Temple of Abandon

Legality

Format Legality
Noble Legal
Hero Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Theros (THS) Rare

Combos Browse all

Temple of Abandon

Land

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

Coward_Token on Gahiji: Forever War

2 days ago

Very well, here's my latest jank for your consideration (take your time)

Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.

(Invasion Plans/Angel's Trumpet/Total War): Weird group slug cards, dunno if they're too weak compared to e.g. Warmonger Hellkite and/or too prone to backfire.

Ramp:

Harvest Season/(Growing Rites of Itlimoc  Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)

(Burgeoning): Cheap and obviously triggers frequently in multiplayer, but conflicts with Oreskos Explorer.

(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.

Continuing my quest of exhausting every possible card advantage option known to beast, god and man:

Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)

Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.

Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.

Captain Sisay: Repeatable fetching of Kor Haven, Gisela, Iroas, Rhys, Fumiko, Kazuul, Michiko, Mirri and Selvala. Nothing from the Recon group but I think Kor Haven and Selvala alleviates things.

(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).

(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.

Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).

Other misc. cards which you've probably already considered and rejected, but just in case:

(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).

Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.

(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.

(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)

(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.

Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)

Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).

(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.

Gottsplitter on Intet, The Dreamer

2 weeks ago

Nice deck! I play something similar for a long time. Got some new ideas from your take on Intet like second combat phase with World at War or Hellkite Charger.

Here are some suggestions:

As I understand you don't want to play cards that reveal your topdeck card. So I did not include the whole "see your topdeck card and shuffle"-Theme.

For more ideas you can check out my take on Intet, the Top Deck Queen

Greetings from Gottsplitter

Mandalorian on Death is OK for Prossh

3 weeks ago

I'd be happy to help with the mana base!

For budget you can add more of some of the cycle you already have included like the scry lands of Theros block and the bounce lands of Ravnica block. Temple of Abandon, Temple of Malady, Gruul Turf, Rakdos Carnarium.

There are also the pain lands, Sulfurous Springs, Llanowar Wastes, Karplusan Forest

Buddy lands may have gone up a bit because of standard but I think I would still consider them budget for commander purposes, Dragonskull Summit, Rootbound Crag, Woodland Cemetery.

Battle lands, Cinder Glade and Smoldering Marsh

Cycle lands, Canyon Slough and Sheltered Thicket

Check lands, Foreboding Ruins and Game Trail

I don't consider any cycle that doesn't untap on your untap step or refers to storage counters to be very good, so at worst you could go with the "enters tapped" and life gain cycle, Foul Orchard, Bloodfell Caves, Jungle Hollow, Kazandu Refuge etc...

Usually in commander, and in a three color deck especially, you want all the color fixing you can get so I'm not really suggesting some of these over the others. I would recommend simply getting your hands on any of them that you can. TO BE CONTINUED WITH NON BUDGET.....

majorappliance on How to train Ur-Dragon

1 month ago

wow, this land base is quite awkward. That vivid cycle is gonna slow you down, even running like the khans tap lands Tranquil Cove Dismal Backwater at least gain you life. Or maybe the scry lands from theros like Temple of Malice Temple of Abandon Temple of Plenty. I also like Cascading Cataracts because it generates any combination of five. If you want more lands that make all colors may as well run Rupture Spire since you already got Transguild Promenade and maybe a Mana Confluence. Of course, nothing shores up a landbase like Chromatic Lantern.

usaDiabetic on Atarka Gruul Ramp/Double Strike

1 month ago

After a quick look, I like the deck so far, the only thing I see right now is the land count is a little low. Also, not a huge fan of Ally Encampment.

For lands, maybe Mosswort Bridge, Nykthos, Shrine to Nyx, Spinerock Knoll, Temple of Abandon and Temple of the False God

SaltySpecula on Progenitus

3 months ago

If you're looking at getting big dudes onto the board, you can't go past Quicksilver Amulet. Since you're using a lot of the Theros Gods, Dragon Arch will also work well. In addition, Cryptic Gateway would work as well for your gods. Also while it will take a bit of time, Aether Vial is likely to serve you well.

Also, if you intend to use the tap tri-lands, Amulet of Vigor is a requirement. And if you put that in, go for the Theros temple Scry lands: Temple of Abandon, Temple of Deceit, Temple of Enlightenment, Temple of Epiphany, Temple of Malady, Temple of Malice, Temple of Mystery, Temple of Plenty, Temple of Silence, Temple of Triumph

They also fit the god theme of your deck.

If you'd like, take a look at my version of this deck and see if you can find anything there to help:Pantheon of Ages Past

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