Temple of Abandon

Legality

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

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

Wizno on Endless Waves of Werewolves. Werewolves EDH

2 weeks ago

I love that werewolves have a proper commander now as they're probably my favorite tribe! I've also been running a werewolf EDH deck and I do have a few suggestions based on my own experience. I'm not sure what your budget is either so I'll give you a range of options (price-wise)!

Okay so let's start with the mana-base. Budget pending, incorporating more dual lands will help smooth out your turns:

Cinder Glade
Stomping Ground
Temple of Abandon Raging Ravine
Fire-Lit Thicket
Mossfire Valley
Mountain Valley
Game Trail
Wooded Foothills

Again, which ones you choose are up to your budget and preference but adding more of these will help out a lot. I would also recommend a few additional utility lands like:

Oran-Rief, the Vastwood
Hanweir Battlements
Winding Canyons

These will help pump your wolves, give them haste, or cheat them on to the battlefield so they can flip easier.

My next round of recommendations is related to your creatures. I originally tossed in all of the werewolves into my deck because I was so hyped but learned very quickly that may not be ideal. You can likely cut some of the more vanilla werewolves because they aren't really contributing much else beyond a creature type. I would often ask myself, "if I top decked this card, would I be happy?", and that's how I approached those cuts.

I would suggest adding in some creatures that will support your werewolves indirectly:

Ruric Thar, the Unbowed
Xenagos, God of Revels
Dragonlair Spider
Fang of the Pack

The next line of support is cheating in cards so you can get more flips. I would suggest some of the following:

Winding Canyons
Yisan, the Wanderer Bard
Yeva, Nature's Herald
Vedalken Orrery
Lurking Predators
Hibernation's End
Selvala's Stampede
Wild Pair

My last round of suggestions would be related to card advantage. Gruul decks have a notoriously hard time keeping up with other colors in terms of card power so trying to gain advantage any way you can is crucial.

Cards like the following can help:

Gamble
Magus of the Wheel
Wheel of Fate
Hunter's Insight
Shamanic Revelation
Grenzo, Havoc Raiser

I know this is a lot of info. and I hope some of it helps! Good luck with your were-pups!

P.S. I would add in a Sol Ring.

Pro_Noob on Beginner Deck #2: Gruul Aggro

1 month 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 month 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

instants

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

sorceries

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

enchantments

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.

Artifacts

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

planeswalkers

Ugin, the Spirit Dragon is a dragon and very powerful

MegaMatt13 on Don't copy, get inspired

1 month 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, ...

2 months 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, ...

2 months 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.

Thanks.

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