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.)

: Add or to your mana pool.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 100%

0.02 TIX $0.03 Foil


Temple of Abandon Discussion

brambleman on On the Hunt

2 weeks ago

Replacing the guildgates with Temple of Abandon is all upside, and pretty cheap.

Rusty_Shackleford on Kaalia Aggro

2 weeks ago


Three things you need that stand out from your list are more fast mana, mana consistency, and some haste effects.

This looks like a budget build so I will try to keep my recommendations to less than $2 each, though I think a couple of recommendations I'm going to make are worth the additional cost.

On the mana consistency: Kaalia (and many of your other cards) has (have) heavy color commitments, so more dual lands are in order. Battlefield Forge, Caves of Koilos, Dragonskull Summit, Temple of Malice, Temple of Silence, and Temple of Abandon would be a good start. You might also add Vivid Meadow and Vivid Crag; I generally don't like CITP ("comes into play tapped") lands in Kaalia decks, but the above are pretty much your best budget options, and the temples at least give you the useful "scry 1" while the vivids provide all three colors mana.

On the other hand, I'm personally NOT a fan of the "karoo" lands (i.e. Rakdos Carnarium), especially because there's a good chance that the land you're going to be bouncing is going to come back into play tapped; you're better off with the Guildgates, the Tarkir "refuge" lands (i.e. Wind-Scarred Crag), or basic lands.

Darksteel Ingot and especially Chromatic Lantern would work well in this deck as both mana consistency and as accelerants.

KingMathoro on Dragon Tribe Budget Advice appreciate!!

1 month ago

Urza's Incubator is great for any tribal deck and so is Door of Destinies and I agree with the above that ramp is necessary for Dragons. maybe upping the land count to 36-37 because 34 is super light for dragons. And maybe things like Cultivate and Kodama's Reach and lastly a Harrow for some more ramp spells. If you are willing to spend another $15 though picking up a Thran Dynamo and a Gilded Lotus would be great for the deck. Warstorm Surge is great for Dragons because they come out doing damage! Speaking of Dragons have you met Dragonstorm which is a late game bomb. Also I am not entirely sure why you are running Valakut, the Molten Pinnacle in the deck. It seems to slow and completely pointless for early and mid game(sorry don't mean to sound rude). Also I would take out Garruk for one of the Sarkhans if you really want another Planewalker to replace him. for your land base you can also run the more budget friendly r/g lands things like Rugged Highlands,Kazandu Refuge,Temple of Abandon,Temple of the False God, Game Trail, Timber Gorge,Mossfire Valley and lastly Karplusan Forest. There's also the two best budget fetches Terramorphic Expanse, and Evolving Wilds to help you get the colors you need. My final recommendations for you are Dragonlord Atarka, Dragonmaster Outcast, maybe a Skyline Despot and Fires of Yavimaya I hope this may have been helpful to you!

Rusty_Shackleford on My first build open to advice

2 months ago

Not knowing what you're able to afford/ willing to spend I'll make both budget and non-budget recommendations; if anything you'll have something to aspire to, right?

I'll start where I typically do on here, and that's with the mana base. I can't stress this enough--with 3 colors you just can't run a bunch of basics; you need to be able to reliably access all three colors early and often. I'd shoot for 36-38 lands with no more than 12-15 basic lands between all three if your colors.

Budget (~$2.50 or less each):

Ravnica block "karoo" lands: Boros Garrison, Gruul Turf, Selesnya Sanctuary

Battle for Zendikar "battle lands": Cinder Glade, Canopy Vista

Theros block temples: Temple of Abandon, Temple of Triumph, Temple of Plenty

Budget "fetchlands": Mountain Valley, Grasslands, Evolving Wilds, Terramorphic Expanse, Krosan Verge

Core set "checklands": Sunpetal Grove, Rootbound Crag (The third card in this cycle, Clifftop Retreat, from Innistrad, runs about $3.50-$4.00)

ragnil on Red/Green Agro with Burn package.

2 months ago

Hey there! I like your deck. I saw your description and figured you were looking for critique/advice on the deck, so I compiled some recommendations I would make to ensure your deck is more consistent:

I think instants are what you want to focus on for the majority of your burn spells, so I would recommend getting rid of Lava Spike and Rift Bolt in order to have (3) copies of Atarka's Command. I feel like Atarka's Command is already doing what the other two cards can, plus it has further utility.

You really want Kessig Wolf Run in this deck. It'll give your creatures that extra penetration and punching power, and if your opponent can't do much against them already then this just quickens the process. I would take out (2) Temple of Abandon for the former.

Also I would look at replacing Smash to Smithereens with Destructive Revelry. Sure, it has a more stringent mana-cost than the former, but it gives you the option of either artifacts or enchantments and still provides the extra burn I think you were looking for in that deck.

The only other big thing I would suggest is to refine your creatures, and give Ghor-Clan Rampager (4) copies instead of two, as it seems that's kind of what this deck is trying to do. If you do so, then I would also look at putting in more copies of Den Protector, as she'll recur the Rampagers so you can get multiple uses out of them.

All in all, I really like the deck man, and if you want to see the full changes I went ahead and took off with your idea and made my own version, which I'll link here: http://tappedout.net/mtg-decks/ghor-clan-aggro/

Wizno on AR AR AROOOOOO!!!!!!!!!

3 months ago

This deck looks a solid starting point for a werewolf tribal deck. I run one as well and have a few suggestions for you based on my own play-testing experience. I'm not sure what your budget constraints may be so please feel free to only focus on the cards that fit your budget.

Okay, so starting with your creatures, I think you're running too many at this moment. If you had Ruric Thar, the Unbowed as your commander it would work better but if you still with Ulrich, then I would cut some out. Think about which wolves/werewolves you would be happy top-decking and which ones you would not. That's how I made my early cuts. Basically if a werewolf doesn't have an effect on the back, I would cut it. Most of the recent wolves printed aren't going to scale with other decks for long so I would look at only the top tier wolves.

Some creatures that are worth a look may be:

Xenagos, God of Revels
Nylea, God of the Hunt
Yisan, the Wanderer Bard
Yeva, Nature's Herald

The latter two are especially good because they can help your werewolves flip more consistently. You can also replace some of the more vanilla werewolves with the Eldrazi werewolves from Eldritch Moon. They are great mana sinks later in a game.

Many of your instants aren't going to be great in a multiplayer format beyond those which support werewolves. I would add Waxing Moon in for sure. Chaos Warp is also a form of removal. Hunter's Insight is quite nice and helps gain you card advantage which is something Gruul deck have a hard time with. Other solid card draw sources are Harmonize, Shamanic Revelation, Sylvan Library. Red offers up Wheel effects but a cheap one is Magus of the Wheel.

Smoothing out flips is probably the biggest challenge in multiplayer EDH so that should be a big focus of your deck. It's a two-fold approach: controlling when you play cards and de-incentivizing other players from casting cards.

To help you get flips easier you can play the following:

Winding Canyons
Belbe's Portal
Cryptic Gateway
Quicksilver Amulet
Selvala's Stampede
Lurking Predators
Descendants' Path
Hibernation's End
Vedalken Orrery
Yisan, the Wanderer Bard
Yeva, Nature's Herald

Cards to punish opponents playing spells:

Price of Glory
Dosan the Falling Leaf
Ruric Thar, the Unbowed
Dragonlair Spider
Lurking Predators

Despite all of this, your werewolves are going to be on their human side more often than not so consider some ways to boost your team when they're weaker.

Shared Animosity
Door of Destinies
Obelisk of Urd
Coat of Arms
Boartusk Liege
Adaptive Automaton

Lastly, your manabase will need some improving over time. It'll help speed you up and make your games more consistent. I would look at the following lands:

Cinder Glade
Oran-Rief, the Vastwood
Temple of Abandon
Karplusan Forest
Raging Ravine
Fire-Lit Thicket
Mossfire Valley
Gruul Turf

Also, 30 lands is way too low for EDH. You should be running 37-40 lands. In this case, 37-38 is probably fine. Some mana rocks wouldn't be bad either. Cards like Sol Ring, Gruul Signet, etc.

Lastly, Domri Rade and Xenagos, the Reveler wouldn't be bad additions either.

Best of luck to you!

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