Exiling graveyards isnt something we likely care about doing, so I dont think Scavenger Grounds is even worth it out of the sideboard
Once you play an epic spell, you can't play anything else ever again, so it has to be powerful enough to win you the game
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Its something of an all-in strategy that has a high payoff if it works out
When played, Time Walk simply allows the user to take an extra turn (directly after the turn in which the card gets played)
Its Grass Knot does 40 DMG and 30 more damage for the opponents retreat cost