Hunting Grounds

Enchantment

Threshold — As long as there are seven or more cards in your graveyard, this enchantment has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."

CMC
2
Mana cost
{G}{W}
Color identity
GW
Rarity
mythic
Set
Dominaria Remastered
Price
$1.01
EDHREC rank
#11473
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Hunting Grounds card art
Hunting Grounds puts a creature into play from your hand for free every time an opponent casts a spell with threshold active — that's a repeatable cheat-into-play engine stapled to a land. The catch is threshold: you need seven cards in your graveyard before it turns on, which makes it a build-around, not a slam-in.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Commander is where Hunting Grounds actually lives — the format's longer games give you time to hit threshold, and with three opponents casting spells every turn cycle, the trigger fires constantly once it's active. In Legacy and Vintage it's legal but has never found a home; the formats move too fast, threshold is unreliable without dedicated self-mill support, and there are cleaner cheat effects available. Hunting Grounds is functionally a Commander card: slot it into any graveyard-matters deck that can cross seven cards in the yard by turn four and it will repay the investment every game.

Key Combos

Combo lines featuring this card

Price Context

Current price

$1.01 cheap tier

At $1.01, Hunting Grounds is firmly budget territory for what it does — free creature deployment is a powerful effect category, and this price reflects its narrow threshold requirement rather than its ceiling. It's unlikely to spike without a breakout graveyard commander pulling it into the spotlight, but at a dollar it's a low-risk pickup for any deck that can reliably enable it.

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.