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
2 weeks ago
Major update.I recently decided to take this deck to the next level and try it out in a competitive enviroment so i had to make drastic changes to it.
Out : Weatherseed Totem , Fires of Yavimaya , Paragon of Eternal Wilds , Ogre Battledriver , Surrak, the Hunt Caller , Anger , Fated Conflagration , Nylea's Emissary , Overrun , Caller of the Claw , Brooding Saurian , Flametongue Kavu , Where Ancients Tread , Opal Palace , Centaur Garden , Fertile Thicket , 3 x Mountain
Sol Ring , Aggravated Assault , Dragonlord Atarka , Eternal Witness , Temple of the False God , Rogue's Passage , Wooded Foothills , Temple of Abandon , Sakura-Tribe Elder , Yavimaya Dryad , Song of the Dryads , Terra Stomper , Green Sun's Zenith , Scavenging Ooze , World Breaker , Atarka, World Render , Price of Glory , 2 x Wastes
I hope it works as planned :)
1 month 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):
1 month 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/
1 month 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:
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:
Cards to punish opponents playing spells:
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.
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:
Best of luck to you!
1 month ago
Have some cards you may be interested in:
Blood Crypt x2
Arid Mesa x2
Let me know if you'd be interested in any of my cards!
2 months ago
Sweet deck! I didn't realize how interesting Yasova was to me until I started thinking of ways to use her ability better.
I see you have Willbreaker, letting you keep the creatures you temporarily steal. Some other options for keeping these creatures past the end of the turn could be Conjurer's Closet, Deadeye Navigator, Synod Sanctum, Cold Storage, Nephalia Smuggler, and Ghostly Flicker, which all return creatures back under your control without you having to return them to their owners.
With Glaring Spotlight, you can steal your opponents' creatures that have hexproof. To steal your opponents' noncreature artifacts, try turning them into creatures with options like Toymaker and Titania's Song, and to steal your opponents' noncreature lands, try turning them into creatures with Lifespark Spellbomb or Quirion Druid.
If you don't want to give the creatures back after you've stolen them, you can use sacrifice effect cards to get rid of them for profit. Some powerful sacrifice engines include Ashnod's Altar, Culling Dais, Barrin, Master Wizard, Bloodshot Cyclops, Jalira, Master Polymorphist, Profaner of the Dead, Scourge of Skola Vale, Evolutionary Leap, Goblin Bombardment, Perilous Forays, Shivan Harvest, Momentous Fall, High Market, Life's Legacy, and Primal Growth.
You can also make opponents' creatures easier to steal by increasing Yasova's power, with any of these or other boosting cards: Kessig Wolf Run, Ceta Disciple, Llanowar Augur, Moonveil Dragon, Ursapine, Wolfir Silverheart, Bonesplitter, Hero's Blade, O-Naginata, Ring of Kalonia, Sai of the Shinobi, Shuko, Sigil of Distinction, Silver-Inlaid Dagger, Sword of the Chosen, Boar Umbra, Briar Shield, Elephant Guide, Exoskeletal Armor, Forced Adaptation, Giant Spectacle, Goblin War Paint, Inferno Fist, Madcap Skills, Moldervine Cloak, Mythic Proportions, Quest for the Gemblades, Rancor, Seal of Strength, Shape of the Wiitigo, Spectral Flight, Spider Umbra, Taste for Mayhem, Volcanic Strength, Wurmweaver Coil, Blossoming Defense, Brute Force, Giant Growth, Groundswell, Invigorate, Might of Oaks, Mutagenic Growth, Prey's Vengeance, Strength of the Tajuru, Wax/Wane, Blessings of Nature, Elven Rite, Give / Take, Increasing Savagery, Phytoburst, Reckless Charge, and Soul's Might
2 months ago
Suggestions, asterisk next to the ones I think I have.
Gruul Turf Foil/non *
2 months 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:
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:
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:
The next line of support is cheating in cards so you can get more flips. I would suggest some of the following:
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:
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.