Scavenger Grounds

Scavenger Grounds

Land — Desert

: Gain .

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

Latest Decks as Commander

Scavenger Grounds Discussion

Asmoeus on Veyran, Voice of Cantrips

1 day ago

Removed Exotic Orchard for Scavenger Grounds - to deal with graveyard decks

Removed Highland Lake for Access Tunnel - Intent is to make Veyran, Voice of Duality unblockable before stacking spell triggers.

Removed 1xIsland for Halimar Depths

plakjekaas on Using the graveyard as a …

1 month ago

There's so many cards that recur cards from your graveyard in every color, you're doing yourself a disservice if you don't run anything.

Especially in a format like Commander, where your opponents combined probably run more answers than you have threats in your deck, you need to make sure that a simple opposing Wrath of God or an overloaded Vandalblast is not the final word on your gameplan, or you're gonna have a bad time in the last half of the game. You could try and fix the problem with tutors and card draw, which you should already be running, of course, but in a singleton format, there's a chance you just need that unique effect once more, but the card is in your graveyard. A Bala Ged Recovery  Flip, an Eternal Witness, a Mystic Sanctuary, a Reanimate or a Sun Titan can work miracles for you in those situations, and even with a Rest in Peace in play, none of them are completely dead cards. So low risk, high reward, and you don't need to focus on a graveyard strategy to enjoy the benefit of reusing its cards.

For exact the same reason, you should run some graveyard hate. Something like Scavenger Grounds or Soul-Guide Lantern which still has other utility even if you don't have to exile a graveyard. Low opportunity cost with max utility, every deck can run them. They don't hurt in your hand, and well timed use can even win you the game.

Or you could lean into not using the graveyard and Rest in Peace to hose everyone who agrees with what I just said ;-)

Omniscience_is_life on What is your pet tech …

1 month ago

Man, I love this question. Sometimes I wish I was less competitive so I could play more pet cards...

Scavenger Grounds is not by any means unknown, but it's one of the few cards that I put in all of my decks. GY hate is so important, but I feel bad taking a "real" card slot up for a RIP or other.

SufferFromEDHD on Death by Manlands

1 month ago

RevenantBacon29 you linked Scavenger Grounds but were describing Field of the Dead?

Scapeshift is already in the deck?

Gates is the opposite direction of aggro manlands.

I will add more card draw effects.

RevenantBacon29 on Death by Manlands

1 month ago

I think Scavenger Grounds would be a great addition for this deck. Since you're running only a handful of basics, the "have 7 or more lands with different names" is pretty much a guaranteed trigger once you drop it, so it's basically free extra value off of all of the rest of your lands and gives you some free blockers for when you're on defense. Also consider adding Scapeshift so that you can pull your better lands straight into play. Another thing is you have next to no card draw, so maybe swap out some of your "play an extra land" cards and sub in some kind of draw effects. Lastly, you may or may not want to consider running a Gates wincon set.

lil_cheez on Bad Omen

1 month ago

Hey friend! Mark your commander with CMDR so we can know!

Also you can't use Bojuka Bog in this deck... a good one is Scavenger Grounds

hyped1221 on Darien, King of Lifeloss

3 months ago

Hi there! Coming over from your comment on my Darien deck. Looks like a solid list! I do not like to give a ton of recommendations as it is your deck and should be a reflection of you! I will give a few thoughts (while trying to stay budget friendly with an additions), and if you would like more insight I would be glad to help.

As far as lands are concerned, being mono white you have the flexibility to run some solid non basic lands. I am assuming you are running lots of basics due to Extraplanar Lens . I will touch base on that below. A few lands that make sense flavor wise and just in general would be Arcane Lighthouse (get around shroud/hexproof for removal), Grand Coliseum / Nomad Stadium (budget pain lands), Scavenger Grounds (graveyard hate), and War Room (card draw). Tower of the Magistrate is really fun for repeatedly giving an opponents creature protection from their own equipment.

I see you mentioned Solemnity is there for protection against infect. Depending on your meta that could be the right call. If so I would look to remove both Archangel of Thune and Cathars' Crusade as Solemnity completely shuts those cards off.

One other quick thought would be to consider swapping Extraplanar Lens out for something else. I used to run it a lot and found it to be incredibly lackluster. When it stays and people leave it alone it is great! But that never seems to be the case. If it is removed you are out not just the mana you spent on it but a land as well. Not having snow basics makes it easier for your opponents to benefit from it too. If it is working for you though, great! I never had such luck.

I will leave it at that. If you have any questions or thoughts please let me know. Have fun with Darien!

Guerric on [Primer] Enchantress's Pillowfort: A Tuvasa Guide

3 months ago
With Modern Horizons 2 we get the best update for this deck since Theros: Beyond Death. We have two fabulous new toys and a great reprint to add to the deck. Id I hadn't already picked up a copy of Solitary Confinement we'd have four, but if you haven't yet definitely do, as its one of the most busted cards you can get for this deck. Without further ado, here are the cuts and adds with justifications for them.

Sterling Grove IN Open the Vaults OUT

I've wanted this fabulous little treasure for awhile as it definitely belongs in the deck. It combos with Privileged Position to make our entire board invulnerable, and ourselves too if we also have Solitary Confinement on the board. To top it off we can always sacrifice it in the later game to tutor any enchantment we want, which can often be game winning. Open the Vaults is at best an emergency card that most of the time does nothing. Wraths in general are declining in the format, and mass enchantment removal is even more rare. It still does nothing if they exile our enchantments, and we can still mass recur them with either of our planeswalkers, or stop the wipe in the first place with Arcane Denial . Its just not worth the slot.

Sythis, Harvest's Hand IN Rest in Peace OUT

We have a new enchantress on the block! And this isn't just any old enchantress, but a legendary one who costs two mana, is an enchantment creature (hence super tutorable) and has no restriction on cards that can be drawn per turn. Fabulous! Rest in Peace is only good as graveyard hate, and I'll probably just slide Scavenger Grounds into the mana base to replace it. It'll be better of in my Ranar the Ever-Watchful deck. :)

Sanctum Weaver IN Island OUT

We finally have an enchantments tribal version of Elvish Archdruid , or a non-land version of Serra's Sanctum . Amazing! All the mana this can generate will allow us to cast Omniscience easily, at which point we won't need it any more. As for the Island, this deck draws cards like mad and can definitely do with only thirty-six.

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