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Temple of Triumph
Temple of Triumph enters the battlefield tapped
When Temple of Triumph enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
T: Add R or W to your mana pool.
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Temple of Triumph Discussion
1 week ago
Jungle Shrine, Opal Palace, Command Beacon, Rugged Highlands, Wind-Scarred Crag, Clifftop Retreat, Game Trail, Fortified Village, Canopy Vista, Cinder Glade, Timber Gorge, Tranquil Expanse, Kessig Wolf Run, Reliquary Tower, Temple of the False God, Temple of Abandon, Temple of Triumph, Temple of Plenty
1 week ago
Try manabasecrafter.com. The lands that I consistently use in my mana bases are temples (as in Temple of Triumph), bounce lands (Boros Garrison), Evolving Wilds, Terramorphic Expanse, Temple of the False God, Command Tower, and in my 2-color decks, checklands (Clifftop Retreat). Sometimes the vivid lands (Vivid Crag and Vivid Meadow). Depending on the meta, maybe a Reliquary Tower.
3 weeks ago
4 weeks ago
Very well, here's my latest jank for your consideration (take your time)
Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.
Harvest Season/(Growing Rites of Itlimoc Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)
(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.
Continuing my quest of exhausting every possible card advantage option known to beast, god and man:
Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)
Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.
Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.
(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).
(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.
Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).
Other misc. cards which you've probably already considered and rejected, but just in case:
(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).
Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.
(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.
(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)
(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.
Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)
Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).
(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.
1 month ago
As for non-basics on a budget, you have Command Tower, Path of Ancestry, Unclaimed Territory, Boros Garrison, Temple of Triumph, Battlefield Forge, Needle Spires. Evolving Wilds and Terramorphic Expanse are solid.
Inspiring Vantage and Clifftop Retreat aren't hyper-expensive but for a budget deck you could just run regular tap dual lands (Stone Quarry, Wind-Scarred Crag, etc.) and be competitive enough. Depends on your playgroup.
1 month ago
Hi! Fun deck in my favorite tri-color combo! Let's see if I cant't help ya out!
usually I give suggestions for decks as a whole, but seeing how your mana base is just basics, I'll focus on that instead so as not to info dump haha
This is the basic template for a mana base that I use. It's consistent but not optimal; it gets the job done.
this list will run you around $50, which is very budget relatively but I understand if that's too much for you at the moment. Investing in your mana base is the safest thing to invenst in because you can use all of these for any other Jeskia build, or scrap the parts for 1-2 other multicolor decks. If you stick with this deck forever that's okay too, because even though you may change the decks' parts, strategy, and synergies, your mana base will remain relatively intact.
Shivan Reef x1
Sulfur Falls x1
5x other utility lands, specific to your commander/strategy
Hope that helps you! Good luck!
1 month ago
You can check out the version I built after getting lots of tips from this site.
It has worked well in lots of games I have played.
1x Akoum Refuge
1x Blood Crypt
1x Bloodfell Caves
1x Bojuka Bog
1x Boros Garrison
1x Command Tower
1x Evolving Wilds
1x Godless Shrine
1x Molten Slagheap
1x Nomad Outpost
1x Orzhov Basilica
1x Rakdos Carnarium
1x Rogue's Passage
1x Rupture Spire
1x Sacred Foundry
1x Scoured Barrens
1x Temple of Malice
1x Temple of Triumph
1x Vivid Crag
1x Vivid Marsh
1x Vivid Meadow
1x Volrath's Stronghold
1x Wind-Scarred Crag
1x Lavaclaw Reaches
1x Needle Spires
1x Shambling Vent
1x Temple of Silence
1x Akroma, Angel of Fury
1x Angel of Despair
1x Angelic Arbiter
1x Archfiend of Depravity
1x Aurelia, the Warleader
1x Avacyn, Angel of Hope
1x Baneslayer Angel
1x Basandra, Battle Seraph
1x Bladewing the Risen
1x Bloodgift Demon
1x Boros Guildmage
1x Dragonlord Kolaghan
1x Duergar Hedge-Mage
1x Fallen Angel
1x Flamerush Rider
1x Gisela, Blade of Goldnight
1x Iona, Shield of Emeria
1x Lightning Mauler
1x Mana-Charged Dragon
1x Master of Cruelties
1x Mother of Runes
1x Oros, the Avenger
1x Razorjaw Oni
1x Resolute Archangel
1x Rune-Scarred Demon
1x Shattered Angel
1x Tariel, Reckoner of Souls
The Vows could be removed for:
1 month ago
BurgeoningSunpetal GroveTemple GardenCinder GladeClifftop RetreatWindswept HeathTemple of TriumphTemple of AbandonTemple of PlentyKrosan VergeCity of BrassMana ConfluenceInspiring VantageConcealed Courtyard