Temple of Malady

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Frontier Legal

Printings View all

Set Rarity
Journey into Nyx Rare

Combos Browse all

Temple of Malady

Land

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

Jagd_Tallgeese on How to Steal A Dragon

1 month ago

Replaced Demolish in favor of Fissure Vent for more artifact hate, and added Temple of Malady and Rootbound Crag for better mana fixing.

JohnnyCRO on BG Infect

1 month 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.

Lilbrudder on Arthas, Lord of Sultai (Sidisi EDH)

1 month ago

There are much faster and better ways to mill yourself. For instance, the best self mill card ever is Hermit Druid, which if you switch out some basics for cheap dual lands such as Temple of Malady, Llanowar Wastes, Hinterland Harbor and even Golgari Rot Farm (which is great for dumping fatties in the yard on turn 2 and allows you to run fewer lands overall), you could mill good portions of your deck while also getting additional land drops. Its very easy on a budget to get to low numbers of basic lands. If your going more competitive obviously 5 color lands fetches and the good duals are more appropriate

sorkarg on Eldritch Obliterator Ooze (Updated with AER)

3 months ago

Hi, I'm trying to make ooze work as well, the hard part is that it's much slower than the faster decks of the format (I mean if dredge play turn one Cathartic Reunion almost no deck can survive at the moment). I wanted to share my list with you since it's slightly different.

I really like Traverse the Ulvenwald in your list though, I definitely have to try it out. (and it gives me a turn 1 play). I'd also love to play more hand disruption but I'm not sure what to remove (Thoughtseize, Inquisition of Kozilek and Harsh Scrutiny would be good before going off and it can even help to discard combo pieces in your own hand)

Josh5591 on General Tazri EDH (Thanks Wizards)

3 months ago

I feel like the land count is a bit low. You really risk getting screwed. In my version I run 38 lands. I actually run the Temples (e.g. Temple of Malady). I think they're really underrated for EDH. They really help you filter your draws so you can put lands to the bottom when you're flooded and help you get lands when you are quite light on lands.

Zhugo12 on Karador, the Returned Prince

3 months ago

So, you asked me to look at your deck, and I'm glad to say that I want to help!! My concerns for the deck boil down to five categories: Mana, Draw, Removal, Recursion, and Pot Pourri Tips and Tricks. Let's talk mana first. You're a heavy advocate for mana dorks, and I can tell both by the discourse on this thread, and your comment on my deck ( Karadorable ). Here's my thought on it: I love the concept that they keep Karador's cost low if they are in the graveyard, while providing the mana to play him when theyre on the field, but of your Mana Dorks, all but 2 of them produce Green mana. This is rather problematic. Mana rocks like Golgari Signet, Orzhov Signet, and Selesnya Signet simultaneously filter mana (you can pay black into a Selesnya Signet and get the other two colors) and net gain it (1 mana in, 2 mana out). Additionally, Mana Rocks stay on the field much longer than Creatures. If a white, red, or black deck just sneezes in the vicinity of a 1/1 or 2/2 Mana Dork, they'll keel over and croak ( Spore Frog joke tbh, *see the last paragraph for explanation). Artifacts are more stable than creatures because most white, black, and red field wipes focus on creatures. Artifact removal is only held by 3 colors, and even then, in a multi-player game, your Mana-Rock wont be the target of removal (for the most part, they wont be collateral damage either). Also I like most of your lands, but the temples bother me. Temple of Plenty and Temple of Malady are slow af. I dislike lands that enter tapped, and if they do, they better give me something better than Scry 1. Thats my personal opinion on the matter, many players disagree. Also, if you are running Urborg, Tomb of Yawgmoth you might want to be running Cabal Coffers as well. Your mana curve is not smooth, which can be problematic because when you curve out so high, the cards that cost more than four take up a whole turn and things get messy. You are running lots of 5, 6 and 7 cost creatures. Its not easy to keep tempo with a jagged curve like what you have. Your ramp could use some diversification too. Its not a good idea to put all your ramp-eggs in one basket (creatures #ManaDorks)

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