Deserted Temple


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Odyssey (ODY) Rare

Combos Browse all

Deserted Temple


Tap: Add (1) to your mana pool.

(1), Tap: Untap target land.

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Have (1) TheRealPeaches
Want (3) Va1mar , mentor6 , BetaTest

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Deserted Temple Discussion

Profet93 on MonoEVIL

3 weeks ago

Nice deck. I like where you're going with this. As with a lot of mono black, I also get myself down to low life. I then become a lowlife by using Soul Conduit. While it does cost a lot to play and activate, getting 12 mana can't be too difficult in EDH. Especially with Thespian's Stage and Mirage Mirror copying coffers. Because why have 1 or 2 when you can have 4! Have urborg and Deserted Temple in play to add even more mana! You already have the candelabra which is great. It's also worth noting Mirage Mirror can dodge many forms of removal and can combo with dark depths. Moreover, thespian's stage can combo with dark depths.

In Garruk's Wake > Plague Wind. Personally I think both cost too much for what they do.

Forcefield is nice since you already have both maze effects

Rings of Brighthearth MUST GO IN NOW! 2 cards back to your hand? Double the fetch lands (ramp), double planeswalker activations. Please add this now.

Trading Post to help recur your artifacts, provide chump blockers, gain life if you're running too low, and MOST IMPORTANTLY, works well with Contamination. Also helps sac your artifacts to prevent them from getting exiled, as I'm sure your candelabra is a big target

Rishadan Port and The Tabernacle at Pendrell Vale. I suggest these expensive cards because your deck is currently valued at 7k.

Phyrexian Arena?

If you want some other ideas to incorporate into your deck, feel free to check out my deck The Descent Into Darkness. If you want suggestions of what to remove for some of my suggestions, let me know

MonoBlackCoffee on The Golden God

3 weeks ago

no list online right now but basically the important things are Rings of Brighthearth +Deserted Temple/Scorched Ruins or Rings of Brighthearth + Basalt Monolith, and Power Artifact + Basalt Monolith for infinite mana to cast a giant Exsanguinate and sometimes a Villainous Wealth, as well as Basalt Monolith + Mesmeric Orb + Laboratory Maniac as a way to win with lab man other than Doomsday, which I run as well as Gush, High Tide, and Brainstorm to win with Laboratory Maniac, I'll look into moving my updated list online soon but this is the important bit really.

PookandPie on Super Friends Commander/EDH

3 weeks ago

So, I heard your call requesting assistance, and here I am, lol.

Atraxa decks are kind of fun. I'm going to assume that you don't have a tremendously high budget for MTG (or at least Commander), and that's okay, I'll try and keep my suggestions cheap, and if some of them aren't cheap, I'll see if I have any substitutes that are cheaper.

An important thing to improve consistency is to add tutors: Cards that you can expend to look for other cards. Call the Gatewatch is a card that can let you grab a specific Planeswalker right when you need them. It might be really handy to have access to what is essentially two copies of Freyalise when your opponent just cast a Sanguine Bond or Exquisite Blood, and is about to go off next turn. Similarly, cards like Demonic Tutor and Vampiric Tutor are extremely good in your colors, but they're pretty pricey, I know. You can substitute Diabolic Tutor, instead, and maybe something like Enlightened Tutor to more regularly find Doubling Season. Actually, now I see you're not running doubling season, but E Tutor could still be good to find Rhystic Study, Overburden, or Pernicious Deed. Djeru, With Eyes Open and Thalia's Lancers can tutor up more Planeswalkers of yours when you need specific abilities at certain times (Lancers can now tutor Planeswalkers due to a rule Wizards of the Coast changed yesterday. Planeswalkers are legendary now).

Another important factor I try to have in all of my decks is ramp. Even my more durdly decks like Roon (Roon of the Fun Police) run tons of ramp because what's better than a 5 drop on the fifth turn? That's right, a 5 drop on the third turn. Running a ramp package of 8-12 cards will help accelerate you greatly so you can establish your board state much earlier in the game. Squeezing in those cards wouldn't be that difficult, either, as you could just remove some of your less-effective Planeswalkers and other spells to fit them in. My recommendation of Planeswalkers to cut would be:

Garruk Relentless. His abilities aren't super relevant (a lot of creatures in Commander get way bigger than his loyalty so you might not be able to flip him), and his ultimate on his transformed side is relevant for creature decks, of which this is not.

Jace, Architect of Thought. He's just not that great. -1 is pittance in Commander where things like Blightsteel Colossus can be dwarfed in size, and a miniature Fact or Fiction is still miniature. His ultimate isn't that great, either, and not worth taking 5 turns to get to when blue in Commander already has Bribery and Blatant Thievery.

Nissa, Steward of Elements. Her best ability is her 0, and you run so few creatures that her ability would only do something 1/3rd of the time its activated. Scry 2 is okay, but you don't have enough draw to truly take advantage of it.

I'm probably tiring both you and myself out explaining justifications for each cut, so I'm just going to lay out the rest of the ones I think aren't quite as effective as the others: Dovin Baan, Ob Nixilis of the Black Oath, Sorin, Solemn Visitor.

There's also some other spells that could be cut like:

Citadel Siege is really underwhelming. Tapping one creature seems really, really bad, and it's the only relevant ability this has unless you stick a token generator, which means you're already doing well.

Oath of Liliana is the worst of your Oaths by far.

Sandwurm Convergence is really expensive for a mostly defensive card.

Ramp additions that may help you:

Nature's Lore (this lets you grab your Temple Garden), Fellwar Stone as it's Exotic Orchard but a mana rock, various signets, like Azorius Signet, Dimir Signet, Selesnya Signet, and the like, Worn Powerstone can ramp you well but it doesn't mana fix.

Random suggestions: Primal Surge is really bad here because 15 cards in your deck are nonpermanents, which means you spend 10 mana and may only flip up one or two cards not even totaling ten mana when you cast it (feels bad). I would strongly recommend removing Primal Surge for this reason, because you may not get what you spend into it (by the time you get 10 mana, you may have 82 or so fewer cards left in your library, but up to 14 of them could be your instant/sorceries. You have an almost one in five chance of each card you reveal being an instant or sorcery, stopping this entirely, meaning you, on average, will get 4-6 cards off Surge before it ends with how your deck is currently built). Genesis Wave is a far more mathematically sound option- It scales up or down with your mana, and if you pay 10 into it, you might reveal a couple instants/sorceries, but you'll get the remaining cards underneath even if Hallowed Burial was second from the top of your library.

Your mana base can use some work. Here are my suggestions for that:

Forbidden Orchard. Not super expensive, and it does give your opponents tokens, but it fixes all four of your colors, which is valuable. If Orchard doesn't seem good, there's always City of Brass and Mana Confluence.

Do be sure to run a couple of each basic land. This'll give you access to things like Cultivate and Kodama's Reach, which guarantee a 5 drop on turn 4 by themselves, but also you won't get completely blown out by Ruination and Blood Moon.

Magosi the Waterveil is basically never good. The only way I know of to 'combo' with this card is a four card combo, of which you're running none of the other pieces (Rings of Brighthearth, Deserted Temple, and Amulet of Vigor, and I believe 5 mana from elsewhere). Just drop that card, lol, as it's basically never going to be that useful here.

I know this was a text dump, but hopefully this helps. There's a lot more I actually wanted to go over, but it'd probably be even more exhausting to read even more lol.

Jay3401 on

4 weeks ago

Lifeline, Rings of Brighthearth, Basalt Monolith and Deserted Temple are some cards that come to mind

Nisoth on Error 404

1 month ago

You know what's funny? Your Rakdos-playing friend is running a card that fits quite well in this deck: Deserted Temple. Easier time untapping your Magosi, the Waterveil.
Also, there are cards that get around Mycosynth Lattice/Darksteel Forge, like Merciless Eviction.
Have you considered Greater Auramancy and Spell Burst instead? Not quite as go-get-a-pizza, but absolutely bullet-proof with two Greater Auramancys on the table. Plus, you could "automate" it by just setting Spell Burst face up and saying "counter everything".
It occurs to me that I owe you a thanks. I had never thought of this before, now I have to add this combo to my Zur the Enchanter deck. Who needs friends?

hoardofnotions on The Scarab's reanimation!

1 month ago

Rings of Brighthearth copies Deserted Temple's ability targeting itself and cabal coffers. i think you need 5 or 6 swamps out to do it but that should be doable.

And yes, you caught my subtle hint.

You have 8 cards total in your deck that need blue, nothing is double blue. The only time you need multiple blue mana is if you're using your commander multiple times in a turn. I think you're fine relying on your dual lands to fix your colors. But i'm not playing this deck you are, if you like it keep it in!

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