Temple of the False God or Mikokoro?

Commander Deck Help forum

Posted on March 17, 2018, 2:09 p.m. by DemonDragonJ

Every one of my EDH decks contains a Temple of the False God, because two mana with only the most minimal of restrictions is invaluable in that format.

However, now that Mikokoro, Center of the Sea has been reprinted, its price is very low, and I am wondering if I should replace TotFG with it, instead, as every one of my EDH decks also contains a Temple Bell, and that card has proved valuable in countless situations, as well.

What does everyone else say about this? Which card would you choose? The two mana from the temple has helped me in countless situations, but there has been an equal number of situations in which I wished that I had an additional card, which Mikokoro could have granted me.

DrukenReaps says... #2

Ramping yourself is better than giving everyone a card in almost every situation. It is nice to draw but giving everyone draw is dangerous.

March 17, 2018 2:25 p.m.

Pownu says... #3

i disagree. i think temple of the false god is not a great card because of its precondition. It is really tough to have it in your opening hand, especially if the rest of the hand is good. Mikokoro is inexpensive rn because of the reprint, and will always give you 1 colorless, and, if need be, can get you card draw when you are in need. I am picking up a copy of mikokoro for my EDH deck, and I think it is a better piece than totfg.

March 17, 2018 3:02 p.m.

DemonDragonJ says... #4

Both responses that this thread has received are excellent, but, given that I have currently received one response in favor of each card, I am not yet able to make a decision.

March 17, 2018 10:26 p.m.

DrukenReaps says... #5

Then I have a follow up. Why not run both?

Perhaps not all of your decks can make room for both cards but since you like both of them you could consider dropping a basic land or some other utility land for at least some of your decks. They both produce mana so you are not losing a mana source. Though I would be careful how many colorless producers on a deck by deck basis you have.

Otherwise I stick by my previous post. I would much prefer to give myself advantage over giving everyone advantage.

March 17, 2018 10:37 p.m.

PartyJ says... #6

Temple of the False God in your opening hand is usually a pretty bad start. I prefer not to run this card, since the possibility of having dead weight in your hand is rubbish.

Mikokoro, Center of the Sea is a good land card in decks where draw power is limited. If you are running colors with plenty of access to good draw power, then I would not recommend running this land. But a white deck for example usually loves this card, since their options to gain extra draws are more limited.

I think that the choice mainly depends on the deck you are intending to play them in. For example, in my Sisay deck I wouldn't run any of them.

Good luck!

March 18, 2018 3:03 a.m.

enpc says... #7

It depends on the competitiveness of the deck, as well as the colour identity of it. Having too many colourless producing lands can be dangerous in that you don't get the fixing you need. That being said, I have run Mikokoro, Center of the Sea in my Saffi Eriksdotter deck where it does work.

That being said, I would highly recommend running Ancient Tomb over Temple of the False God in anything you want to be somewhat competitive.

March 18, 2018 8:14 a.m.

DemonDragonJ says... #8

enpc, all of my EDH decks contain a Chromatic Lantern, as well as numerous dual lands and mana-generating artifacts, so I believe that color fixing should not be a problem for them.

Also, Ancient Tomb is good in decks that have plenty of lifegain, but less so for decks that have none, and it also is currently far too expensive for me to afford copies of it for my decks.

March 18, 2018 8:57 p.m.

enpc says... #9

I get the price thing, but you don't need any lifegain effects to run Ancient Tomb, just like you don't need lifegain effects to run stuff like Phyrexian Arena, Sylvan Library or Necropotence.

In commander you have 40 starting life. That should be plenty to used as a resource, as well as to be used as a buffer from opponents' attacks. And honestly, having little to no lifegain effects in a deck with suicide cards is awesome - it makes you motivated to do something. Knowing that you're playing against a ticking clock actually helps to keep a game moving.

March 18, 2018 9:20 p.m. Edited.

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