide!
1 month ago
, thank you again for providing suggestions on one of my decks! I will go with your advice and try to work in more lands to reach that 33-35 range. Any amount of land below 40 is going to be difficult to overcome.
I'm not sure what you mean by not enough artifacts for Spire of Industry, I have a total of 22 in the deck! Not only that, I have a few cards with the intention of bringing out more artifacts. Since I'm trying to voltron with the simplest of artifacts giving me deathtouch I don't see the reason to not include Spire of Industry if it's a nearly guaranteed way of getting there? If nothing else, it still taps for a colorless! As for Path of Ancestry, since the deck is tri-color I wanted lands that could tap for 3 mana, and even if the scry doesn't go off every time I still have the option for all 3 of my commander's colors. You pretty much included Nomad Outpost in the exclusion list for the same reason, so I'd like to know your reasoning and see what I'm missing in terms of sacrificing a 3-color option land for a 2-color option land? Buried Ruin is my backup in case any of my key artifacts get dumpstered, which is likely since they're badass. I think I'd rather keep Mistveil Plains instead of a plain plains just for the utility of possible recursion. If I were to take it out it would be replaced with Elixir of Immortality... which is a GREAT idea thanks for the insight lol. I can see taking out Temple of the False God due to my lack of X cost spells, high cost spells, and the inclusion of Ancient Tomb already.
**_All-in-All, I think I will make the following edits:
1 month ago
Nice deck and nice story! +1 from me!
I think your deck could use a little upgrade on the land section. The average mana cost for your deck and the number of lands don't really seem to fit, so I would recommend changing some of the lands you have now, and adding around 2-3. Here are some options I would recommend.
- Fast Lands:
- Inspiring Vantage
- Concealed Courtyard
- Blackcleave Cliffs
- Pain lands:
- Battlefield Forge or Sunbaked Canyon
- Caves of Koilos or Silent Clearing
- Sulfurous Springs
- Dual Fetch Lands: (They can search for shock lands like Godless Shrine)
- Arid Mesa
- Marsh Flats
- Bloodstained Mire
- Filter Lands
- Rugged Prairie
- Fetid Heath
- Graven Cairns
- Battlebond/Commander Legends Lands
- Spectator Seating
- Vault of Champions
- Luxury Suite
- Single Lands
- Prismatic Vista
- Fabled Passage
- City of Brass
- Exotic Orchard
- Strip Mine/Wasteland
- Forbidden Orchard
- Gemstone Mine
- Gemstone Caverns
In my opinion, you could cut all the temples but those could stay and be effective. You don't run enough artifacts for Spire of Industry or Buried Ruinto work the majority of the time so that should go too. Path of Ancestry should DEFINITELY go, you don't run enough creatures for it to be good, Mistveil Plains could be replaced with something beter that I mentioned, and the same goes for Scavenger Grounds, Temple of the False God, and Nomad Outpost.
In the end you don't have to listen to any of these suggestions, but I would certainly add some of the ones I mentioned and include around 33-35 lands instead, due to your average mana cost. If this helps be sure to check out some of my decks, like Double Trouble EDH and A Deal With the Devil EDH, I would appreciate feedback if you can! Anyways though hope this helps good luck on your deck an have a great day! happy tapping!
1 month ago
On Field of the Dead, I'll be honest, I've kept it out of the deck simply for flavor/card design consistency. I run 21 Godzilla forests. It's true, the deck might win a bit more, play more competitively, etc., but those Godzilla lands just look so pretty and that sounds very much like a social EDH decision to me :). I am running enough utility I could probably still run it if there's something else I decide to pull.
Scavenger Grounds needs to be in every deck. Still struggling to decide what to pull out