Temple Garden

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Temple Garden

Land — Forest Plains

(: Add or .)

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

lhetrick13 on Give your opinion on my dinosaur deck!

1 month ago

Lopende_Band - Like many of the people commenting, I also run a dinosaur deck but Gishath, Sun's Avatar is my commander so the deck (Gishath Spared No Expense!!!)runs slightly different but many of my experiences are likely still relevant.

  1. Do I run a good amount of lands (or is it too much) I personally feel like you need around 36-37 lands for dinosaurs. Your average CMC is 4.0 so that means you likely need more lands in the deck that normal plus heavy ramp. Between your lands and ramp/acceleration of the deck, I would make sure you have at least 50-55. That will make it so your deck is very consistent and you can cast those big dinos earlier than like turn 6-7. Urza's Incubator for Knight of the Stampede would be an expensive swap but very worth the investment. Some of your human mana dorks, you may consider swapping out for just mana rocks. Mana rocks are much harder to remove although I would highly recommend Selvala, Heart of the Wilds if you are going to stick with just straight mana dorks and not run a dork with some utility. If you start with her in your opening hand, your deck will be amazing! Forerunner of the Empire also is an amazing card that is a dino tutor and Enrage triggerer. Please consider him in your deck.

  2. Should I run more basic lands in favour of lands that come tapped? If possible, run as few tap lands as possible...it will speed up your deck. There is a reason why shock lands like Sacred Foundry, Temple Garden, and Stomping Grounds are expensive and it is because you can chose if they come in tapped or not AND they are fetchable. As you do have a good amount of ramping sorceries and dinosaurs that fetch basic lands, you need at least 8-10 to make sure those cards do not become worthless but tap lands are not good.

  3. Do I run too many creatures? (39 seems like a lot) Like I said, you could likely drop some creatures in exchange for more consistent game play. Unlike Gishath, Sun's Avatar where you specifically need to hit dinos to cast them for free, your commander's ability triggers only once per turn and can cast any card. So can drop the creature count for more support.

  4. Should I add any more of card draw / targeted removal / board wipe and cut a piece of ramp? You do have very few interaction cards in the deck for removal. I would recommend adding things like Trapjaw Tyrant and Silverclad Ferocidons. Both cards do work. I find that there are very few times I need to wipe the board playing dinos but I actually need to prepare for board wipes. SO I run alot of protection spells to protect my big dino boardstate rather than mess with my opponents.

  5. Do I have enough wincons in this deck? (e.g. akroma's will) Overwhelming Stampede and Akroma's Will are nice finishers for stompy decks. You might consider Aggravated Assault to get some extra combats so your big creatures can swing multiple time per turn rather than just one big push.

DreadKhan on my wife

7 months ago

Have you thought about an Aura or two in here to help your couple consistently survive combat? I like Unquestioned Authority more than a little in a deck like this, but I also like Holy Mantle, both are budget too fwiw.

I like Blighted Woodland in a deck like this, but there is also Krosan Verge, and Verge can actually find you two dual lands if they have the Plains/Forest typing, I checked and in your colours there are Arctic Treeline, Radiant Grove, and Scattered Groves that you could add. All should be cheap, and while none are as good as Temple Garden, I find a budget deck can run a few ETB tapped lands and not lose, especially if they are duals. Wood Elves is another relatively cheap ramp creature that can find either an untapped Forest if you need mana that turn, or a dual if you don't need the mana right away. There aren't a ton of cheap ways to fetch non-basic Forests, but they aren't bad. I think you might consider Crop Rotation to dig out one of these ramp lands, but if you added Temple of the False God to your list (I would add a 35th land for it if you add it) you can use Crop Rotation like a Sol Ring when you draw it later, either way it can help get your Commander out.

I am very confident that you should run Sylvan Offering, it even got a LotR reprint, so it's incredibly cheap right now. Another card that is usually pretty bad but is probably pretty good in here is Orochi Hatchery, each turn you can make a bunch of tokens for your couple to buff. Silverwing Squadron is pretty cool, it makes decent tokens and can be a large evasive attacker. It's probably not completely on flavor, but Nacatl War-Pride can make quite a few tokens, and you can stack the triggers from War-Pride and your Commander so that you first make the tokens and then give each a counter, it can be a better Ezuri's Predation. Not sure if you should run Predation or not, it's a heap of mana but Selesnya decks are often good at ramping, you should lose nearly nothing to Predation if you've been buffing your board, but you get a 4/4 for each weenie your opponent's have, and if you somehow haven't buffed your Commander they only have 3 power. I'm not sure if it's really a great card or not without cards that can put it on top of your deck for next turn, but Entreat the Angels can make quite a few Angels sometimes, which can make for fun/memorable games. It's pretty bad if you only get 1 Angel, but if you're getting 3 or more it's not a bad card.

It's a bit higher budget than you want at this point (it used to be really cheap for a long time, so I bought some and wondered why everyone else was sleeping), but Blossoming Bogbeast would be bonkers in here, if you swing with your power couple, Bogbeast and 3 other creatures each of them gets +6/+6 (and most get a +1/+/1 counter) and Trample, your creatures don't need to be very big for that to be very scary, if you've got 10 creatures attacking with Bogbeast you get +12/+12. It's less explosive than a Craterhoof Behemoth (an expensive staple), but it can be bigger and better (while coming down sooner), and it's not an ETB so you can use it again, so I think if you wanted to upgrade it'd be worth looking at.

eliakimras on Dinosaurs go Rawr!

7 months ago

Great build! Dinosaurs are such a fun experience for newcomers.

Some points you might want to consider regarding your ramp package:

1: Ramping with creatures or artifacts is riskier than with lands (boardwipes usually leave lands alone). Also, has many mana doublers that benefit from land ramp:

2: If you're willing to include Cinder Glade and Canopy Vista (or their expensive siblings Stomping Ground, Temple Garden and Sacred Foundry), you open up some more options for you:

3: Then you might want to increase your land count. 33 is too few for Temple of the False God to realiably function.

I recommend swapping out your mana dorks for lands that ramp you (you can never have too much mana with kill-on-sight Gishath, Sun's Avatar):

4: Some card draw:

5: Better combat tricks

6: Broader utility

I'd suggest removing Reliquary Tower. If you have more than seven cards in hand as Gishath, you're already winning hard. In its place, consider one or more of the following:

BotaNickill on Ang-Hellic

8 months ago

darkmus, thank you again for taking point on this and for all of your help honing my decks! Khoaemon, thank you for the upvote and interest! darkmus is definitely better at explaining all of the interactions of the deck and far more in depth in their explanations. So if you are truly interested in learning the ins and outs of Angel tribal than check out their builds.

I personally love the Angel tribe most of any in MTG history, and I would always encourage anyone else to love them as well! I will offer my two cents on gameplay of this deck for posterity sake. I am a big fan of the white/black vs of the Modern Angel Deck as it offers us a variety of kill/exile/tutor spells if we desire them, Vindicate or Anguished Unmaking, Doom Blade, or Damn, etc. That plus the flavor of the Godless Shrine has always spoken to the heretic in me.

All that being said, I am a big fan of Selesnya and darkmus sure provides good arguments for those colors as well. i.e. Sigarda, Font of Blessings and Shalai, Voice of Plenty, also, hexproof rules! And, Heroic Intervention.

An Ideal first turn would be a Godless Shrine or Temple Garden, followed by Speaker of the Heavens, Esper Sentinel or Giver of Runes, though you could also do Segovian Angel or Aether Vial. ( I feel like we still need a better first turn play, but these are the best options A.T.M)

turn two is Bishop of Wings or Giada, Font of Hope

turn three, Righteous Valkyrie if you have it, or more of the same from T1, T2. or maybe removal.

turn 4, Resplendent Angel. and boom! More angels, more life than your opponent can handle, and With no interaction, you have most likely won the game by your next turn.

If you have not overpowered the opponent by then, you will hopefully keep spawning more angels via Resplendent Angel or boosting other angels via Giada, Font of Hope or your finisher angels Archangel of Thune or Lyra Dawnbringer.

I hope this helps, and let us know if you need any more assistance! That's why we are all here!

enpc on Slivers Commander Primer (looking for help)

10 months ago

There area few things that stand out for the deck.

The first is that you don't have much low ot the ground ramp. I get that you're running a sliver deck, however with the addition of cards like Birds of Paradise, Noble Hierarch and Ignoble Hierarch it helps to get some early game (and flexible for a 5 colour deck) mana down. Your land base isn't terrible, but I would look at adding a few more shocks if you can (focus on the X/G ones, so in this case Temple Garden) and potentially one or two of the tri-colour fetchable lands. Then adding Three Visits means even more value can be had.

Another thing that stands out is that you don't have a lof card draw. Your commander gives slivers cascade sure, but since a lot of the rest of the deck is control you don't typically want to cascade into removal that you may want to hold up, or especially counterspells. I would look tor try adding a bit more raw card advantage and especially pieces that let you get waht you need (i.e. a few more tutors). I would also recommend Green Sun's Zenith - you have a lot of powerful slivers that it can get, but it can also get gemhide/manaweft sliver so this helps with your ramp consistency.

Lastly, your control suite is quite high costed. For only having 4 counters, Cryptic Command is a very blue heavy card and would potentially server better as something cheaper. Stuff like Anguished Unmaking is also generally going to be better than Mortify, but I would also look at Swords to Plowshares and then removal like Nature's Claim, or even Return to Nature. They're slightly less catch-all, but 2 cmc removal is much more playable than 3 cmc removal.

DraconicDestruction on Tokens, Tokens, and more Tokens

1 year ago

Those cards are really good in token decks, but I am trying to make this deck somewhat affordable so that I can buy it later on. this is also the reason why im not running any lands like Stomping Ground, Sacred Foundry, or Temple Garden and finishers like Elesh Norn, Grand Cenobite and Craterhoof Behemoth (that and their high mana costs).

Ziusdra on Ixalan Park

1 year ago

Since you have shock lands, Ranger's Path and/or Three Visits might be a ramp spell you can get behind, since it doesn't require basic land types and you can fetch your shock lands right onto the battlefield tapped. Even if you don't need green, fetch the Temple Garden or Stomping Ground to expand your white and red mana. Better yet, Jetmir's Garden for when you can spend a few extra bucks on the deck again.

Also, no hideaway lands? I feel like all three of the hideaway lands in your colors would be easy to trigger by your deck, especially the Mosswort Bridge.

lhetrick13 on Spared No Expense!!!

1 year ago

NonetheWeisser - I love the dinos. The Enrage is a really fun mechanic that is seriously underrated in my opinion.

You are not wrong that lowering the mana curve would be ideal but it is hard to. Dinos are just so BIG and EXPENSIVE! The amount of creatures that drop the cost of dinos mixed with the addition of 4xUtopia Sprawl does help get things out fast. An example of an ideal hand I have played would be:

T1. Play something like Temple Garden and cast Kinjalli's Caller.

T2. Play a land that produces and cast Marauding Raptor then cast Ranging Raptors and reap the benefit of enraging Ranging Raptors.

T3. Play another land and cast Regisaur Alpha pumping Marauding Raptor and perhaps dropping Reckless Rage or Savage Stomp on Ranging Raptors to clear the way to swing for damage.

I am pretty excited for the The Lost Caverns of Ixalan set to drop in 2023 to get some more dinos. Not to many in the tribe to choose from but very fun somewhat janky deck to play!

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