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.
Price & Acquistion Set Price Alerts
|TCGPlayer.com Price 1%||Cardhoarder (O) Price|
|$0.37||$0.68||$3.4||$2.73||0.02 TIX||0.03 TIX|
|Have (19)||Dadaman11 , gildan_bladeborn , StevenPJobs , the.beanpole , Spinalripper , saj0219 , CampbellStev , Rhathyus , TheDevicer , jwe94 , Natedammit , Squillis , philktoken8998 , caprioG04 , fireborne1986 , FearDeCthulhu , alphaword1283 , Lifa , Auriel|
|Want (5)||BrenoSulz , Eschamali , Ninjamonkey105 , CubanCigars , Ben_Dover|
Temple of Abandon Discussion
2 days ago
MattStar Thank you for commenting! Sorree it took so long to respond, kinda forgot.
Den Protector is interesting, but ultimately not good enough. I would rather pay 3 mana one turn rather than 4 mana over 2 turns. Ultimately it is personal choice.
2 days ago
Consider bounce lands or scry lands? Temple of Mystery Temple of Enlightenment Temple of Abandon Temple of Deceit Simic Growth Chamber Azorius Chancery Izzet Boilerworks Selesnya Sanctuary Temple of Malady Temple of Malice Temple of Epiphany Temple of Plenty Temple of Silence Temple of Triumph Rakdos Carnarium Golgari Rot Farm Dimir Aqueduct
2 days ago
Replace Temple of Abandon with another dual land. Preferably Copperline Gorge or Stomping Ground, but Karplusan Forest works too. Aggro decks never want their lands coming into play tapped in their first 3 turns.
Your sideboard needs work, too. Those creatures do nothing to improve your matchups. Play stuff like Shatterstorm, Beast Within, Vexing Shusher, Relic of Progenitus... y'know, stuff that actually gives you a fighting chance against certain decks. Even if you're on a budget, you can find some nice sideboard stuff for a low price (Destructive Revelry, for example). You just have to look for it.
4 days ago
You should try Talisman of Impulse and/or Gruul Signet. Ramping through manarocks can really help with both mana-fixing and ramp. Plus, with these and perhaps an Inkmoth Nexus or two, you could totally play Galvanic Blast profitably. Just something to think about.
Some other things is that I would cut a number of creatures, such as Arbor Elf, Ruric Thar, the Unbowed, Rampaging Baloths, Soul of the Harvest and Spellbreaker Behemoth. These cards are all rather weak.
Lastly, your manabase could use some tweaking, namely Stomping Ground and Wooded Foothills should be added, but I totally get if you can't due to budget constraints. Either way, Temple of Abandon should be removed, since you don't want your lands coming in tapped.
5 days ago
Yeah, that's fine with me. Do you by any chance have an unlisted Temple of Abandon? If not, any full arts to make up the difference is fine by me. Shoot me an email at [email protected] to hammer out details.
2 weeks ago
rothgar13 I think you may have overlooked the purpose of some of the cards.
Also, your build is much closer to the classic aggro deck(with the addition of CoCo) than this more midrangey build.
Madblind Mountain probably doesnt pull its entered tapped weight, but it does have a purpose, and that is to shuffle my library at instant speed during my upkeep to shuffle away non-shamans.
Oracle of Mul Daya It does have a mana dump, and that is Sensation Gorger, also it plays an incredibly huge roll of making sure my kinship triggers go off. Viewing the top card combined with shuffle and scry effect allow for a near flawless kinship track record.
I meant Temple of Abandon, lol. But the scry lands see play in various competitive modern decks, twin, delver, bloom titan, martyr, burn, ect ect. There are a lot of fast and aggressive decks in that list that do not seem to suffer from them, and many of them cannot benefit from the scry as much as shamans can with the needed kinship triggers.
Considering both of our decks have very similar curves, I have 2 more 4 drops and you have 2 more 3 drops, and you have no applicable ramp(bosk doesnt work), and you are equally required to have 4 mana on fourth turn for CoCo, it is strange that you would suggest I needed more lands. You as well are running 22 lands, and you cannot benefit from Bosk Banneret or the AEther Vial + Burning-Tree Emissary combo like me in order to get to your 4 mana cards out, turn 3 easily even.
I do like CoCo, and have a playset, but they fill different roles here completely, knowing what Im putting down and when is key in the deck. The ability to flash draw past a dead kinship trigger, ramp myself for 2 with Burning-Tree Emissary, and the needed hand dump to maximize the use of Sensation Gorger. Add to the fact that Aether vial starts working sooner, and is much more counterpell resilient(harder to counter something T1 than T4), and shamans are already so full of card and mana advantage that CoCo fills much less of a gap here than in other decks that can lack those traits midgame.
I have a love hate relationship with Flamekin Harbinger. He was run in the classic lists to find Rage Forger, the decks win condition. In this less aggro and more midrangey build, I find myself less reliant on getting a Rager out fast and beating myself against their defences until one of us is dead. I can play a little bit of a slower game when needed and gain incremental board advantage as the game progresses. I ran him in all of my previous builds I think, but he is just too dead of a play late game as although he puts the tutored(rage forger) card on top, which is nice for kinship, its just too slow and too restrictive in targets otherwise.
Anyway, I hope this has helped flesh out the understanding of the deck some more, there is always the deck description which covers most of the points I made here already if you wanted to check that out in more depth. I got the impression you missed out on the madblinds and oracles purpose originally.
Thanks for the reply, Im definitely taking out the mutavaults. The ravines fit super nicely, its too bad that they do not get a rage forger trigger the first attack though, that would have been nice!
2 weeks ago
So, to answer your questions:
22 lands? Yes. You want to hit a T4 Leaf-Crowned Elder every single game, and since you don't have mana dorks, that means you have to have enough lands to make 4 consecutive land drops every game.
Madblind Mountain? Does pretty much nothing. I'd cut it from the decka altogether.
Oracle of Mul Daya? Horrifically bad card for you. You don't have mana dumps, and its 2/2 body is way below curve. Drop it and never look back.
Mutavault? I'm with you - the does interfere with the deck's typical function. Because of that, I'd recommend Raging Ravine as the manland of choice (note its synergy with Rage Forger, by the way - because it can give itself +1/+1 counters, it can benefit from the Forger's ability, despite not being a Shaman itself).
AEther Vial is also interesting (because you do have a lot of 2-drops), but I'd rather play Collected Company in a -based deck. It gives you card advantage (which strengthens your midgame), and can result in super explosive turns if you flip one or more Rage Forgers.
Overall, I think your approach should be more aggressive - there are some beefy Shamans out there that you're not using, and I'd like to see you increase the consistency of your Rage Forger draws by packing Flamekin Harbinger to slow-tutor him. Here's my take on the deck, which I feel gets off the blocks much more aggressively:
SCORE: 1 | 0 COMMENTS | 47 VIEWS
Granted, I don't think this deck is perfect (as the large Maybeboard implies), but I do think this aggressive approach that I am espousing results in a better chance against the meta.
2 weeks ago
otherwise the deck looks pretty sweet!