|Commander / EDH||Legal|
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|Journey into Nyx (JOU)||Rare|
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Temple of Malady
Temple of Malady enters the battlefield tapped.
When Temple of Malady enters the battlefield, scry 1.
: Add or to your mana pool.
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Temple of Malady Discussion
1 month ago
To start, Wooded Foothills, Windswept Heath, Scalding Tarn, Marsh Flats, Flooded Strand, and Bloodstained Mire are all fetch for lands that you can't run in this deck, you're losing value there. I would instead run the bounce lands in those colors, Dimir Aqueduct, Simic Growth Chamber, and Golgari Rot Farm. If you're really looking for that mana fixing, obviously the go to Evolving Wilds and Terramorphic Expanse. From looking at your decks, you seem to build a lot of 4-5 color EDH, from someone who plays quite a few 3 colored decks, colors aren't that big of an issue. 37-39 is really the range of lands to stay in, whereas you have 34. I know you'll have to cut more in other areas to hit that, but it will help with mana issues if you have them. I would look into adding the Scry lands; Temple of Deceit, Temple of Mystery, and Temple of Malady. Tasigur is all about top deck manipulation, so free scry is nice. Again, I'm not helping with the cutting, but Thassa, God of the Sea and a Sensei's Divining Top would be great additions for top deck manipulation. As for cuts, Grave Titan and The Scarab God.I see the synergy of zombie creation, leading to scry-ability, but I just don't see that paying off in the way you want. The likelihood of having both of them out, creating zombies, and the table allowing that to continue is low. There just isn't a whole lot of Zombie synergy in the deck, and you're losing value there. I went on quite a bit above talking about mana fixing, with that in mind, Mox Diamond just seems excessive. You have a Command Tower, you have a lot of dual lands, while a high-value card, maybe not as necessary here. The next one I would go with is Languish. You have a ton of answers, and this one is the weakest. I would put it in the sideboard, that way if you're playing against a token deck or other low-powered creature deck, it has great value as a wrath, but otherwise, it might just be a dead card. Another card would be Impulse while top deck manipulation is very valuable in this deck, a one-off Impulse, when you could have other repeatable top deck manipulation, isn't as valuable and it can probably be taken out. In a similar vein to Languish, I would cut Pernicious Deed. People don't like being held hostage, and on deck board wipes like Pernicious Deed or Oblivion Stone or Nevinyrral's Disk etc, all draw a lot of hate. People are going to come at you and try to force you to crack it. Unless you're going to play it, and immediately wrath, it's going to draw hate your way, and people are going to try to force your hand, I'd cut that. Also, similar to Grave Titan and The Scarab God, Ishkanah, Grafwidow can be cut. He'd be great in a spider's tribal deck, but paying 6 and a black for draining someone 4 life is fairly low value, unless you want your primary win-con to be the Deadeye Navigator+Peregrine Drake+Ishkanah, Grafwidow. Like, that's a cool combo, but Deadeye Navigator is so widely known to be an infinite mana machine, people will be throwing whatever they can at him to get him out of the game.
1 month ago
+1! I really like the deck, but do you think that working on the landbase would help? I'd imagine Command Tower, Golgari Rot Farm, Hissing Quagmire, Llanowar Wastes, Tainted Wood, Temple of Malady, and Woodland Cemetery would be good additions, there are also some fun ones like Oran-Rief, the Vastwood, Llanowar Reborn, and Forge of Heroes.
2 months ago
Well, depending on how "good" at milling you want Mr. druid to be, you can always add Woodland Cemetery, Dakmor Salvage (which also mills if it gets in the graveyard), Barren Moor, Bojuka Bog, and Tranquil Thicket. You then could get more draw with The Gitrog Monster and Ramunap Excavator. Depending on how "graveyard focused" you want the deck to be.
Personally, I would add the cycling lands before adding the dual tap lands that do nothing on entry. Losing a little speed early game for a late game draw is very good in slow games. Also would add something like a Temple of Malady before them as well.
4 months ago
I would say none of these are good. 1 is barely restricted, think Flagstones of Trokair; 2 is super punishing and is never worth playing, 3 is in the same vein, but the downside is really small in most cases - early game it is negligable and late game you can have ETB tapped; 4 is too powerful, remember the Temple of Malady cycle.
5 months ago
Alright this seems pretty solid so +1 from the get go!.
Now, you have a very health average cmc (3.14), which means that with efficient ramp you can reduce your land count to 34, even 33. I like the bounce lands personally (Dimir Aqueduct etc.), as the combo with the scry lands (Temple of Malady)-which allow you to filter by scrying 1, and allow you to play with a lower land count. Some find them really awkward but I have found great use of them. Be careful of land hate tho..
You might have not considered planeswalkers yet, but Kiora, Master of the Depths is a BEAST in this deck! She draws and mills for -2, which means you can recast her faster with Muldrotha, or she untaps lands/creatures. Super solid inclusion. For other planeswakers you might want to add is up to your budget and personal preference.
Last, in terms of card draw, please, PLEASE, include Sultai Ascendancy. It is basically Sylvan Library, but better since it lets you dump stuff to the grave (or not if you dont want to)! Trust me, you will not regret this cmc3 spot.
For any further ideas you might need, or for further discussion and criticism, you can visit my decklist. Happy brewing!
5 months ago
For future reference: these are the dual lands I try to run in my two color decks, in case you decide you want to cut all those comes-into-play-tapped guildgates and such you still have listed from the precon. This goes for Slimefoot too; basically this is the "secret sauce" for the starting point for any two color deck I use:
And then the rest is basics and a few colorless utility lands. I pretty much always run an Exotic Orchard and a City of Brass/Mana Confluence as well, but those are less necessary in a two color deck so I wouldn't prioritize it. There will still be special exceptions; for example, I also run Krosan Verge anywhere I can stick it, but that land only exists for the GW color pairing. A good mana base can go a long way to making your deck run smoother! So be sure to put some thought into that aspect of things as well.
5 months ago
I really like the Bloodspore Thrinax in this deck. But I'd cut kind of every other +1/+1 counter card. The Thrinax lets your new snakes come into play bigger and lets every creature neutralize some -1/-1 counters put on them to get more snakes, which is awesome. But the other +1/+1 enablers aren't strong enough to keep up with the -1/-1 synergy of this deck.
You could find a way to get Hapatra through, e.g. Whispersilk Cloak or Key to the City. Some ramp will be useful as well, the usual suspects would be Fellwar Stone, Golgari Signet, Golgari Cluestone, Commander's Sphere, Cultivate, Kodama's Reach, Rampant Growth.
Rupture Spire and Transguild Promenade are strictly better than Survivors' Encampment and Unknown Shores, but you really don't even need them in a two-color deck. Try Golgari Guildgate, Golgari Rot Farm, Jungle Hollow, Hissing Quagmire, Llanowar Wastes, Tainted Wood, Temple of Malady. Terramorphic Expanse is a second Evolving Wilds, Opal Palace and Path of Ancestry should be auto-includes in a budget deck.
6 months ago
Hello I'm pretty new to the site and was hoping someone can help me with a -1/-1 counter deck I'm working on for 2hg.
Right now it looks like this but I'm very open to making changes (that's why i'm posting)
The main thing I'm trying to do is keep the board under control, drain life with spiders, and create 1/1 tokens and finish by going wide if need be. Keep in mind I will have a partner as well so I don't have to do everything alone. Played it a few times and it is very hit or miss. Either it comes out the exact way it's supposed to be and wins games or it's all over the place and does nothing. Looking to make it a little more consistent and have something to do every turn if possible, not just wait for wombo combos. Sorry about the formatting, I tried to fix it but couldn't figure it out..