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
2 weeks ago
I really like this deck! However, there are some improvements that could be made. For any future readers who are scrolling through, and don't want to read a page long comment, I will be using spoiler text.
There are many things that you can do, but there are three in particular that (are necessary) will improve this deck alot.
First: You have an infinite combo in this deck, but you're only running one copy of Temur Sabertooth and one copy of Temur Ascendancy. Those should both be 4 of's. Having only one of each makes way harder than it needs to be for you to land the combo.
Second (and Third): Next you should do two things; get the deck down to 60 cards, and start running less one of's and more 2-4 of's. Same as with the combo, only running one copy of a card makes it unlikely for you to draw it consistently. So, to streamline the deck we "trim the fat".
Modern is a turn 4 format. This means that decks in modern win in an average of 4 turns. This means that every card in your deck needs to be hand-picked, and contribute to your goal. From what I can tell, this deck is a retired Standard deck from Theros/Khans. While the core still works, you're going to need to look at the options modern provides. So when I say that your instants and sorceries do not contribute enough to merit a spot in this deck, I mean that your cards should be stream-lined and ready to perform every time.
To fill the void of all these instants and sorceries that are now gone, here are some suggestions:
Seek the Horizon: More Kruphix tribal, and it accelerates your lands. Good deal.
Artifacts: Raise the Bow to 2 of, get rid of the others and add 4x Rancor. You need Trample (you may want to even consider adding Nylea, God of the Hunt if there's room) because without it your 1M/1M hydra gets blocked by a 1/1 and that's it. The bow is useful because deathtouch+trample on a huge hydra is just ridiculous. (if you find you need something to cut, the bow should go. It's an accessory, not a necessity).
Land: Rather than tweek what you have, I'll give you what I'd use (Keep in mind that I try keeping the price down. There are better lands out there): 6x Forest 4x Island 1x Mountain 4x Evolving Wilds 4x Temple of Abandon 1x Nykthos, Shrine to Nyx 4x Frontier Bivouac.
Land Expliantion Show
You only need one mountain so that you can fetch it with Evolving Wilds. Only one Nykthos, Shrine to Nyx because it's legendary (a second in hand is dead) and because it's mostly there for fun (ridiculous amounts of mana).In the end this has 24 lands total (you could run 22 because this is a mana ramp deck, but 20 is pushing it). 24 lands is usually a safe amount of land.
With all the "trimming" done, there is now lots of room for you to play with what you want to use. To keep things interesting, rather than cutting more and running 4x any cards you decide to use (this is consistant and safe) I'd recomend you run 2x all the creatures you have (except Karametra's Acolyte, she needs to be 4x) and add 2x Elvish Mystic and 2x Sylvan Caryatid.
Plainswalkers: Only run 1 of's. These walkers are there to help you win, offer an alternate win condition, or turn the game around for you. Running multiple copy's is not going to help, unless you change the deck to focus more on using walkers to win you the game. I would also recomend you look at other walkers available in R/U/G (any combination of the three).
Once you've done all that (or whatever you choose to do out of this massive info dump), try it for a while, then look at what other cards are in modern. You can find new shiny Hydra's like Savageborn Hydra and Apocalypse Hydra, or find a new way for your deck to win, like with burn spells like Banefire. You could even go for a more green devotion ramp with cards like Leatherback Baloth and use blue for card draw/support. Infinite mana really opens up your options!
Finally, remember to have a goal in your deck, but more importantly, make sure the deck is fun to play. If it isn't: find a new deck to use. MTG is about having fun in the end.
I hope this helps! I realise now that that is quite a bit for one comment, but what's done is done.
I like the combo and the deck idea! Keep up the good work. +1