|Commander / EDH||Legal|
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|Zendikar Expeditions||Mythic Rare|
|Return to Ravnica||Rare|
|Ravnica: City of Guilds||Rare|
Combos Browse all
Land — Forest Plains
(: Add or to your mana pool.)
As Temple Garden enters the battlefield, you may pay 2 life. If you don't, Temple Garden enters the battlefield tapped.
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Temple Garden Discussion
2 days ago
Applesauce_Magician, Thank you very much !!! If you want to save a little you can use basic land instead of Temple Garden, Sunpetal Grove and Temple of Plenty, try to use 12x Forest and 8x Plains. Sigarda, Host of Herons and Dragonlord Dromoka can be replaced as well for something of your choise hahaha
TheAlexGnan on G/W
3 days ago
Since you yourself have talked about Windswept Heath, and fortunately its not the most expensive fetchland, I'll go ahead and propose a mana base with it:
In your Colors, Horizon Canopy is an Option, albeit a very expensive one.
Generally speaking, i think 5drop planeswalkers are too greedy, even with acceleration. The only reason you would Need Cryptolith Rite is to cast them, and rite is just a bad Card in many situations.
applejaxxx528 on G/W
4 days ago
That1guy69 on G/W
4 days ago
I would drop the Vault of the Archangel because they are just not necessary and then I would also drop 2 Grove of the Guardian so you can get some more dual lands in there or even fetch lands like Windswept Heath or Temple Garden or even Blossoming Sands. You could also throw in Advent of the Wurm cause that's a pretty cool card as well. Other than that sick deck dude/dudete!
5 days ago
5 days ago
try to play fetchlands and shocklands. Flooded Strand, Polluted Delta, Bloodstained Mire, Wooded Foothills, and Windswept Heath, Misty Rainforest, Verdant Catacombs, Scalding Tarn, Marsh Flats, and Arid Mesa. Your shocks are Blood Crypt, Breeding Pool Godless Shrine Hallowed Fountain Overgrown Tomb Sacred Foundry Steam Vents Stomping grounds Temple Garden Watery Grave.
1 week ago
Ima start with path before I forget them. Some cheaper alternatives would be Sunlance, Journey to Nowhere, Condemn. If I think of others I'll post them. Path is getting reprinted in a couple weeks. So keep an eye on it =P should be cut in half at least.
What exactly do you mean by too much mana by the middle of the deck?
So Ghostly Prison is better specifically because it can come down 2 turns earlier. Sphere of Safety is a finisher of sorts in white control. That's in a deck running 4 Ghostly Prison, Runed Halo, Nevermore. By itself, sphere is just too slow. Which btw, I tried making a version of this with mostly enchantments, but sadly it made Sphinx's Tutelage not work very well. Need those cantrips! Anyway, Ghostly Prison is better in a deck whose win condition is not control, because it keeps you alive long enough to achieve your goal. If you were in a hard control deck, Ghostly Prison would keep you alive to play Sphere of Safety.
So.. Lands. Brace yourself, this is gonna be long.
This is always a rough topic because lands are hands down the largest barrier for entry new players face with this game. Unless you want to play mono colored decks, shock lands (like Hallowed Fountain) just make your deck better. Lands that enter tapped are inherently bad unless they do something game-changing. This is because they will frequently cause you to delay playing something when you need to have it out that turn. Shock lands allow you to make that choice. If you need something you can take 2 damage and get it out. If you don't need it, let it enter tapped. This is where fetch lands come in. Fetch lands (like Flooded Strand) make your shock lands better. This is by allowing you to make the desicion to have your shock land enter tapped or untapped on your opponents turn. So as an example, let's say it's turn 2 and you could play Remand or Thought Scour. If your second land is a shock, you'd have to shock yourself to keep mana for Remand. If you play a fetch, you can wait for your opponent to make the first move. If they don't play anything you care about, you can just fetch at the end of their turn and get your shock land tapped. But if they had played something you don't like, you could fetch right then and there, gotten your shock land, or even a basic land, untapped and countered their spell. It's all about giving yourself more options at any given point in the game. In addition, fetches get more lands out of your deck, increasing the probability that you'll draw cards which will win you the game. And it doesn't matter with your deck, but say you were running a three color deck; we'll say . A Flooded Strand can fetch Breeding Pool, Hallowed Fountain, and Temple Garden. That means a single land gets you any of your 3 colors. Quite the game changer.
Those are the 2 most important kinds of lands in modern. However, you're bound to see others with more specific functions. For instance Mystic Gate is called a filter land. It's pretty bad early on in a game, but not useless. Later in a game it enters untapped without having to shock yourself, so it's great for longer games; thus it fits great into control and tempo decks. The last one that I think is critical to understand is fastlands. fastlands fit into very fast decks and look like Botanical Sanctum. They work best here, because the downside doesn't matter much if you just win before one would enter tapped. Other decks can play them, but usually only 1 or 2. Something like infect will run 4. Also, Google future sight special lands. They're all completely different, but I'm sure you'll see a few of them.
I hope that helps. Hopefully my lands explanation wasn't too long winded. lemme know if you have any other questions! =)
1 week ago
Well let me first say that Doubling Season exists which would require no splash.
If you want to splash a third color you're probably going to need a real mana base.
Taking budget into account: