Temple of Malady
Temple of Malady enters the battlefield tapped.
When Temple of Malady enters the battlefield, scry 1.
T: Add B or G to your mana pool.
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Temple of Malady Discussion
1 day ago
5 days ago
I like this deck, but after playtesting I do agree that it has a tendency to draw too much mana. I can't really pick between cutting Zhur-Taa Druid or Sylvan Caryatid, so I would say cut maybe one or two of each of those in favor of some good one-drop creatures that would not only put early pressure on your opponent, but they also give you enough devotion for Xenagos, God of Revels as early as turn four instead of turn five: Copperhorn Scout could be pretty cool in combination with your mana dorks to get some nice early-game ramp; Monastery Swiftspear if you want to be more aggressive; even Kird Ape if you wanted to play a bit more conservatively (and you are confident you can have a forest out on turn two).
Lastly, Xenagos, the Reveler is awesome, you should try him out.
I hope this helps!
1 week ago
3 weeks ago
Even on a budget, there are some dual lands available that could be useful: Tainted Wood, Temple of Malady and Llanowar Wastes.
Myr Retriever seems like a solid fit, it and Scrap Trawler can return eachother. Eternal Witness and Vengeful Rebel are more options.
1 month ago
2 months ago
2 months ago
FIrst off I'm really glad you and your friend both apprechiated my help with his deck.
Now, onto this.I see you're playing lots of creatures with infect, but the thing is, you need 10 of their damage to go through. So you have to start as early as possible, before they can establish blockers. And finish soon, so they can't kill you before your infect does the thing. Next problem is how you win via infect. Each creature with infect is a win condition of its own, but none of them have haste. Let's say you drop Swarmlord. You've probably tapped out for something that will eat a removal ASAP.
Secondly, most infect decks I see are and, unfortunately from experience, I know why that is so. Black gets you removal, but blue makes your things unblockable. There are plenty of cards like Distortion Strike that don't care if your opponent has 1 or 10 creatures, none can help them.
Cards you need whatever you do with the deck;
4x Blossoming Defense - hexproof. And buff. And only one mana so it's playable early.
3-4x Vines of Vastwood - a bit more expensive Defense
2-3x Groundswell - potentially better giant growth.
Burst of Strength, Savage Surge and Sheltering Word are clearly inferior to the mentioned cards; they do less for more mana. And since you want to be fast, lesser costs are important. Use those slots to experiment with few of the mentioned cards. Predator's Strike might be considered necessary evil because you can't be sure you'll manage to remove opponents' creatures in time and this one solves that.
In black your removals should be as cheap as possible and preferably instant, so keep that in mind when tweaking the deck. Swarmlord is unnecessarily big pseudo-finisher and should probably be avoided.
And next, lands. IDK if you need more than 24 in here, you just need some kind of duals. Playing basics is ok and all, but you can do better, even though / lands can get significantly more expensive than less popular combination of /. 4 Blooming Marsh will cost you some bucks and if you can't cheaply get them, that's cool. Same for 4 Woodland Cemetery. Their / equivalents are twice cheaper. Why? Because / is less popular in both commander and standard, so any lands I'd usually call budget options are more expensive in /.
But there still are options like Temple of Malady, Golgari Guildgate, Golgari Rot Farm...look into that and I'm sure you'll find a few lands you like. In the end you should have around 15 basics maybe.
If you do wish to try out /, there are many great versions on this site and I'm sure those can be a good starting point.