Temple of Abandon


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

Printings View all

Set Rarity
Theros Rare

Combos Browse all

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.)

mana symbol t: Add mana symbol r or mana symbol g to your mana pool.

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0.03 TIX $0.04 Foil


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Temple of Abandon Discussion

Pro_Noob on Beginner Deck #2: Gruul Aggro

5 days ago

Temple of Abandon might be good. it's a little slow, but it does help even out the deck, plus it is pretty budget friendly. good deck though, and especially for a $20 budget in modern.

WaseosaWrengler on Temur Dragons

1 week ago

So I'm going to list some cards that I think will be good for your deck!

Non-Dragon Creatures

Sakura-Tribe Elder cheap and easy, really great ramp options

Acidic Slime utility creature, obvious uses

Xenagos, God of Revels is a win condition with the right board

Trygon Predator another great utility creature

Thassa, God of the Sea the scry is amazing, the unblockable is nice

Solemn Simulacrum one of the best EDH cards I reckon

Shaman of the Great Hunt insane card draw with dragons

Dragonspeaker Shaman Duh

Consecrated Sphinx if you've got the money, this is an insane card

Phyrexian Metamorph one of the nest clone cards

Dragon Creatures

Icefall Regent decent dragon, good ability

Keiga, the Tide Star pretty good ability

Scourge of the Throne powerful effect

Tyrant's Familiar actually very powerful if you have your commander out as well

Stormbreath Dragon one of the best dragons


Worldly Tutor get dragons

Reality Shift some of the best removal in blue

Pongify more removal

Rapid Hybridization even more removal

Counterspell or Mana Leak are just better than Swerve

Krosan Grip can deal with pesky artifacts

Izzet Charm, Simic Charm, and Gruul Charm should be considered, but aren't necessary

Dig Through Time is insane

Cyclonic Rift is one of the best board wipes of all time

Stroke of Genius and Blue Sun's Zenith for card draw

Beast Within is great removal as well


Ponder and Preordain for early game and deck manipulation - similar to brainstorm

Decimate is brutally good

Blasphemous Act sometimes you gotta watch the world burn

Farseek can get shocklands if you add them

Cultivate and/or Kodama's Reach for ramp

See the Unwritten free dragons

Treasure Cruise draw three for one mana basically

Curse of the Swine exile wipe is great

Vandalblast personal favourite of mine


Frontier Siege could be sweet

Rhystic Study one of the all time bests - a must have

Asceticism protection! lovely

Monastery Siege similar to frontier siege.


Simic Signet ramp

Gruul Signet ramp

Mind Stone ramp

Chromatic Lantern ramp

Gilded Lotus ramp

Commander's Sphere ramp is important

Thought Vessel decent card actually

Darksteel Ingot guess why

Lightning Greaves protection for your commander

Swiftfoot Boots see above

lands -three colour decks need non basics to work here are some basic good ones. There's seriously a lot of good lands, so pick and choose from some that I list below!

Command Tower every deck needs one

Frontier Bivouac taps fro all three!

Breeding Pool, Steam Vents, and Stomping Ground - the shocklands. great lands and very useful.

Temple of Mystery, Temple of Abandon, and Temple of Epiphany are all decent as well

Temple of the False God is also amazing in most edh decks

Reliquary Tower is also very good!

Simic Growth Chamber and Gruul Turf to go with the Izzet Boilerworks

Rootbound Crag Hinterland Harbor and Sulfur Falls are all great cards

Swiftwater Cliffs Thornwood Falls Kazandu Refuge and Rugged Highlands all work well for cheap

check out the fetch lands if you want, expensive but very useful - Wooded Foothills Misty Rainforest and Scalding Tarn

Rogue's Passage is a good utility land

Halimar Depths another utility land, specifically for blue though


Ugin, the Spirit Dragon is a dragon and very powerful

MegaMatt13 on Don't copy, get inspired

3 weeks ago

Your mana base looks really good. You've got a lot of dual lands, chromatic lantern, explosive vegetation, kodama's reach.

I like the "Temple" series of dual lands. They are affordable. Yes, they come into play tapped but I think the ability to scry 1 is worth it. Temple of Epiphany, Temple of Mystery, Temple of Abandon.

Gidgetimer on When building a multi-colored deck, ...

1 month ago

Most lands come in cycles and the cycles have a relative ranking. The ranking of how well you like the lands can vary a bit and depends on the legal cards for the format. My personal ranking follows. Some people may disagree on specific order but overall relative ranking should be similar.

  1. Fetches (Wooded Foothills)- This may be a little contentious and it is this high mostly due to 3+ color decks running multi-lands with basic land types. Thinning is a fallacy, but fetches are still the primo land.

  2. ABUR Duals (Taiga)- Comes in untapped, taps for 2 colors, has basic land types. Everything a mage could ask for.

  3. Shocks (Stomping Ground)- Pay life for it to come in untapped, taps for 2 colors, has basic land types. Still cream of the crop, but now it's a little more painful.

  4. Filter Lands (Fire-Lit Thicket)- There is a large difference between shocks and the rest on the list. Here starts the second tier of lands. They are good but a little more situational. Filters come in untapped and as long as you have one color of your mana you can produce any combination of two mana of the land's colors. They have to produce 2 mana to produce colored though so that is a little drawback.

  5. Battle Lands (Cinder Glade)- This one may be significantly lower on other people's lists, but I put a premium on basic land types because of fetches and other cards that grab by basic land type (Farseek, Nature's Lore, etc)

  6. Check Lands (Rootbound Crag)- Again an interaction with basic land types. This time it isn't a type the card has, it is that it checks for types to come in untapped. Most of the time these are going to come in untapped on turn 2+ and tap for 2 colors of mana.

  7. Fast Lands (Copperline Gorge)- Great lands for aggro decks. Comes in untapped early game no matter what. Once you get to turn 4 onward they will likely come in tapped though.

  8. Shadow Lands (Game Trail)- You have to have a land with a basic type in your hand to get these to come in untapped. They are good for early game fixing but are bad mid-late game top decks.

  9. Pain Lands (Karplusan Forest)- Comes in untapped and lets you get colored mana for a life each or colorless with no drawback.

  10. Odyssey Filters (Mossfire Valley)- These are hard to place on the list. Worthless without another mana source but fixing if you have any other land. These cards are often overlooked when making a mana base but should be considered for color intensive decks or singleton formats.

  11. Charge Lands (Fungal Reaches)- Eventually you will have all the colored mana, eventually is gonna be a long time.

  12. Scry lands (Temple of Abandon)- This starts the lands that unconditionally come in tapped. I feel that this third tier of lands should only be used sparingly. Coming in tapped isn't horrible but it can leave you playing a turn behind other players. With that said, these are the tapped lands with the least drawback.

  13. Gain Lands (Kazandu Refuge)- About the only other cycle of tapped land with a benefit. Gaining a life is better than nothing.

  14. Tapped lands (Gruul Guildgate)- They make 2 colors...

The rest of the cycles are all over the place powerwise. Man Lands range from great to unplayable, as do the Time Spiral lands.

blabla21 on When building a multi-colored deck, ...

1 month ago

Hey folk.

I'm starting to build myself soon a random R/G deck (Dragons + Mana Acc.) and not only for my deck but in general when building a multi-colored deck what dual lands are you folk suggesting to take ?

Take for example R/G color right now:

There are various lands for dual-color like Shock lands (Stomping Ground), Filter lands (Mossfire Valley), Fetch lands (Wooded Foothills), Scry lands (Temple of Abandon) and some normal dual-land which I'm not sure why nobody uses it (Taiga).

So being a beginner at MTG I'm hoping anyone of you folk who have experience with the game could explain me.


frostdiggity on Retribution of the Hatebound

1 month ago

It might be worth looking into some cheap mana help.

Savage Lands is pretty cheap and covers all 3 colors.

There's countless dual lands that are very cheap. Running one of each of Rugged Highlands, Bloodfell Caves, and Jungle Hollow would help a lot along with a few Savage Lands.

There's also Gruul Turf, Rakdos Carnarium, and Golgari Rot Farm that are super cheap.

The Temple scry lands are a step up cost-wise from the previous stated duals. Temple of Abandon, Temple of Malice, and Temple of Malady.

One more step up cost wise, and worth it in my opinion because they generally won't come in tapped, Rootbound Crag, Woodland Cemetery, and Dragonskull Summit.

frostdiggity on Liquimetal Destruction

1 month ago

Rootbound Crag over Rugged Highlands. And personally, I'm not a big fan of Fertile Thicket for this deck. You could end up putting what you need at the bottom of the deck with no way to shuffle them back to the top (maybe add a couple Wooded Foothills?). I'd run Temple of Abandon over Fertile Thicket.

Other cards to consider - Viridian Revel, Sculpting Steel, Buried Ruin, Reclamation Sage, Shattering Spree, Tel-Jilad Justice

hoggyhay222 on Animar, Soul of Elements Casual

1 month 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!

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