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 $0.03 Foil


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Temple of Abandon Discussion

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

24 minutes 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 hours 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 week 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

3 weeks 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

3 weeks 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!

Pulsar on Fury of the Wild

3 weeks ago


Sorry, didn't see this.

The absolute best substitutes for Stomping Ground is Copperline Gorge, there should actually be some in this deck list but I haven't updated this in a long time. Cards like Game Trail will do fine though. This deck needs to be fast so you really must avoid cards that tap on entry like Temple of Abandon, Rugged Highlands and Gruul Turf. While these cards may seem tempting on a budget this deck is already not a tier 1 deck, if you slow it down with tap lands it really won't perform well. If in doubt, just use basics.

As for Cavern of Souls I'm not aware of any land which performs the same role that it does. You will be better off either replacing it with utility lands such as Tectonic Edge, Encroaching Wastes or Kessig Wolf Run, or just adding in more basics.

Hope this helps and enjoy the deck!

aaronichi on RG Tireless Atog Clue (T.A.C.) Cannon

1 month ago

How did I miss Vault Skirge and Memnite?! I think replacing Raging Ravine with Wooded Foothills is a solid call. First off it's a little cheaper. Second, it'll potentially trigger Tireless Tracker's Landfall more. Might go for Evolving Wilds instead of Temple of Abandon for that reason.

Comment with the deck you build off this idea. It would be great to see where this idea brings you.

villon on Let the Maelstrom Begin

1 month ago

I'd highly consider cards like Scroll Rack and Sensei's Divining Top as they help make the good ol' Space Crab cascade into better stuff. I'd also add in Tooth and Nail, Avenger of Zendikar, and Craterhoof Behemoth as it's essentially a 1 card win if you get the mana. Defense of the Heart works in this way too. There's also other cool stuff you can do like counter your own Wanderer with Spelljack and recast it for free for more cascade triggers.

I'd also cut Everflowing Chalice and Astral Cornucopia since they come into play with 0 counters if you cascade into them off of Maelstrom Wanderer (you can pay the kicker cost on the chalice, but it's not ideal) - maybe swap them for something like Thran Dynamo, Coalition Relic or if you can get one, Mana Crypt

Rupture Spire , Kazandu Refuge and Thornwood Falls can cheaply be replaced with Temple of Abandon , Temple of Epiphany and/or Temple of Mystery - the free scry with Maelstrom Wanderer can be huge in smoothing out your draw or making sure your cascade is awesome.

I'm not sure of your budget, but there's several other things you can swap for almost strict upgrades too. It can be a slow process, I've been upgrading and altering mine for years :)

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