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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Deserted Temple
Land
: Add .
, : Untap target land.
SufferFromEDHD on Titania, Protector of Argoth Land Destruction
1 month ago
We have very similar lists. I run 43 lands as a homage to the Legacy strategy.
Natural Order ends games.
Elvish Reclaimer crop rotation on a stick.
Deserted Temple and Rishadan Port the most interactive lands in the game.
SufferFromEDHD on Mountain Dew Maha Blast
1 month ago
Great deck name and a great list!
Darkblast and Screams from Within reusable removal
You definitely have room for some utility nonbasic lands. Stuff like Cabal Pit, Deserted Temple, Bojuka Bog, Cabal Stronghold, Crypt of Agadeem, Bonders' Enclave, War Room
Contamination if you hate your friends
SufferFromEDHD on Zoraline Drains Your Enemies
1 month ago
Starlit Sanctum! Deserted Temple perhaps.
DreadKhan on Uril Deck Need Suggestions Help Please! - jtneal92
2 months ago
I'm not sure how fast you usually end games, but I love Field of the Dead in my Voltron decks, it's ability to generate blockers is usually very relevant by the time it's active. It's best in a Green deck, where you often run land ramp effects over stuff like Arcane Signet, but technically if you fetch Jetmir's Garden it'll still enter tapped, and Signet doesn't, I just hate stuff like Vandalblast wiping me out, they price the effect so low. Anyways, if you wanted to run Field of the Dead, you would probably switch out 1 of each Basic for a Snow-Covered version (you'd only need 3, so it's not a big investment), these have a different name and can help turn on Field! Other things that might help Field work are Crop Rotation, since you run Ancient Tomb (and Sanctum!) I think this is a must anyways, Open the Way is a truly great ramp effect, Farseek is another spell that can find a typed dual or tri, the only thing it can't find is a Basic forest, which is usually fine when you've already got Green in my experience. Considering you're using some pretty strong lands I would consider Hour of Promise, it's a Primeval Titan trigger for less mana, but you just get the one. With lands this good getting two of them should give you a pretty big edge. Into the North can find a Snow land, which would help in a Field of the Dead deck. I suspect with a 5 mana Commander your deck will run smoother if you could find space for a few more lands, up to you obviously but I do suggest a few lands you could consider. At the same time I'd also toss in a few more ramp effects, Green has some good ones, ones that survive the board wipes people will be tutoring up vs a deck like this!
If you're on Serra Sanctum, I feel like mentioning a few cards I like to use with it, to eek out a bit more value. Ruin Ghost can flicker it and generate a bunch of mana, as can Nature's Chosen (which is even an Enchantment!), you might even look at Deserted Temple (probably the worst option all told). Kessig Wolf Run is a card I don't run with Sanctum (I don't have Red i that deck), but plays very well with large amounts of mana, and if you're stuck playing vs a guy that keeps wiping your board. I'm always impressed by it's ability to generate a threat from a weenie, I imagine it'll be more effective with your Commander. Normally I run Wolf Run as much for Trample as the buff, but you do have a lot of Trample sources in here.
Oh yeah, I just remembered a weird trick I like to use in a Boros deck (it was desperate for card draw and I didn't want to spend even more), I settled on using Crown of Flames and Flickering Ward as auras that I could recast over and over. You could also use Whip Silk if you wanted, but the only one of those that seems worth the include in a deck this competitive is Ward, which can make you very hard to block vs some boards, but I think you'd mostly have it to trigger your Enchantress cards.
Profet93 on Azusa, Lost but Staxy
2 months ago
MATTSCOTTR, Understood
Extra lands for field of the dead....
Yavimaya Hollow - Regen/Politics
Deserted Temple - Maybe not the best for this build but the ceiling with cradle is insane
Castle Garenbrig > Forest
Thoughts on Karn, the Great Creator > Collector Ouphe? Collector can be more easily recurred and interacted with, comes down more quickly but is symmetrical. Karn can come down later, is harder to recur and interact with but is asymmetrical. Plus it can be a useful recursion tool and a political tool as well. If not swapping over Ouphe, perhaps over Karn Liberated given the high cmc for permanent removal?
Realms Uncharted - Useful to tutor for lands, even better with land recursion on field or in hand. Also works great with Petrified Field.
Andramalech on Eldrazi Seasons
3 months ago
sergiodelrio you're not annoying at all, please don't interpret yourself as such. I find it really insightful that you were able to provide so many great alternatives to the Deserted Temple. It is modern and that has taken away my ability to use something like Ancient Tomb, but truthfully I think the Cavern of Souls would be most effective. Please let me know if you're gonna draft up a list! I would be intrigued to see it!
sergiodelrio on Eldrazi Seasons
3 months ago
That's exactly my point tho... any land other than Deserted Temple would provide you with 3 mana total from all land sources on turn 2 as well (*if you play a tap2 land on T1)...
- T1, play Ugin's Labyrinth or Eldrazi Temple
- T2, play Deserted Temple, tap Lab for ... now, if you spend to activate Deserted Temple and untap Ugin's Labyrinth (to tap it again for 2 mana) you end up with in the mana pool, which is nice, but any other land would just naturally tap for that third mana anyway, if you start your T1 with Labyrinth... Deserted Temple is almost a basic Wastes in most cases unless you have a bunch of mana and a Urza's Saga on II.
I guess what I'm saying is you could look for replacements of Deserted Temple which add maybe utility or sth else without actually sacrificing anything important here imho. Maybe even go with a split: 1x Gemstone Caverns 2x Cavern of Souls 1x Blast Zone you have many great options actually ... Inventors' Fair, Mutavault.
Sorry if I'm being annoying, that's not my intention, I just feel you're overselling the role of Deserted Temple in this particular deck imho, which I still think is very nice no matter if you keep deserted temple or not.
Cheers!
Andramalech on Eldrazi Seasons
3 months ago
sergiodelrio thanks for the feedback on the list!
- from my play tests, I have found that the Deserted Temple is able to guarantee me +1 Mana when I walk out the steps. I understand it isn't a huge advantage, but it's just enough to give me some gas for one more Chromatic Sphere, etc. and that could be all the difference in when I'm getting my permanents to the field.
I.e.; if I cast a Labyrinth/Maze on one, and a Deserted Temple on turn two, I can still cast my Glaring Fleshraker on turn two.
Since a big portion of my deck is getting cast for zero, I decided to prioritize having that "and one more" mentality, it has panned out well in my testing.
Thanks for your commentary! I look forward to hearing from you further.
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