|Commander / EDH||Legal|
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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
16 hours ago
Lands you Might need
2 months ago
Sweet deck, instant-speed +1!
Faerie Artisans might be fun! My friend has played it a ton and it's always a blast!
Mirage Mirror is an up and coming commander staple I think. Would fit really well here. You can really abuse it with the stack too which makes it extra fun!
Mimic Vat is one I've had a ton of fun with too! Lots of value!
Some more ramp/fixing might help out, you seem pretty low: Prismatic Omen($$ eek), Birds of Paradise, Farseek, Kodama's Reach, the appropriate signets maybe. Your mana base may need a re-shuffling in general. You don't need very much red and need a lot of blue.
Hope some of this helps! I'll be back with more when I think of them!
3 months ago
Is there a particular format you plan to play, or is this just casual? I presume the later. If you wish to play at a game store, you should consider trying to make the deck Modern legal--most game stores have a Modern night.
Upgrading your mana base will help you considerably--lands that enter tapped are less than ideal. A perfect mana base can be pretty expensive (Duel Lands, Shock Lands, Fetch Lands), but here are some budget alternatives to consider:
- Replace Frontier Bivouac with City of Brass. The 1 damage is fairly insignificant, and it provides any colour you might need.
- Replace Temple of Abandon and one Swamp with Karplusan Forest. You have the option of using this land for generic mana for free.
- You could probably stand to lose a couple copies of Llanowar Reborn (possibly all of them). I would replace them with another pain land (like Karplusan Forest) that produces Green and something else.
Dictate of Karametra helps your allies as much as it helps you, and has quite a high mana cost. I would not run it.
More copies of Hardened Scales would not hurt--the extra +1/+1 counters stack, and at one mana, it is easy enough to cast.
Signal the Clans is a terrible tutor. Probably not worth running.
Overall, I think you are off to a good start. As you test your deck more, figure out what works, and what does not. You should really be running 4 copies of your best low-costed creatures, so figure out which ones you want to make sure you always draw.
3 months ago
Having been back and look at bit at it, I think you can make a really funny RG deck which is all about your topdeck and card advantage.
4 Bloodbraid Elf (that's what it was all about from the start, right?)
4 Courser of Kruphix (normally I would be careful about playing more than 1, but since the top card is really important, 4 is ok)
2 Vizier of the Menagerie (topdecks matter)
2 Domri Rade (like I said, the topdeck is important)
X Temple of Abandon (to manipulate the topdeck)
X Tireless Tracker (that's the last echo of your landfall theme, would be better with fetches, though)
There's some 5 cmc creatures that could also be useful in a deck like this - Thragtusk, Glorybringer... anything else, that would give you some sort of semi-card advantage. But the main problem will most likely be the early turns of the game against fast decks, so a bit of Pyroclasm could also be necessary. Anyway, there's plenty of space left, so if you have anything particular, you'd like to cascade into, you can easily add that.
4 months ago
Congregation at Dawn Realms Uncharted Predatory Focus Soul's Might Kindred Summons Canopy Vista Cinder Glade Command Tower Jungle Shrine Naya Panorama Sacred Foundry Temple of Abandon Temple of Plenty Temple of Triumph Unclaimed Territory
4 months ago
Here's some suggested changes. But, erhm... dragons just aren't that great a strategy. So this is more of an RG ramp shell, with "add dragon to taste".
Fewer dragons, and they all have haste. Which means they need less help getting to do damage. birds of paradise added, both as ramp, but also because they have evasion, and can be used with Kessig Wolf Run. Courser of Kruphix is nice - enough toughness to survive being bolted or Anger of the Godsed. Nissa for card advantage. I don't think you should play her until you can flip her right away.
Sorcery (10)4x Serum Visions3x Anger of the Gods3x Pyroclasm4x Search for Tomorrow2x FarseekDon't know why I left Serum Visions in, but it might be better than Rampant Growth - you have to try out what you feel you need the most, more cardselection or more mana. Otherwise: "reset-button added". All you need to do, is hold on until you have 5 or 6 mana... which means surviving early aggro. Which against means getting rid of attackers.
Added Kessig Wolf Run, since it's a real threat in any ramp deck. All it needs is a Birds of Paradise or dragon token without summoning sickness... In general, consider playing some better lands. A lot of these enter the battlefield tapped, which is a set-back if you try and overtake your opponent - have a look at fastlands, shadowlands, shocklands, and all the other kinds available in modern.
Removed Temur Ascendancy, since all dragons in the deck has haste on their own. Cards that do nothing on their own are a real liability, and you had quite a lot of them. Dragon Tempest is a lot cheaper, and can actually end the game at least one turn faster, so that one I nthink you should keep.
I know. Boring and over-used. Also best available option, due to its low casting cost.
Sarkhan might just work. card draw, ramp, and tokens can't be all that bad.
5 months ago
Jungle Shrine, Opal Palace, Command Beacon, Rugged Highlands, Wind-Scarred Crag, Clifftop Retreat, Game Trail, Fortified Village, Canopy Vista, Cinder Glade, Timber Gorge, Tranquil Expanse, Kessig Wolf Run, Reliquary Tower, Temple of the False God, Temple of Abandon, Temple of Triumph, Temple of Plenty
5 months ago
Hey there! Awesome deck you have here (and Maelstrom Wanderer is probably my favorite commander, so that doesn't hurt)!
I agree you need a little more mana fixing; fortunately, Green is very good at this. Kodama's Reach and Cultivate are both amazing at ramp and fixing, and Farseek, Explosive Vegetation, Skyshroud Claim, and Urban Evolution are as well (keep in mind that you can get any forest with the Claim, not just basics). Gilded Lotus is also an option.
Some other general suggestions I have for you:
- Scroll Rack is great at setting the top cards of your library for your commander to cascade into, while putting extra lands to the bottom.
- I enjoy Bane of Bala Ged as a devastating Cascade target, although it does draw some hate.
- Great Whale is hilarious to cascade into, and gets you infinite mana with Deadeye Navigator.
- Magus of the Mind is also a great cascade target.
- Regrowth is better than Recollect, although I can understand if you prefer the promo.
- Pathbreaker Ibex is generally game-ending, especially with the haste from Wanderer.
- Blasphemous Act is a board wipe that you don't cascade into.
- Primal Command is great for its extreme versatility.
- Future Sight lets you see the top card of your library to determine when to pull the trigger on casting Wanderer. It's also great with Top.
- Mind's Dilation is just generally amazing.
- Spearbreaker Behemoth can protect your big things.
- Recurring Insight is amazing card draw, often drawing you 10+ cards.
Finally, I do think your mana base needs a little work. I find 37-38 lands is appropriate for a ramp-heavy deck like Wanderer, so you can certainly cut a few lands. I'd recommend the checklands (Rootbound Crag, Hinterland Harbor, and Sulfur Falls), the painlands (Karplusan Forest, Yavimaya Coast, and Shivan Reef), the shocklands (Stomping Ground, Breeding Pool, and Steam Vents), the temples (Temple of Mystery, Temple of Abandon, and Temple of Epiphany), and the fetchlands if you can afford them (Wooded Foothills, Misty Rainforest, and Scalding Tarn). Ash Barrens is also amazing due to the shuffle effect if you need it, and Frontier Bivouac is fine if you need the fixing.
Hope this helps!