Temple of Abandon

Temple of Abandon


Temple of Abandon enters the battlefield tapped.

When Temple of Abandon enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

: Add or to your mana pool.

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Temple of Abandon Discussion

hoggyhay222 on Animar, Soul of Elements Casual

54 minutes ago

Lands that I'm not crazy about: Desolate Lighthouse, Frontier Bivouac, Gruul Turf, Lumbering Falls, Kessig Wolf Run, Lumbering Falls, Raging Ravine, Simic Growth Chamber, Temple of Abandon, Temple of Epiphany, Temple of Mystery, Temple of the False God, Wandering Fumarole

My reasoning for the most of these is that it is very important to hit Animar on turn 3. The sooner you can start your engine, the better. Lands that enter tapped unfortunately aren't super helpful for that.

I don't mind the bouncelands Gruul Turf, Simic Growth Chamber in decks that have a lot of multiple-per-turn land drops, but I don't think that is happening as much in this deck.

Temple of Abandon, Temple of Epiphany, and Temple of Mystery are all fine in casual decks, but I'd say if you wanted to make things just a little smoother try making these into untap lands. I would say there are probably the last on the list of lands to change out.

Manlands don't really do a whole lot in EDH unfortunately, and coming in tapped isn't worth the mana fixing. I would say these are some of the high-prio cuts in terms of land changes.

Temple of the False God I would say is the first cut. I don't like this land at all, because it doesn't do anything when you need it the most (first couple turns), and two colourless mana late game is... Less than impressive. Especially with a general like Animar.

Next, I would like to see us trim the curve a little bit, so that we can power out a bunch of smaller creatures faster, and then jump straight to the big stuff.

I am less a fan of Artisan of Kozilek, Craterhoof Behemoth, Sphinx of Uthuun, World Breaker, Vigor, Progenitor Mimic, Deepfathom Skulker, Xenagos, God of Revels, Kalonian Hydra, and Forgotten Ancient.

For a lot of the choices, I feel like by the time you start casting creatures that big you want them to have a massive impact to the game state. Craterhoof Behemoth for example doesn't provide that impact unless you have a vast army of tokens- I've even cut it out of my own Elves list. I just don't think you need as many cards up at this CMC, so this should help you get a little bit more traction.

The only smaller card I'd really consider definitely cutting is Primordial Hydra. It doesn't do anything other than be a big beater for two mana, and that's best case scenario.

For recommendations, I'd suggest getting the rest of the shocks and fetches for sure. I understand it's a pricey investment, but it's worth it. I still don't have all of mine for my Tasigur deck! But Breeding Pool for sure is super great.

I think I'd also like to see some more mana dorks. Arbor Elf, Kiora's Follower, Sylvan Caryatid Copper Myr, Iron Myr, Silver Myr are all great additions. Especially the Myr, as they act like the Diamond cycle of mana rocks, plus are creatures for Animar that work well with him after he's cast.

I'm surprised I don't see at least Sol Ring, and I'd also recommend Chromatic Lantern

For protection, Lightning Greaves and Swiftfoot Boots are both great options for protection. Also Soul of New Phyrexia.

I like Woodland Bellower, Peregrine Drake, Temur Sabertooth, Cloud of Faeries, Consecrated Sphinx, Phyrexian Metamorph, Fierce Empath, and Altered Ego for other creatures. Grinning Ignus as well might be a fun way to keep getting mana for as long as you have extra red.-

I'd also seeing about slotting in Glimpse of Nature and Chord of Calling, and maybe Green Sun's Zenith. Green Sun is also handy with Dryad Arbor, for an extra turn one mana dork.

Here are some of the changes I'd suggest experimenting with!

I know you don't want to make this deck too competitive, but I wanted to make it a bit more streamlined so that you'd have a bit more fun.

Let me know how you feel!

Pulsar on Fury of the Wild

3 days ago


Sorry, didn't see this.

The absolute best substitutes for Stomping Ground is Copperline Gorge, there should actually be some in this deck list but I haven't updated this in a long time. Cards like Game Trail will do fine though. This deck needs to be fast so you really must avoid cards that tap on entry like Temple of Abandon, Rugged Highlands and Gruul Turf. While these cards may seem tempting on a budget this deck is already not a tier 1 deck, if you slow it down with tap lands it really won't perform well. If in doubt, just use basics.

As for Cavern of Souls I'm not aware of any land which performs the same role that it does. You will be better off either replacing it with utility lands such as Tectonic Edge, Encroaching Wastes or Kessig Wolf Run, or just adding in more basics.

Hope this helps and enjoy the deck!

aaronichi on RG Tireless Atog Clue (T.A.C.) Cannon

1 week ago

How did I miss Vault Skirge and Memnite?! I think replacing Raging Ravine with Wooded Foothills is a solid call. First off it's a little cheaper. Second, it'll potentially trigger Tireless Tracker's Landfall more. Might go for Evolving Wilds instead of Temple of Abandon for that reason.

Comment with the deck you build off this idea. It would be great to see where this idea brings you.

villon on Let the Maelstrom Begin

1 week ago

I'd highly consider cards like Scroll Rack and Sensei's Divining Top as they help make the good ol' Space Crab cascade into better stuff. I'd also add in Tooth and Nail, Avenger of Zendikar, and Craterhoof Behemoth as it's essentially a 1 card win if you get the mana. Defense of the Heart works in this way too. There's also other cool stuff you can do like counter your own Wanderer with Spelljack and recast it for free for more cascade triggers.

I'd also cut Everflowing Chalice and Astral Cornucopia since they come into play with 0 counters if you cascade into them off of Maelstrom Wanderer (you can pay the kicker cost on the chalice, but it's not ideal) - maybe swap them for something like Thran Dynamo, Coalition Relic or if you can get one, Mana Crypt

Rupture Spire , Kazandu Refuge and Thornwood Falls can cheaply be replaced with Temple of Abandon , Temple of Epiphany and/or Temple of Mystery - the free scry with Maelstrom Wanderer can be huge in smoothing out your draw or making sure your cascade is awesome.

I'm not sure of your budget, but there's several other things you can swap for almost strict upgrades too. It can be a slow process, I've been upgrading and altering mine for years :)

BurntSushi573 on A Flamed Kiss Of The Serpents Tongue

1 week ago

I would switch out the Gruul Guildgate with Temple of Abandon for that extra scrying.

Delta-117 on Hale Hydra (tribal)

3 weeks ago

Sorry for all the individual posts, but you should add Temple of Abandon, Oran-Rief, the Vastwood and Rogue's Passage. The Ulvenwald Hydra for example can find your Rogue's Passage.

Slack3rN3rd on Trample werewolves

3 weeks ago

For your land base you should have more dual lands like Stomping Ground, Rootbound Crag, Temple of Abandon, and Cinder Glade. Fetch lands work too like Wooded Foothills (It's only going to get more expensive from now on. And don't forget some good utility lands like Kessig Wolf Run and Flamekin Village. I really think that Xenagos, God of Revels should be in here too and maybe Purphoros, God of the Forge. But the deck looks pretty solid now that it is just two colors.

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

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Set Rarity
Theros Rare

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