|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Rare|
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Shrine of the Forsaken Gods
: Add to your mana pool.
: Add to your mana pool. Spend this mana only to cast colorless spells. Activate this ability only if you control seven or more lands.
Shrine of the Forsaken Gods Discussion
3 weeks ago
The thing you wrote about mana sources with restrictions (like somberwald sage etc.) losing those restrictions is not true, Kruphix's ability only makes the mana colourless, any additional riders still apply. Take a look at the second ruling on Kruphix's Gatherer page. This means Somberwald Sage , Snowfall , Eldrazi Temple , and Shrine of the Forsaken Gods don't actually work as you're intending them to.
Snickles' advice is also wrong, Wastes is not a basic land type and doesn't count towards Collective Restraint's ability, see the 4th ruling for Wastes on the Gatherer.
I used to run Awakening in my Kruphix deck but I found it gives way too much advantage to everyone else at the table, so unless you're playing it deliberately for a group hug type effect, I would just run Worldly Tutor , Chord of Calling or Green Sun's Zenith as effectively a second copy of Seedborn Muse.
1 month ago
qwikster, the deck is old and it use to have 4 eldrazies in the deck, now its 2 eldrazies. Void Winnower and Artisan of Kozilek , both are good cards, and the Eldrazi Temple is a land that taps for 1 colorless (with no restricting cost) or 2 colorless (for eldrazies). Plus it's a land that comes in untapped, and has no downsides. Except for Caged Sun , but I don't always have caged sun. I also have Shrine of the Forsaken Gods . basically for the same reason but this works on more cards.
So however you want to look at it, it can be incidental ramp with no downside
2 months ago
I'm not understanding why Jodah, Archmage Eternal is your Commander... your whole deck is R/U aside from seven cards (five of which are for mana fixing), and you only have seven cards with a CMC higher than 6.
You could probably cut the W and G cards and just run Saheeli, the Gifted as your commander, because she makes tokens and reduces casting costs - which is your stated game plan.
If you're set on Jodah, maybe add something like: Composite Golem, Omniscience, Kaleidostone, Legacy Weapon, Fist of Suns, Cascading Cataracts, Blightsteel Colossus, Chromatic Lantern, Conduit of Ruin, Brass's Bounty, Shrine of the Forsaken Gods, etc.
6 months ago
TheRedGoat: I'll keep those power boosters in mind, but I haven't had power issues since changing commanders to Traxos.
Struyk: Hexproof yes. Shroud, no. Once my commander has shroud, I can't target him to equip anything to him, which defeats my gameplan of loading him up.
Cippo: Sea Gate Wreckage is only in the deck once (you'll see this if you sort by Type). It's listed twice because it fills multiple roles within the deck (both as a Land and a source of card draw). I personally prefer Shrine of the Forsaken Gods over Temple of the False God because the Shrine always gives me mana. It sucks pulling the Temple in an opening hand or drawing it early game and having it be a dead land for the first few turns. You're absolutely right, I need a Metalworker in here... someday when budget allows.
Litdaze: Artifact board wipes are painful. Other than Warping Wail, I also have Darksteel Forge but that's about it. And yeah, I've increased the land count a bit. I find I have tons of ramp, just need to make sure I've got 2-3 lands to get me started.
Cereal_Killer: On their own, the Kaldra equipment have nice effects but are expensive to cast/equip. With 99 cards and very few ways to tutor any of them, I don't think I'll ever see the full set in play at once, which really lowers the value of them. Seems a better fit for a 60-card deck where you can include multiple copies (and have a smaller library) for a better chance of hitting all 3.
6 months ago
Well first of all, good to see another Eldrazi player! As you've gone the Tron lands route, I'd recommend that your primary acquisition is a playset of Expedition Maps. This makes it far more likely that you'll assemble your big mana, gives you a turn one play when you don't have Temple plus Mimic AND will make Emrakul cost less. Next, ditch those copies of Shrine of the Forsaken Gods. They suck as ramp, and I think you'd be far better off going down to 24/5 lands backed up by Maps. If you want useful colourless lands then look into Sea Gate Wreckage, Mirrorpool or a fourth Field of Ruin. Ugin's Nexus probably won't do much for you. Finally, I love Reality Smasher and would definitely go with four at the expense of an Endbringer: casting one on turn three with enough spare mana to pump it with Spatial Contortion and get in for eight is amazing. Plus their "nearly hexproof" is super relevant as colourless has no counters for instants or abilities outside Not of This World. Other than that seems pretty solid for a casual deck!
7 months ago
You have Sea Gate Wreckage in there twice, one in land, one in card advantage.
You've got a lot of utility lands, may be worth running Expedition Map
Not sure what your budget is for suggestions but you've got 68 artifacts in this deck so Metalworker is gonna give you more mana than all your rocks combined.
7 months ago
temple of the false god isn't modern legal. are you thinking of Shrine of the Forsaken Gods
7 months ago
I'm really glad you enjoy the deck! First things first - card mentions. You can mention a card in any way with this method. I'm gonna use round brackets - ( ) - and then square ones - [ ] - so you can see.
((Krenko, Mob Boss|Alternative name))
As for the menace suggestion - giving my elementals evasion isn't a matter as complex as looking for more keyword abilities to slap onto them. Just juice 'em up with damage, and Trample will do the rest! (how red that sounds :DD) But it really is simpler to just make them bigger; with enough damage, they become virtually pointless to block, and nobody wants to trade into tokens that will get exiled.
I have multiple ways to ramp, actually (I've thought long and hard of what to put in as ramp); it's just that a bit of them are disguised as synergistic pieces: Ashnod's Altar, Dowsing Dagger Flip, Sword of the Animist, Semblance Anvil; there's also Sol Ring, Thran Dynamo, Gilded Lotus, Myriad Landscape and Shrine of the Forsaken Gods.
I am the only person on our tables to ever cast a counterspell, so REB is less than necessary :DD
Finally, the deal with Opal Palace is a pure case of maths. Another simple part of the deck is that usually, after casting your commander, you'd use your mana to pay equip costs, so it's a case for whether that mana goes better to put +1 counters or to equip. The average equip cost in the deck is 1.82, so I'd roughly amount 1 mana to almost half an elemental, 47% of a keyword and about 1.28 points in stats. If I'm casting my commander for the second or third time in a game, Opal Palace is kinda worth it's 1 manna investment. Also, if it isn't worth, I can always tap it for colorless, and if by some hellish chance I'm color screwed, I can fix myself with its second ability.
I hope I didn't rant for too long; Happy brewing! :DD
Shrine of the Forsaken Gods occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%