Temple Garden

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Zendikar Expeditions Mythic Rare
Return to Ravnica Rare
Ravnica: City of Guilds Rare

Combos Browse all

Temple Garden

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

NyanNijet on populate

1 day ago

I would recommend dropping the Reflecting Pools, and swapping 2 forest and 2 plains for play sets of both: Windswept Heath and Temple Garden(again if funding permits.) Some cheaper alternatives to theses would be Sunpetal Grove,Temple of Plenty or since you have lots of tokens maybe try Cryptolith Rite

sirbar on hwagner

1 day ago

How about this instead

Your:

2x Scalding Tarn ZEN $50.77

2x Blood Moon MM3 $16.14

3 Gifts Ungiven 3.87

2 Baral, Chief of Compliance 3.52

total 148.97

For my

1x Obstinate Baloth M11 $4.57

3x Windswept Heath ONS $21.57

2x Wooded Foothills KTK $16.30

1x Temple Garden RAV $13.58

1x Birds of Paradise Conspiracy $5.35

1x Huntmaster of the Fells DKA $5 (MP)

1x Scavenging Ooze Media $3.83

2x Path to Exile FNM $8.22

1x Sol Ring CMD2016 $3.23

Total: 149.33

I changed it for the cards that I am prioritizing and for preferred art, cause I don't like the 9th edition Sleight of Hand. Let me know what you think.

hwagner on sirbar

1 day ago

Here's what I got!

My end:

2x Scalding Tarn ZEN $50.77

2x Blood Moon MM3 $16.14

1x Spirebluff Canal KLD $7.80

2x Sleight of Hand 9ED $4.55

Total = $150.77

Your end:

1x Obstinate Baloth M11 $4.57

3x Windswept Heath ONS $21.57

2x Wooded Foothills KTK $16.30

1x Temple Garden RAV $13.58

1x Birds of Paradise M12 $5.35

1x Huntmaster of the Fells DKA $8.25

1x Scavenging Ooze Media $3.83

2x Path to Exile FNM $8.22

Total= $149.35

These prices are going buy tcg market. Let me know what you think

Oboe on Humans and Clues

1 day ago

Hello Admiral, nice deck. I agree with Duck. Your deck needs more 1-mana creatures to be able to put a lot of pressure on your opponent early. 4 Champion of the Parish is a must. 2 Kytheon, Hero of Akros  Flip seems like a good inclusion too.

At 2-mana, Mayor of Avabruck  Flip is a natural choice to improve your deck. Burning-Tree Emissary is a fast and aggressive card that fits your deck well. It can be played on turn 2 or 3, followed by another human.

Another excellent card is Renegade Rallier. It lets you attack with your whole board, without fear of losing too many creatures.

Here are some humans that you may add to your sideboard : Aegis of the Gods against discard and burn, Champion of Lambholt to get through tokens and Abzan decks in general, Fiend Hunter to remove annoying threats, Mentor of the Meek for long and grindy matchups.

4 Windswept Heath and 1 Temple Garden are an excellent investment if you want to improve your mana base, at a fair cost, and you plan to enlarge your card collection.

JaceTheSwagSculptor on Uril's Revenge

3 days ago

Not sure if you know, but fetches can get dual lands. For example, Verdant Catacombs can get you a Savannah, Temple Garden, Taiga, or Stomping grounds in addition to its ability to get a basic. Fetches warrant their price for a reason.

Just leave the Cast Out. It's an amazing card and I don't really want to keep messing with the curve. We would have to remove Chaos Warp to keep the curve correct though. Grasp of Fate is probably better than Chaos Warp too (now that I think about it) just because it gets rid of three permanants with no drawback.

I would probably replace Retether with Regrowth. It helps you curve out better.

We really need to get rid of a three drop to curve out...hmmm how about this...

  • Holy Mantle -> Angelic Destiny. Gets you an OHKO with double strike. Plus it recurs itself.

  • Snake Umbra -> Stranglehold/Cartouche of Zeal. I don't think going down to 18 should be that different. Having multiple of the same effect is always good in EDH, but if you're worried about it I think the other aura is fine. Cartouche lets you recover well if Uril gets hit by a board wipe or close out a game for a low CMC.

  • Retether -> Regrowth.

  • I'll let you make the decision between Chaos Warp and Grasp of Fate. I don't think this one makes too much of a difference.

CSchademann on Simic Stratagem

4 days ago

No problem, This might be a little long winded but I hope you find it helpful. 1) Breeding Pool gives the player the option to have the land enter the battlefield untapped at any point during the game. Other dual lands will have conditions that won't always be as easy to meet. For example, Botanical Sanctum will only really be good in the first few turns (before you play more lands). While Hinterland Harbor requires you to have another land already on the battlefield to enter untapped. Breeding Pool and the other shocklands give the player the power to choose if it's worth 2 life for an untapped land without any other costs. Addionally the shocklands like Breeding Pool (which is both and Island and a Forest) have basic land types and that allows players to put them onto the battlefield with cards like Misty Rainforest. Whereas cards like Botanical Sanctum and Hinterland Harbor can't be searched for because they lack the basic land types.

2) A shockland is the cycle of lands like Breeding Pool (or Temple Garden, or Steam Vents, etc...) that can enter the battlefield untapped if a player takes 2 damage. It's a nickname for those lands because when a player has the land enter untapped it's almost like they have hit themselves with a Shock spell.

Sorry about the lengthy post but I hope it was helpful. Feel free to ask more if you want. Welcome to Magic, always nice to see more players joining the game.

JaceTheSwagSculptor on Uril's Revenge

4 days ago

I'm a big fan of the update, the deck has come a long way. However there still are a few things that I think would make the deck better still:

  • Unravel the Aether -> Qasali Pridemage

  • Rounding out the curve so that it has the look of a descending staircase. To do this we need to replace a 3-drop with either a 1-, 2-, or 4-drop. Snake Umbra is definitely the weakest 3-drop.

  • Holy Mantle could still probably be replaced. I still find this card to be really unimpressive at 4 mana.

  • Lastly, Grasp of Fate is still missing. This card is really hard to pass up.

I don't want this to get lost in translation over multiple posts so I'll try to fix the curve and you can either agree or disagree with my adjustments...

You mentioned getting rid of the color fixing enchants like Abundant Growth and Unbridled Growth, but those are there for multiple reasons. They add to enchantment count (for both Ancestral Mask & Ethereal Armor), can filter and/or draw cards, and provide early game fixing. There is not really a need to remove them as they actually do more than you think.

Do you find yourself getting board wiped that much that you need the second Replenish effect in Retether? If not, I'd just replace it with Regrowth. If so, just leave it.

The lands that I suggested were...Grove of the Burnwillows, Horizon Canopy, City of Brass, Mana Confluence, more fetches, and Okina, Temple to the Grandfathers. They will be better than the speed lands and with the replacement of more basic lands, better than the check lands as well. I definitely would not get rid of all your basics though.

My suggestion for your ideal land base would be...

1x Ancient Tomb

1x Misty Rainforest

1x Cavern of Souls

1x Arid Mesa

1x Command Beacon

1x Command Tower

1x Contested Cliffs

1x City of Brass

1x Okina, Temple to the Grandfathers

3x Forest

1x Verdant Catacombs

1x Horizon Canopy

1x Grove of the Burnwillows

2x Mountain

1x Scalding Tarn

4x Plains

1x Marsh Flats

1x Plateau

1x Mana Confluence

1x Flooded Strand

1x Sacred Foundry

1x Savannah

1x Stomping Ground

1x Bloodstained Mire

1x Taiga

1x Temple Garden

1x Windswept Heath

1x Wooded Foothills

I also love that you have this deck tagged as "casual," this deck is a far cry from casual. Lol

ej133 on Tasigur Ultra-Delve (Cruel Control)

1 week ago

Hey, bro. How're you doing?

Alright, you tagged this as competitive, so I'll do competitive criticism, ok? Nothing personal, but there's a lot to work here.

List time!

  • You're running 24 lands. Ok, that's a good number for a 5-color control. But there are some lands in your deck that are good for nothing. I mean, how you plan actually getting value from City of Brass in a competitive metagame filled with aggro decks like Burn, Death's Shadow and Affinity? Second, what are the odds of cards like Foreboding Ruins or Fortified Village coming untapped? You'd probably be getting more results with Dragonskull Summit or Sunpetal Grove, or even shocklands like a extra Blood Crypt and a Temple Garden, since you'll only lose 2 life once.
  • You have too many cards. In sideboard and mainboard. Like, you're playing 5-color control with creatures like Merieke Ri Berit and spells like Insidious Will, Dash Hopes and Anger of the Gods. The chance of getting the right mana for these are extremely unlikely, despite the fact that some of these cards are very bad (e.g. Merieke gets bolted, Dash Hopes hardly ever stops anything that really matters, Bloodhall Oooze takes a lifetime to be relevant, etc). You should trim it down to cards that are really game changing and not just cool cards you like.
  • Focus. That really matters when you're building a control strategy. Sometimes we get so excited when deckbuilding that we end up forgetting about the part where we play the deck, and put up a lot of things that are counterparts. Like, Lingering Souls for instance, is an awesome powerful card, but it's awful in counterspell strategies, because it is a sorcery that leaves you tapped out on turn 3. For the same reason, using three copies of Tasigur, the Golden Fang in a deck that does not have any way to get cards into the graveyard is probably a horrible idea. He is good in late game, but he is even better on turn 2, after Thought Scouring yourself, and cracking two fetches. BAM! A 4/5 on the second turn that dodges Bolt and Push. Deal with it, midranges.
  • Sideboard. Dude, Modern is The Sideboard Format. If your sideboard doesn't puts you back in track on game 2, then it's over. And your sideboard choices are a bit odd... I mean, in what matchup Cruel Ultimatum is particularly good? Royal Assassin... yes, it's fun and shit, but, how is he a better choice than more copies of Path to Exile or Abrupt Decay? Serum Visions is great, why not running it mainboard? Again, in what matchup they would actually help you more than others?

Now, into suggestions:

  • Define a strategy. Decide how are you going to win and what cards you need to get there. You wanna go Tasigur? Go Tasigur, but give it consistency to be your beater and make sure he'll be protected. Wanna go damage? Go damage, get up to 4 Lightning Bolts, Lightning Helix, Electrolyze, some Snapcaster Mages and do damage to the face. Wanna go slow control? Go slow, get some Celestial Colonnade and/or Geist of Saint Traft, or even take down some colors and win solely with Cruel Ultimatum! But, damn man, choose something and do it. Don't try to do everything.
  • Define colors. You don't wanna take down any? Ok, you can play 5-colors, just adjust the manabase. I, particularly, don't really like green in this build. Abrupt Decay and Scavenging Ooze sure are awesome, but they don't add up much to the masterplan.
  • Understand your meta and set up your sideboard. Too much creatures? Ok, keep the Ghostly Prisons. Too much burn? Add more Leyline of Sanctity. Tron is a pain in the ass? Pithing Needle them into silence. Your sideboard is an essential part of your deck, and, obviously, it must only have 15 cards.

I know it's a lot, and please, don't think I'm trying to offend you in any way, but this comment is about improving your deckbuilding.Anyhow, keep it up and keep on playing. You're going a good way. If you need anything else, feel free to call me.

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