|Commander / EDH||Legal|
Printings View all
|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
Temple of the False God
: Gain . Activate this ability only if you control five or more lands.
|Have (3)||rockleemyhero , metalmagic , PTsmitty|
|Want (8)||Otakufan64 , Shirayuki , cmontg003 , zilikken , xegster , GabenLagann , opaldes , Deconstructionist|
Temple of the False God Discussion
4 days ago
Your lands could use some improvement too: Stomping Ground , Wooded Foothills , Command Tower , Reliquary Tower , Temple of the False God , Cinder Glade , Game Trail , Fire-Lit Thicket , Karplusan Forest , Temple of Abandon , Rootbound Crag , Kessig Wolf Run , Nykthos, Shrine to Nyx , Spire Garden , and Copperline Gorge are all easy additions
4 days ago
Oh, also, Temple of the False God is a terrible card. People love it, but think of it this way: It's basically a Thran Dynamo that turns into a Fractured Powerstone after a turn. Unless you curve out perfectly on lands, you're probably going to "miss" your 4th land drop, going down to 3 mana for a turn while you throw out your useless Temple. The next turn, you tap for one extra mana, while playing Dynamo on turn 4 would have let you untap with one more mana, even after accounting for not having a 5th land.
1 week ago
Jace_Nalaar you are absolutely awesome for this bro!
Now I do already have Increasing Vengeance in the deck. My meta usually runs 6-8 players and usually always blind. as for Consecrated Sphinx the last game I played I literally drew 20 cards before my next turn. (Thank God for Reliquary Tower )
I keep forgetting about Temple of the False God TBH I'm putting it in my buy list as we speak.
Instant/sorcs: Chain of Vapor Looks fun and could be interesting if they wanna copy. - With my larger play group Counterflux is needed to knock out the large or confusing stacks that are played to maintain order in a sense. - And you're probably right on the other recs (except Increasing Vengeance ). Thank you Jace_Nalaar
Artifacts: Nothing to change here for my personal playstyle
- Decree of Pain is HEAVY but can't really afford Damnation but I would like a cheaper board wipe, only reason I run it is for the draw. - Cabal Ritual is on the buy list can't wait to put it in. Entomb is wanted just need an excuse to break down for it.
- Narset's Reversal , Cabal Ritual , Dramatic Reversal , Isochron Scepter , Laboratory Maniac and Jace, Wielder of Mysteries are currently next in line for purchase
Jace_Nalaar please let me know what you think. Thank you
1 week ago
Love the match-up. I run TYS Kess as well, and it can run super smooth. I have a few quality of life upgrades I can recommend, but ultimately everything has to come down to what works best in your local meta.
For starters, I would reduce the land count by about 3-5. Particularly, I would cut Nykthos and then a combo of islands and/or swamps. Devotion works well in mono to two color decks, but TYS relies on you pulling spells more than lands or permanents, so you won't get as much value out of it here. Instead, I'd recommend Temple of the False God . Most times, you can get it online fairly regularly and having one land that taps for 2 colorless is pretty dope. I'd also recommend either the Dimir Aqueduct or Izzet Boilerworks . Karoo lands may set you back just a bit, but you want as much value as you can get out of it. Ultimately, I'd say drop back to 34 lands, and add Temple and a Karoo land of your preference into that mix.
Next, you have a decent creature-base, but I would tweak and trim that a little bit as well. I'd sub out Hypersonic Dragon for Backdraft Hellkite and remove Crypt Ghast and Consecrated Sphinx . All of those are solid choices in most cases, but Ghast hits the same issue that Nykthos does. Hypersonic is decent for value, but opening your graveyard further with Backdraft so you're not limited to just 1 card per turn is huge on your storm turn. Lastly, Sphinx is an absolute monster of a card, but it might come out a little too late to really get you ahead. I'd add a Mystic Remora , but that's personal preference. Honestly, Sphinx could go either way depending on your meta.
As for Instants, I'd sub out Boomerang for Chain of Vapor , Counterflux for Flusterstorm , Countersquall for Negate , Dissipate for Swan Song , Reverberate for Increasing Vengeance , Rewind for Muddle the Mixture , and Undermine for Disallow . My reasoning for Chain is that most people won't sacrifice a land to copy it, and if you really need to save something, you can do it to yourself, sac a land, and then bounce someone else's permanent. Not to mention, it's a good way to keep something heavy off the board if they use a ritual to sneak a threat in early. As for the counterspells, some of them in there seem a little narrow compared to the ones you had (i.e. they target specific card types), but the most threatening things you'll deal with on your main storm turn are instants and cards with flash, so conditional counters work as good defense for off-turn threats. Also, Muddle the Mixture is a great tutor if you have a lot of 2 CMC cards, because it will fetch you any of them for just 3 mana. It also doubles as a counterspell sometimes. For Increasing Vengeance , I always recommend this over other red copy spells because it gets so much more value out of the graveyard, even more so if you cast it with Kess. Instead of having to pay the flashback, you play its normal CMC and get a double-copy for the price of one (not to mention its interaction with TYS).
Artifacts, I'd swap Manalith and Vedalken Orrery for Talisman of Dominance and Talisman of Creativity . Extra mana rocks will help you get around land destruction, and provide you extra mana acceleration earlier. They also don't require you to filter mana the same way the signets do, but in exchange they do hurt.
I'd see if you can fit a Narset, Parter of Veils in place of Liliana. She works wonders for digging purposes, and totally shuts down everyone else's draw.
Lastly, for sorceries, I'd remove Barter in Blood , Decree of Pain , Fabricate , and Mana Geyser . In their place, I'd put Anger of the Gods , Cabal Ritual , Entomb , and Desperate Ritual . Anger absolutely nukes graveyard value, and if you hit it off storm it only gets stronger. Cabal Ritual works as a much more efficient black ritual once you hit threshold, which you should hit fairly quickly if you're cantripping and looting often. Entomb is just as good as tutoring to hand with Kess because if you're looking for a spell, just pitch it and cast it without conditions.
Wow, that was a lot longer than I expected. For some final additions, I'd recommend Red Elemental Blast / Pyroblast , Narset's Reversal , Arcane Denial , and Fire Covenant . REB/Pyro works as a good defender on storm turn and can remove a pesky blue permanent that's complicating your life. Narset's Reversal is excellent at protecting your own spells from counters, providing you extra iterations of those spells if you have excess mana, and copying particularly useful spells from other players if you don't want to be effected by them. Arcane Denial is an excellent cheap counter that, though it draws you and an opponent cards, works as a decent political tool and can buy you an extra turn when you're storming off. Lastly, Fire Covenant is a great targeted wipe spell. If you put enough life in it, you can take out just about any number of creatures that are giving you headaches without losing your own in the process.
Overall, I see a lot of potential in the deck and think it could be super smooth with a few changes. The biggest enemy in EDH is inconsistency, so you have to fight that harder than most of your opponents. Also, life is a resource too. Starting at 40 makes it really easy to pay life into spells. I hope this almost dictionary of changes helps, and I look forward to seeing it progress!
3 weeks ago
so i have finally finished this deck me thinks, i ended up throwing some more low cost creatures with life-link, flying or extort(or a combination of two or more of these), especially since extort pays for itself in 3-4 player games! i also recently added
Nykthos, Shrine to Nyx
Untaidake, the Cloud Keeper
though may take the latter back out depending on how useful it ends up being and i may swap it out for
Temple of the False God
Commander / EDH*
SCORE: 5 | 7 COMMENTS | 468 VIEWS
3 weeks ago
Taxes is always an enjoyable archetype. For one person at the table, at least.
You have the Reveillark + Karmic Guide loop implemented into the deck, along with Murderous Redcap as a finisher, but Gonti, Lord of Luxury can fulfill the same role of ending the game whilst having more utility on the early turns.
For a deck with thirty-five lands, Temple of the False God seems slightly hopeful and inconsistent. You mentioned difficulty with coloured mana in the deck description, so Grand Coliseum could be fine.
False Prophet has always been one of the single strongest cards in my Alesha deck, so I would include it.
At last, Sire Of Insanity can lock down the entire game in your favor. It leaves your opponents out of solid answers for your board and leaves the way to triumph.
That is all, my liege.
For my own decklists on the archetype, here you are if you wish to peruse: Alesha, Grave Engine Within the Confines of Law
Fare thee well and rejoice in crushing them all.
3 weeks ago
Ah, yes. Graveyard strategies always have an enthralling nature to them. Excellent choice in commander, as well.
I do have some recommendations for the deck.
One deck-building scheme I adhere to is fewer lands in place of cantrips. For your deck, you could cut some of the land base for Satyr Wayfinder and Grisly Salvage . They possess more value later in the game whilst filling up your yard for Karador. Ransack the Lab fulfills the same role. Taping the mana base towards early game cantrips also makes it more consistent to conduct your early game.
Altar of Dementia can earn you value even if a creature would die, permitting more options later.
You speak of win conditions in your description, thus I note Mortal Combat . That's a tricky build-around, so good luck there. Mindslicer is in my discard deck and often locks down the match, though people may not enjoy that.
As for removal, Anguished Unmaking , Despark , and Vindicate are universal and efficient, and Swords to Plowshares is quite possibly the best kill spell in the format. Ghastly Demise is also fun. If you wish to sacrifice creatures for gain, Angelic Purge is of use and Necrotic Sliver may be brought back later. Leonin Relic-Warder and Ravenous Chupacabra serve a similar purpose.
With such a high mana curve, more acceleration in ramp could be of aid. Outside of Temple of the False God and Phyrexian Altar which need some set-up before they do anything, there are only seven cards for ramp. I would add Birds of Paradise or Paradise Druid , some mana dork in that essence; Kodama's Reach , Rampant Growth , or Explosive Vegetation ; and perhaps Songs of the Damned as a one-shot influx of resource.
That is all from me, my apparitional liege. Fare thee well, and rejoice in haunting.
4 weeks ago
Temple of the False God occurrence in decks from the last year
Commander / EDH:
All decks: 0.32%
UB (Dimir): 1.14%
GW (Selesnya): 0.91%
WU (Azorius): 1.33%
UR (Izzet): 0.84%
WB (Orzhov): 0.65%
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%