Tap: Add (1) to your mana pool.
(1), Tap: Untap target land.
|Want (2)||BX223Hunter , Chase417|
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|Commander / EDH||Legal|
Deserted Temple occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Deserted Temple Discussion
11 hours ago
Yawgmoth's Will - Recursion and powerful
Helm of Obedience - Can be used as leyline for another infinite combo. Not great on it's own but worth considering
Rings can also be used with Magus and your commander for additional utility. With fetches, it can help ramp you or blow up their lands with strip mine. Draw more cards with top, draw more cards with necro in exchange for mana instead of life, and much more....
1 week ago
I have A LOT of suggestions and questions for this deck. But I'll start off with a few since it's a bit late...
Ancient Tomb > Temple of False
Valakut, the Molten Pinnacle - Value, synergy with thawing glaciers. If you wanted to, you could add a Deserted Temple for thawing glaciers and an Expedition Map to help ensure land drops and get them together (although unnecesary to add temple and expedition map, just an interesting idea)
Where is your card draw? I barely see any. I know thats red's weakness and you have Tome, wheel of fate, hedron, mindstone, Chandra torch, light up the stage, experimental frenzy, outpost siege, chandra fire, and torch. But that doesnt seem like enough? I know what I listed is long, but most of those don't pull too much weight. You should consider adding Endless Atlas, Humble Defector, Solemn Simulacrum and last but not least Skullclamp. Skullclamp works with norin given the new commander ruling, and makes those myrs do more work.
Given you run experimental frenzy, have you considered adding Ugin, the Ineffable + Sensei's Divining Top? Both of those with experimental frenzy lets you draw your entire deck, and each piece is good on it's own. Top for filter and is cheap to cast, Ugin to get rid of enchantments which is red's 2nd weakness, "card draw" and makes 1/5th of your deck cheaper to play.
WTH is chartooth tiger doing in here? Same with Copper Tablet. Both seem misplaced, the tablet I "kind of get" but it doesnt actually interact with the board in any meaningful way. Not looking at anything else, those 2 are RIPE for cutting.
I REALLY like tanglewire, thats good to note. Cool with norin and tanglewire itself, thats given me something to think about.
Would love to hear your comments on each suggestion. If you want to take a look, here's my Deck
2 weeks ago
2 weeks ago
VeggiesaurusRex Granny puts a heavy beatdown on my pod :D
2 weeks ago
2 months ago
Profet93. Thank you for your advice!
You're right about how I started this build. I definitely googled a bunch of mono-black combos and smashed them into this deck. Feedback like yours is exactly what I was hoping for.
That said..I've cut out a few combo's and added a few of your recommendations.
Imp's Mischief looks awesome and I cant wait to play it!
Rings of Brighthearth - I recently purchased one of these, but it has yet to arrive, I'll definitely add it.
Will play around with Panharmonicon.
Thanks again for your input.
2 months ago
This deck seems like you just stuck most of the combos you could find within black. There is some synergy, but overall you can find yourself with a lot of dead combo pieces. What you should do is stick to 1-3 (4 if you can actually make the deck more viable in dealing with interaction at 3) key combos that you use most often and that synergize with your deck. I'll let you decide what you think is best to keep and not.
Imp's Mischief - Counters counterspells, redirects targeted draw, extra turns, removal, etc.... Very powerful
Corpse Dance - W/ commander = 5 mana instant speed tutor
Rings of Brighthearth - Synergy with 12 cards, including top which can act as a draw source with rings. If you were to add fetches, thats even more value. Or even better yet, a Panharmonicon for extra ETB value.
Cut piranaha marsh for Deserted Temple to untap coffers
I dont see any way for you to deal with artifacts and enchantments. If you want recomendations for artifact/enchantment removal or if you want to discuss the deck further, lmk. Looking forward to your response on each suggestion
2 months ago
It's been surprisingly consistent so far, to the point that I took out most of the other cheat-stuff-into-play effects.
The main way to turbo-ramp is tutoring out Lotus Field+ Deserted Temple and land enchantments like Wild Growth. I can usually ramp into Golos, Tireless Pilgrim turn 4, and tutor a combination like that onto the field by turn 6 or so; those 3 cards give 7 Mana on their own, and I can start activating my commander.