|Commander / EDH||Legal|
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|Born of the Gods (BNG)||Rare|
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Temple of Plenty
Temple of Plenty enters the battlefield tapped.
When Temple of Plenty 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 Plenty Discussion
1 month ago
- +Burning Sun's Avatar
- +Bellowing Aegisaur
- +Forerunner of the Empire
- +Needletooth Raptor
- +Priest of the Wakening Sun
- +Raging Regisaur
- +Runic Armasaur
- +Territorial Allosaurus
- +Thrashing Brontodon
- +Wayward Swordtooth
- +Elemental Bond
- +Kindred Boon
- +Warstorm Surge
- +Beast Within
- +Swords to Plowshares
- +Blasphemous Act
- +Explosive Vegetation
- +Titanic Ultimatum
- +Bow of Nylea
- +Staff of Nin
- +Sheltered Thicket
- +Kessig Wolf Run
- +Sunhome, Fortress of the Legion
- +Temple of Plenty
- +Clifftop Retreat
2 months ago
Nomad Mythmaker provides repeatable Aura recursion.
Sun Titan is the undisputed King of Recursion, and has many targets in your deck.
Sylvan Caryatid is one of the better mana dorks available. It's a decent blocker and produces both of your colours.
Rancor is cheap, effective, and recurs itself.
Sol Ring is a Commander staple. It's included in every Commander Precon deck, so it's easy to acquire. Colourless mana may make things awkward for Krond, but it's still ramp for your other spells and can pay for Commander Tax.
Reviving Melody is a great recursion spell for enchantment decks.
Spot Removal options:
- Path to Exile and Swords to Plowshares are the best creature removal spells in the game. Path is a bit on the pricey side, but well worth it.
- Sylvan Reclamation exiles two targets and can be cycled for a basic land early game to hit a land drop.
- Krosan Grip can't be responded to.
- Song of the Dryads is on-theme and hits anything. Excellent at disabling Commanders.
Command Tower is a Commander staple. It's included in every multicoloured Commander Precon deck, so it's easy to acquire.
Cascading Cataracts makes colourless mana less awkward for Krond.
Field of Ruin tags one of your opponents' utility lands.
4 months ago
I like that you are playing enchantress, I have played enchantress for about a year, started with Selvala, Explorer Returned, moved to Karametra, God of Harvests, then Dragonlord Dromoka, then Captain Sisay, finally decided on Selvala, Explorer Returned in a giant stupid circle.
[Help Needed] EDH GW Enchantress is my build.
I'd suggest you drop a bunch of cards like Temple of Plenty, Tranquil Expanse, Tranquil Garden, Vec Townships, Scattered Groves, Selesnya Guildgate, Riftstone Portal, Graypelt Refuge, Grove of the Guardian, Mosswort Bridge, Blossoming Sands, Exotic Orchard, for Mana Confluence, City of Brass, Wooded Foothills, Flooded Strand, Arid Mesa, Misty Rainforest, Verdant Catacombs, Marsh Flats, Razorverge Thicket, Brushland, Savannah and Wooded Bastion or the likes.
4 months ago
As for the lands, i love Canopy Vista and all of its siblings. Other lands to consider would be Gavony Township, Field of Ruin, Scattered Groves, Temple of Plenty, and Windswept Heath if you decide to pit a bit of money into the lands.
5 months ago
Looks like a fun deck! A few things, you're really going to want to address the mana base, you're heavier on the white than green, so I'd run more white sources than green. Lands like Horizon Canopy, Fortified Village, and Temple of Plenty are great budget lands. Since you're running 6 drops, I would strongly recommend going up to 24 lands as well.
Some soldiers to consider would be
Thraben Inspector, great stats for the cost and the clue lets you replace her whenever you need to.
Thraben Standard Bearer, which just lets you turn dead cards into soldiers.
Thalia, Heretic Cathar Fantastic soldier that can mess up your opponents plans and let you win.
Sergeant-at-Arms the versatility this guy offers is very nice.
Archetype of Courage is a kind of pseudo-lord
Sunblade Elf A cheap soldier that turns into an anthem later in the game
Bishop of Rebirth while not a soldier, allows you to return your dead soldiers to life
Other cards to consider
Elspeth, Sun's Champion a bit pricey, but an incredible game ender
Elspeth, Knight-Errant the Sun's Champion's little sister
Declaration in Stone Removal is pretty important to staying alive and winning the game.
Ulvenwald Mysteries A card that punishes your opponent for killing your dudes and refills your board
Harmonize Straight up card draw
Heroic Intervention Save your dudes
Ajani Unyielding His plus will almost always get you at least one thing, and his other two abilities are good too
Hope this was a little helpful
5 months ago
Creatures I would recommend for this deck would include Sigarda, Host of Herons, Linvala, Keeper of Silence, Herald of War and a couple of value angels like Baneslayer Angel or Archangel of Tithes. Angel of Jubilation shuts down a lot of decks that are black or sacrifice intensive.
Instants and sorceries I would include if you want to consistently get Avacyn out include Worldly Tutor, Eladamri's Call, possibly Traverse the Ulvenwald, Green Sun's Zenith and any other similar creature tutors.
Removal in white is really good so things such as Swords to Plowshares and Path to Exile are staples in white for commander, if you plan to run Avacyn then some more board wipes would be a good idea (i.e. Hour of Revelation, Austere Command). Decree of Justice while ok is a bit costly in terms of mana. A strictly better card would be Entreat the Angels for the cost of 6 mana into decree you only get 1 angel, for the cost of 5 you get one angel with entreat, and for 6 with miracle you get 4 angels with entreat.
cards to take out include Blessed Light (simply better removal out there), Mirror Gallery (the lack of copy creature spells make this one obsolete in this deck), Untamed Kavu (not enough versatility or utility), Evra, Halcyon Witness (doesn't quite fit into this deck unless there is a combo I am unaware of), Divine Reckoning (better board wipes out there), Marwyn, the Nurturer (not enough elves to fully utilise the ability), Daring Archaeologist (you most likely won't be able to cast enough historic spells to make this guy big enough), Steel Leaf Champion (good beatstick, only problem is the extremely intensive green cost) and at least one land (preferably a land that just enters tapped and does nothing else).
some recommended staples for angel theme would be Grand Abolisher that way people cannot immediately counter or remove your spells, Urza's Incubator, Angels usually have very high mana costs so them costing 2 less is very beneficial. If you are unable to shut down the board entirely with Avacyn and Shalai, there is another solution but I warn you, people who run mono colour will hate it: Iona, Shield of Emeria. A card so obnoxious even I wonder why it hasn't been banned in EDH yet. it is basically night night for mono colour decks and if you can find a way to copy it (Cough Cough Helm of the Host Cough Cough) then your opponents had better pray they have colourless removal or run a colourless deck.
Also needs some card draw too, cards such as Howling Mine or Font of Mythos can help, if you're feeling nice. However if you want to be terrifyingly evil, then use something like Mind's Eye. some card draw spells I would recommend are Harmonize, Greater Good, Rishkar's Expertise and Abundance.
Overall this does seem like it could be potentially the meanest deck at any EDH table, any game featuring angels and/or Avacyn are bound to be very slow and oppressive, the one thing angels are famous for is being oppressive as hell (for reference look at Iona or Linvala). A good number of creatures for angel tribal is 26-29 creatures with about 3 of them being supporting creatures (case example being grand abolisher or eternal witness, maybe an Aven Mindcensor to be even more oppressive) of course the mana dorks can also help as well, in this deck I would say a good number is about 32 creatures with a maximum of 7 supporting units. I am curious as to how oppressive this deck can potentially get in a game. Good Luck finishing this. I can guarantee angel tribal is a very fun thing to do.
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
Hi, in response on the questino you asked on reddit. I would cut these cards:
- Canopy Vista : Cut back on the lands that (could) come in tapped. Too many in oyur hand can hurt your start really bad.
- Fortified Village : Likewise.
- Temple of Plenty : Likewise.
Instead I would suggest to add these lands:
- Cavern of Souls : A great land that offers protection when casting the commander.
- Savannah : Obvious improvement if you can afford one. A good investment too.
- Ancient Tomb : Good ramp land.
- Dryad Arbor : Good utility land that can also be fetched on turn 1 with Green Sun's Zenith, where x=0)
Depending on how competitive you really tend t go, I would consider cutting several of the higher cmc cards from your build. They are not nice to have in your opening hand and several only offer a winmore condition.Extra mana ramp cards are also a good improvement to get Sisay out asap.
Also +1 from a fellow Sisay Commander :)
Have fun Captain!