Temple of the False God

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
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
Scourge (SCG) Uncommon

Combos Browse all

Temple of the False God

Land

: Gain . Activate this ability only if you control five or more lands.

Temple of the False God Discussion

tspalding on Wheel of Kruphix

1 hour ago

You have Dig Through Time in your maybe board, with how much you will wheel into your graveyard it seems like a solid addition alongside your Treasure Cruise

Beast Within is on your maybe board. Considering it is one of the best all round removal spells in the format I'd find a slot for it

I'd consider cutting Temple of the False God as it will be a huge tempo miss if you draw it early game and cannot meet its requirements

I'd consider replacing Wayfarer's Bauble with Kodama's Reach , two is just better than one. I know it requires green but I still think its better

Hi_diddly_ho_neighbor on A Song of Ice, Fire, and Uglies

1 week ago

I second Madcookie. Cutting lands for cards is a trap many players fall into. My opinion is you should only be considering less than 36 lands if you are playing in competitive metas or if you have a very specific deck strategy (e.g. Yuriko, the Tiger's Shadow ). You are effectively only running 34 lands ( Temple of the False God shouldn't be counted as a land due to it's restrictions). My strategy is to start with 37 lands, then adjust that number up or down depending on my curve and deck focus. I always make sure to have around 10 additional sources of ramp as well (your 8 seems fine).

Yes, Jhoira subverts the mana curve issue, but she is a 'kill on sight' commander. Everyone at the table will do whatever they can to kill her quickly. It's important to make sure you can still cast your spells without her.

If you are looking to still make room for the Leyline or Orrery, I'd suggest cutting Thousand-Year Storm . I doesn't really fit in this deck as you aren't trying to storm off with it.

Also, I automatically recommend Reality Shift to any deck playing blue. It has a strong claim to "blue's best removal spell" at this point. Mana Geyser could be a good addition as well.

Good luck and happy deck building!

TypicalTimmy on Ajani Vengeant, and his signature ...

3 weeks ago

Commenting here rather than on your page.

I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.

Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:

  • T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
  • T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.

The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.

Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .

Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.

Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .

So overall I called out Boros Garrison , Dormant Volcano , Karoo , Temple of the False God , Crystal Vein , Dwarven Ruins & Ruins of Trokair . So let's find some replacements!

This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.

I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?

Cut out the following, for their listed reasons:

As mentioned before, you want more artifacts that produce mana. You currently have the following:

Remove both.

We added in Heart of Ramos and Tooth of Ramos . We also added in Boros Cluestone and Boros Signet . We now need to look for stones that cost less than . Here is what you add:

Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:

We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.

We still have two slots open. Use these to fit in draw spells. Keep in mind that with Mind Stone and Boros Cluestone , you already do have two cards that can draw if you need it.

  • Faithless Looting : Because it can be played twice, due to Flashback
  • Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.

As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?

There is also Curse of Bloodletting , which makes your Form of the Dragon deal 10 damage instead.

You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .

This took me like 40 minutes, so I hope it helps.

Liquidbeaver on Ib’s about time )-(

3 weeks ago

I think dropping the Temple of the False God is more than fair. I ran it in at least 50 games and turned it on less than 5 times.

paytongamer on Ib’s about time )-(

3 weeks ago

Just got my hands on the Goblin Engineer . I’m putting it in for the Sad Robot since it’s the one artifact I can’t tutor with the engineer. I traded for Boseiju, Who Shelters All . I’m swapping this in for Temple of the False God because the temple is worthless in the early game which is when I tend to find it. And when you are sacrificing your lands it can be terrible late game as well.

Jack-Frost on The Spawn

1 month ago

Recommended Land Cuts:
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Evolving Wilds - Replace with better fetch lands (see suggestions)
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.
Shrine of the Forsaken Gods - Too weak. If you don't have 7 lands then it's pretty bad. Run dual lands instead for increased versatility and reliability.
Temple of the False God - Bad overall. It's a dead draw until you have 5 lands. Unreliable and not worth it. Run dual lands instead. More versatile and reliable

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Temple of the False God occurrence in decks from the last year

Commander / EDH:

All decks: 0.32%

Blue: 0.65%

Red: 0.52%

Green: 0.37%

White: 0.97%

Black: 0.46%

Golgari: 0.33%

UB (Dimir): 1.14%

GW (Selesnya): 0.91%

WU (Azorius): 1.33%

UR (Izzet): 0.84%

WB (Orzhov): 0.65%

Rakdos: 0.52%

RW (Boros): 2.71%

RG (Gruul): 1.51%

GU (Simic): 0.81%

BRG (Jund): 1.11%

WUB (Esper): 0.56%

UBR (Grixis): 0.71%

RGW (Naya): 1.94%

RBW (Mardu): 0.43%

GWU (Bant): 0.65%

BUG (Sultai): 0.65%