Temple Garden


Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare
Zendikar Expeditions (EXP) Mythic Rare
Return to Ravnica (RTR) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Temple Garden

Land — Forest Plains

(: Gain or .)

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

Temple Garden Discussion

spyder1569 on Flicker For The Win

3 days ago

Hmm that's quite interesting that you say that. The idea for this deck started as Bant, and then went to Azorius because I wanted to eliminate that third color just for a "splash" card. And here I am back at Bant again just because I want to include Knight of Autumn anyways. With that being said, I do agree with you that it is likely a better side board option for truly competitive play and not just with my friends where I've actually had some success using the Knight just because of their deck strategies (and those are far from competitive.) The goal is to take this to a tournament if I can and actually feel like I have a shot to do fairly well.

I would replace the Knight with the Spell Queller as that helps me potentially deal with a lot of the spells I'm trying to avoid. So, the next thing I would have to consider is how I would best manage the side board and the mana base considering these factors. Maybe the sideboard should include three Temple Garden that can be swapped in, and replace the temples in the main board for Adarkar Wastes or Seachrome Coast ? Or maybe some other land?

I haven't even considered what I want to start having in my sideboard yet and there is quite a bit of work for me to figure out there. I've got to go look at some of my best options for the current iteration of Modern. Again, anyone that has any suggestions I'm very appreciative of that!

Cloudchaser.Kestrel on Infinite Mana for the Kill

1 week ago

You might want to clarify in your description that you need Temple Garden to make Nissa work as proposed. (and two leylines) to net positive

Murphy77 on Ajani M

3 weeks ago

Thanks vairafox

I had totally forgotten that Blossoming Sands was being reprinted. Yes, it certainly adds value. Not so sure of Temple Garden , but they will not detract from the deck too much (I am always hesitant to pay life early in the game).

vairafox on Ajani M

3 weeks ago

I’d suggest pulling the Guildgates and replacing them with Blossoming Sands which just does more for you on the board in terms of lifegain mechanics, if you draw one later in the game. Also, if you’re running three Sunpetal Grove you should consider pulling three basic Forest and two basic Plains to run a full play set, plus four Temple Garden and enjoy some turn 2 instabuff on a pair of Charmed Stray or attacking/playing on turn 3 a 3/3 Ajani's Pridemate after dropping that 2020 lifegain dual land.

ultima333 on Atraxa Superfriends

3 weeks ago

Currently missing 2 cards as of hte last time I did inventory - I must have lost them somewhere.

They are Temple Garden and Freyalise, Llanowar's Fury

Nicklaus95 on Urza's Trinkets (cEDH)

4 weeks ago

TypicalTimmy There are plenty of counterspells, and ways to protect your pieces. Generally, the deck moves so quickly that most opponents either don't have enough mana to interact or they are countered and then I combo off.

I plan on adding more wincons as I acquire them such as Walking Ballista and Codex Shredder , Brain Freeze , and maybe a Deadeye Navigator . I dont build lists with cards I don't own though. The idea is to win with infinite mana as fast as possible. It can even be turn one, or two.

czarkingrex My opening hand was Island , Chrome Mox , Frozen AEther , Ancient Tomb , Isochron Scepter , Sol Ring , Counterspell .

It was a four man pod. Opponent 1 Edgar Markov Opponent 2 Narset, Enlightened Master Opponent 3 Rafiq of the Many

I lost the dice roll so I went second. Opponent 1 played a swamp and, Indulgent Aristocrat and passed turn. Start my first turn. I drew into Mystic Remora Played my Island. Played Chrome Mox with Frozen AEther imprinted on it. Tapped my Island to play Mystic Remora Tapped my Chrome Mox to cast my Sol Ring . Passed turn. Oppenent 2 played an Island and, then Sol Ring , didn't pay the 4, I drew a card. Card Drawn was Mana Crypt . Oppenent 2 passed turn. Opponent 3 played a Plains and Sigarda's Aid , didnt pay the 4, I drew a card. Card Drawn was Dramatic Reversal Opponent 3 passed turn. Opponent 1 Draws, and plays a Temple Garden , taps Swamp, and Temple Garden to play Legion Lieutenant . Swings with 2 creatures at Opponent 3. Opponent 1 ends turn. Start my turn 2 Didn't pay the mana for the Mystic Remora , so it was gone now. Drew my card for turn. Memnite Played my land Ancient Tomb Played Mana Crypt Tapped Ancient Tomb , and two Islands to cast Urza, Lord High Artificer Put ** Construct into play. Tap Mana Crypt to play Isochron Scepter with Dramatic Reversal imprinted. Tap Sol Ring to tap Isochron Scepter and untap all nonland permanents. Tap all my artifacts for blue mana, generating 4 Blue Mana. Use 2 Blue Mana to tap Isochron Scepter . Repeat into infinity. Exile my whole library. Play Laboratory Maniac without paying its mana cost. Play Brainstorm without paying it's mana cost. Game won. Turn two. Opponent 2 had an Arcane Denial in hand but couldn't cast it. Only had colorless mana available. Opponent 3 was had no mana, and no response.

JagonFel on Modern Enchantress

1 month ago

@sprtsfan11 Wooded Foothills can also get a Temple Garden but I think the main reason for playing it is that it thins the deck. Every time you play Wooded Foothills you also get to remove another land from your deck so you can't top deck that land later when you need spells.

kamarupa on GW Proliferate

1 month ago

These are your best creatures: Evolution Sage, Hexdrinker, Huatli's Raptor, Managorger Hydra, Mistcutter Hydra, Tuskguard Captain. I suggest you increase most of those creatures to a full set (4x each) and cut the rest.

Other creatures worth considering: Grateful Apparition , Rishkar, Peema Renegade , Marwyn, the Nurturer , and Vinelasher Kudzu - (only with Harvest Season ), Incubation Druid , Predator Ooze .

You currently have 69 cards included. That number should be reduced to 60. I suggest cutting all the Instants, Sorceries, and Enchantments except Pledge of Unity. If after all the cutting there is room left over, I've outlined a number of spells that will add dynamism and range both with the creatures above and with other spells below.

I believe good lands are more important than Planeswalkers. Llanowar Reborn and Oran-Rief, the Vastwood are perhaps valuable enough to consider. Sunpetal Grove , Canopy Vista , Temple of Plenty , Fortified Village , Temple Garden , Windswept Heath are all worth considering, depending on your budget. Swapping out your slow lands for those listed above will improve both speed and reliability.

Other mainboard possibilities: Song of Freyalise , Bow of Nylea , Harvest Season , Beast Within , Generous Gift , Seal Away , Oblivion Ring , Journey to Nowhere , Blessed Alliance .

I completely support Inspiring Call and Avatar of the Resolute as well as Jiang Yanggu, Wildcrafter . The only other Planeswalker I consider worth including would be Nissa, Voice of Zendikar .

My thoughts on +1/+1 counters decks: Hardened Scales is overkill, over-rated, and slow. It's a very powerful card that doesn't necessarily speed decks to a win. The best +1/+1 counter decks include only low CMC creatures that can repeatedly provide their own counters. Creatures, especially any that get really big, will get removed pretty consistently. So getting lots of creatures down and swinging quickly and consistently is essential. This is all, of course, just my 2 cents.

I'll point out that there are enough creatures and spells that it's very possible to build solid mono-white or mono-green +1/+1 creature decks. I actually think it's easier to build a solid deck staying mono-colored - it's possible to go mono-color tribal with Humans, Soldiers, Elves, Allies, Oozes etc. The advantage to going tribal is more than just synergy - it's also a handy framework to round out a deck with advantages while also keeping the deck focused. Going tribal also opens the door to Cavern of Souls and Unclaimed Territory . I'd go so far as to say there are so many really solid +1/+1 counter spells, one of the hardest things about building a deck is narrowing it down to a well-honed point. I'm not saying I think you need to go mono-colored and/or tribal here, just pointing out ways to help focus the deck.

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Temple Garden occurrence in decks from the last year


All decks: 0.62%


All decks: 0.63%

GW (Selesnya): 100.0%

Commander / EDH:

All decks: 0.16%

GW (Selesnya): 2.75%

RGW (Naya): 3.5%

BGW (Abzan, Junk): 4.66%

GWU (Bant): 1.96%