Temple of the False God
: Gain . Activate this ability only if you control five or more lands.
|Want (7)||kompy12 , Scrubadubdub , Driftwood , aburleigh94 , Popcorn247 , TraceOn , crazyclowny|
Printings View all
|Commander 2020 (C20)||Uncommon|
|Mystery Booster (MYS1)||Uncommon|
|Commander 2019 (C19)||Uncommon|
|Commander 2018 (C18)||Uncommon|
|Commander Anthology 2018 (CM2)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Commander Anthology (CM1)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Duel Decks: Elspeth vs. Kiora (DDO)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Temple of the False God occurrence in decks from the last year
Latest Decks as Commander
Temple of the False God Discussion
3 weeks ago
Well met, fair complice of the fields. I as well wield a Reaper King strategy, whereupon I deign to proffer aid unto thee.
Cordialities aside, the King was my third commander deck of sixteen, created quite the meiny of years agone. Hereon, I offer my insight.
I am surprised to an artifact list bereft of Scrap Mastery. It retrieves all from the graveyard and piles up a multitude of triggers.
I see a fair amount of noncreature cards within this list. May I rcommend Whirlwind of Thought? It draws, it draws, it draws, and it draws: everything a player could ever desire.
Favor of the Mighty is one I have quite enjoyed, for there are not many creatures that cost ten to cast. Given that your list seems dependent upon the commander, this does a lot of work.
Many artifacts begets a splendid deck for Jhoira. Each planeswalker and each artifact now cycles.
Let us speak of a seigneur. He ramps and draws, bestowing an endless engine. This card is explosive and interminably so.
Coming away from deck-specific suggestions, there are a fair few cards I put in all of my lists capable of doing so.
Allow me to introduce you to Unfulfilled Desires. Flooding? Great! Mana-screwed? Still great! Just have a spare two mana laying about indolently? Loot twice! This card is absolutely great. I find it being helpful in literally every deck, thus I cannot recommend it more.
Impulse is fantastic. Put it in and do not look back.
Once Upon a Time is still an unbalanced card, even in Commander. I love to see it at all moments.
There are a few cards I would ablate from this list, if you do not mind my saying.
Geth's Verdict is a potent card, but is best in 1v1 settings. A hard kill spell is more reliable. Given the option, they shall just sacrifice a token. If you are desperate for an edict effect, try Soul Shatter. It hits each opponent instead of just one. For your other edicts, I would just replace them with Anguished Unmaking and Despark, maybe a Heartless Act.
Now, I enjoy spicy inclusions, but I find them difficult to justify when there are just better options. Dispatch is one such card. It requires a board-state to be active. It may be a small feat to achieve that, but Path to Exile is not dependent on anything.
Calculated Dismissal and Clash of Wills... Just run Counterspell and Negate. Each is highly efficient. You also have Rakshasa's Disdain and Spell Shrivel. Why not Sinister Sabotage and Dissolve? The ones in the list are needlessly inefficient.
I have many negative opinions about Fane of the Mendacious Deity, so I shall leave them out of the comment.
Training Grounds seems to only help around six or seven creatures in the deck, which doesn't seem very potent enough by itself. Even if it goes infinite in a shenanigan, you do not have many tutors to find it under that circumstance.
That shall be all from be. Fare thee well.
Here is my list if you care to peer upon it: The Season of Mechanical Harvest
1 month ago
Very cool build, +1! =D
I feel like you could use a reliable way to win the game when things don't go to plan. Maybe Blightsteel Colossus and/or perhaps The Antiquities War to compliment Tezzeret the Seeker. In that same vein of thinking All Is Dust could be handy as well. Unwinding Clock is a nice dose of cheese too, if that's up your alley.
A few lands I'd recommend as well - Emergence Zone, Mirrorpool, Shrine of the Forsaken Gods, Temple of the False God, Spire of Industry and maybe the Urza's cycle as well. If that doesn't strike your fancy (or even both) I could suggest switching to Snow-Covered basics and running Extraplanar Lens as well. =)
1 month ago
Hey, interesting start on a budget version of Kess.
Some cards to consider adding:
- Baleful Strix
- Gonti, Lord of Luxury
- Arcane Signet: at TCGPlayer can get it for less than $3.
- Izzet Signet
- Dimir Signet: can get it for less than $1.
- Rakdos Signet
- Crumbling Necropolis: Grixis Tri land.
- Shivan Reef: can get it for less than $1.
- Smoldering Marsh
- Grixis Panorama
- Opal Palace
- Dimir Aqueduct
- Izzet Boilerworks
- Rakdos Carnarium
Cards to consider cutting for these:
- Temple of the False God: it will not tap for mana until your fifth turn which is really bad.
- Vivid Marsh: when it runs out of two counters it can only tap for black.
- Dimir Guildgate
- Swiftwater Cliffs
- 4x Mountain
- Guard Gomazoa or Fog Bank
- Sage's Row Denizen
- Izzet Chronarch
- Mnemonic Wall
- Salvager of Secrets
- Possessed Skaab
Baleful Strix is a two drop who draws a card when it ETB, that way you can blink it with Deadeye to draw many cards. When you assemble Deadeye + Drake for infinite mana then being able to infinite blink a creature who draws can draw your win condition or draw and cast all cards in your deck. It's possible you could have a win condition already on the battlefield or in hand or graveyard with Kess, but if not then infinite blinking Strix lets you draw it.
Gonti, Lord of Luxury can be a win condition with Deadeye + Drake. It's not opponent mill, it's better, it's opponent exile their libraries and with infinite mana you get to cast all your opponent's cards. Arcane Signet , Izzet Signet, Dimir Signet, Rakdos Signet are some two drop mana rocks so you're not only relying on lands to have enough mana to cast cards.
I don't think you need to play so many creatures who recur an instant or sorcery because isn't that what Kess is for? That's the advantage of Kess, you get to cast an instant or sorcery from your graveyard on your turns, but once you resolve that spell is exiled. An exiled spell is no longer in your graveyard to recur to your hand. Archaeomancer is the only creature you want for this effect because you also have blink spells as well as Deadeye and creature recursion/reanimation spells for Archaeomancer.
Good luck with your deck.
1 month ago
1 month ago
Awesome stuff here, man. If my Azusa deck was a small child, this would undoubtedly be it's angrier, bigger brother. What I like most is the confidence this build exudes, you're very clearly stating "I am going to ramp, you won't be able to stop me, and then I'm going to cast massive spells." Green is my favorite color in Magic, and this list is Green to a T.
Personally, I'd like to see a little more interaction here, but it's worth noting that I was scarred by Winter Orb and Static Orb early on in my EDH tenure, so I'm usually over-prepared to blow one up. That said, Nature's Claim is (in my humble opinion) one of Green's best spells, and worth consideration here.
- Scute Swarm. We already talked about this little guy, and if you're adamant on the number of lands you run, I'd recommend cutting Seek the Horizon or Thaumatic Compass Flip (otherwise I'd say cut a Forest).
- Allosaurus Shepherd. It makes 90% of your spells uncounterable, and that effect is impactful at nearly any stage of the game. It allows you to play greedily and sink a ton of mana into your spells, which seem important in this build. I'd think about it and consider cutting my above suggestions, or Nissa, Vastwood Seer Flip.
- You can't go wrong with Worldly Tutor. Tutors = consistency.
- Scapeshift is a wonderful spell that will make your friends hate you. It's dangerous in my deck, and I think it'd be even more dangerous here given the number of lands you're running. Sacrifice any number of lands, go pull the best lands out of your deck, and make sure one of them is Field of the Dead. Suddenly, you've got an army of zombies, Gaea's Cradle, Strip Mine, Deserted Temple, Eye of Ugin, etc. I think you'd be fine to cut Life from the Loam, as you've already got plenty ability to play lands from the grave.
- Castle Garenbrig is a strictly better Forest in a mono-Green list.
- Dryad Arbor is surprisingly diverse. You can GSZ where X = 0 and go get Dryad Arbor, it taps for mana, it counts towards Gaea's Cradle, and it gets beefed by Finale of Devastation.
- Temple of the False God is actually pretty good in Azusa. I know, I know, it's a grossly overplayed card in our format, but as you already know, Azusa has no problem getting to 5 lands, and from that point on, it's a better Ancient Tomb.
- Petrified Field is neat with Realms Uncharted (if you don't already have the ability to play from the grave) and offers the ability to instant-speed get a land out of your yard. I find it to be pretty versatile.
- Wasteland isn't as good as Strip Mine, but it punishes multi-color decks. If you're like me and play in a tri-color meta, I think you'll find that it treats you well.
Hopefully I provided some decent food for thought. Either way, I think you have a great build here; I'm sure it's a blast to play!
1 month ago
Also forgot to add in that The Cauldron of Eternity and Tortured Existence don't add too much to your tratedy, since it's hard to reanimate your biggest eldrazi (Mainly og Kozilek and Ulamog) since they cant technically hit the graveyard. Bitterblossom and Temple of the False God also Don't push your plan forward, and might be better served as a land I mentioned above and a Farseek. Faerie tokens provide nice sac fodder but you're already getting that from your eldrazi tokens.
2 months ago
One of the worst lands you can run in most decks, but it's widely used in EDH
2 months ago
I spot someone looking to play my favourite dragon!
First off, what's your budget like? You're running cards such as Mana Drain so I'm going to assume a high budget at least for this comment.
Starting with your lands, you generally want to avoid cards that always enter tapped. This especially goes for a more aggressive list like this where you don't want to be waiting until the next turn for your mana. I recommend dropping all of the lands you have that enter tapped including Temple of the False God, and instead look at picking up others like Adarkar Wastes, Prairie Stream, Seachrome Coast, Nimbus Maze, Skycloud Expanse, Port Town, or even just replacing them with basic Islands/Plains. If you have a lot of money to burn there's always cards like Ancient Tomb, Cavern of Souls, and of course fetchlands.
I highly recommend picking up a Stoneforge Mystic and Batterskull if you can afford them, they go extremely well together. Umezawa's Jitte is another really good piece of equipment but also is a bit more on the expensive side. I recommend cutting Whispersilk Cloak as Shroud makes you unable to equip Ojutai with anything, and Swiftfoot Boots is redundant due to Ojutai's natural hexproof. If you want another way to protect him, there's cheap options such as Sword of Vengeance which gives him a tonne of stuff.
As for other cards there's Fabricate, Steelshaper's Gift, and Enlightened Tutor if you want to get pricy. I also recommend cutting Karn's Temporal Sundering, Time Warp, and Ojutai, Soul of Winter since they won't help you in your overall gameplan much.
Apologies for the wall of text, but I hope some of this helps!