Godless Shrine

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar Expeditions (EXP) Mythic Rare
Gatecrash (GTC) Rare
Guildpact (GPT) Rare

Combos Browse all

Godless Shrine

Land — Plains Swamp

(: Add or to your mana pool.)

As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, Godless Shrine enters the battlefield tapped.

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Godless Shrine Discussion

bigschott on Im a poor modern player ...

3 days ago

I recently started playing modern. I started with black white tokens. 4 Caves of Koilos4 Isolated Chapel4 Godless Shrine11 Plains4 Intangible Virtue3 Honor of the Pure4 Raise the Alarm4 Gather the Townsfolk4 Lingering Souls4 Spectral Procession2 Sram's Expertise4 Path to Exile3 Zealous Persecution2 Brave the Elements3 Smuggler's CopterSb to taste. i bought gr tron and jund after but i did well for months with the deck. Best was 5-0 worst was 2-3. Any questions just ask. Sorry for crappy formatting, haven't been on here in forever.

Gypsyhatten on alesha testtest

1 week ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

Casey4321 on Scarabs that Actually Eat People

4 weeks ago

Might I suggest running say Isolated Chapel Godless Shrine to be able to use Dust which seems like a decent ability.

DRACULA150704 on B/W Humans budget

4 weeks ago

Godless Shrine & Athreos, God of Passage? very budget, Also very standard.

colton815 on Ally stacking deck

1 month ago

why Dimir Guildgate instead of Watery Grave? although you'd really be better off with Godless Shrine if you're only running 1 shockland. 20 lands isn't enough to reliably cast a 5 cmc spell. for what you're trying to do, you'd be better off adding green as well for Oran-Rief Survivalist and Harabaz Druid

demonicgrizzly on Sorin's Cruelty

1 month ago

I wouldn't necessarily sat to not play anything 4cmc, but the general rule of thumb for modern is this: if you are spending 4 mana or more mana, it needs to either a) immediately impact the board state and/or b) offer some kind of advantage or threat that must be answered.

Now I am not saying that your 4cmc and higher cards are bad, because they have their place. But what I am saying is that you need to consider the implications of your vards at 4cmc and up. What do they offer you? Is there something that can do it better? Is there a more powerful impact you can make spending 4cmc than Anointed Procession? Is that fast enough for what you want to accomplish? Again, for your position Anointed Procession Might be exactly what you want to bedoing in your deck on turn four. But think about what your opponents turn four looks like. Are they going to kill you? Are they going to cast Remand and out you behind a turn?

These are questions you need to answer for yourself, and this is a thought exercise that will benefit you in both your deck building skills and playing.

Now for some cards that I can recommend that would be really helpful, plus some explanations. Again, these are just suggestions that you can take with a grain of salt.

Inquisition of Kozilek - most of modern is spells 3 CMC and under. You can rob your opponent of a crucial creature or spell, and really ruin their opening plans. Now Duress does something similar, but it has type restrictions. The downside to the CMC restriction of IOK is much less than the type restriction of duress.

Concealed Courtyard - mana of two colors, untapped in your early game. Leave you open to play what you need faster.

Godless Shrine - again, mana of both colors of your deck that can enter untapped. Your life total is a resource, and your creatives have lifelink.

Path to Exile - very cheap removal, and giving your opponent land is the on,y downside, but it puts them behind, which is more important.

I suggest you go look into hat other black/white decks are playing and get some ideas. Specifically, look up black/white token builds and check ot their creature package.

Kjartan on Can't we all just be friends here?

1 month ago

If you feel like a big spender:

Snapcaster Mage, Engineered Explosives,Cryptic Command, Search for Azcanta  Flip, Collective Brutality, Ancestral Vision, and (If you really want some big cretures) Torrential Gearhulk are all amazing.

And getting a better mana base with more fetchlands:

Flooded Strand, Polluted Delta, Marsh Flats

A couple shock lands:

Hallowed Fountain, Watery Grave, Godless Shrine

A few more Fast lands:

Seachrome Coast, Darkslick Shores, Concealed Courtyard

And 2-5 man-lands:

Celestial Colonnade, Creeping Tar Pit, Shambling Vent

Would be great.

As for sideboarding. Don't keep it a hight priority, unless you play tournement magic. But if you run into theese: Get Dispel and Negate, they are cheap and effective. Also Stony Silence, that 1 Authority of the Consuls you currently have main, a couple Eidolon of Rhetoric maybe, Rest in Peace, (Or Grafdigger's Cage is rest's too expensive.) An extra Mass Removal effect, depending on how many you end up running main, and probably 1-2 Disenchant.

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