Drownyard Temple

Drownyard Temple

Land

: Gain .

: Return Drownyard Temple from your graveyard to the battlefield tapped.

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Legality

Format Legality
Casual Legal
Commander / EDH Legal
Duel Commander Legal
Leviathan Legal
Modern Legal
Limited Legal
Highlander Legal
Tiny Leaders Legal
Canadian Highlander Legal
Block Constructed Legal
Unformat Legal
1v1 Commander Legal
Oathbreaker Legal
Pioneer Legal
2019-10-04 Legal
Legacy Legal
Vintage Legal
Custom Legal

Drownyard Temple occurrence in decks from the last year

Latest Decks as Commander

Drownyard Temple Discussion

X-Factor11105 on Lurid Revival

2 weeks ago

Hey! I'm happy to share suggestions, as I've thrown out a few ideas and tried to chat about insight so far. You may want to try and isolate cards you're willing to remove - that way you can still feel like the deck is yours, while being open to prospective ideas / outside perspective ya know?

I'll try to make suggestions with budget in mind!

Deal Broker > Azra Oddsmaker

  • Get the same effect with a higher upside and immediately get to discard a Dragon. Non-artifact so it's harder to remove. Mid and late-game card-drawing machine with an evasive Dragon.

Neheb, Dreadhorde Champion > Terramorphic Expanse

  • This Neheb is too slow and while the synergy is there, it's going to have trouble making a consistent impact. Even an ETB tapped fetch still keeps you getting the color mana you need while (statistically marginally) thinning your deck and cleaning your future draws.

Hollowhead Sliver > Evolving Wilds ,

Rummaging Goblin > Daretti, Scrap Savant ,

Mad Prophet > Chainer, Nightmare Adept

  • Overall, these edits reduce your cumulative curve, provide similar (if not more consistent) discard ability, and much higher ceilings for providing value. Evolving Wilds is your 2nd fetch, so you can keep improving the lands you're getting into play. Daretti lets you move through the deck quicker AND has artifact synergies if you choose to lean into that line of play. Chainer is a discard outlet and haste enabler the turn he comes down, so he's already got the same floor as Mad Prophet with the opportunity to be impactful if he stays on the board.

Ox of Agonas > Drownyard Temple

  • Since you've enjoyed leaning heavily into the discard aspect, Temple makes a lot of sense for you to have access to a mid or late-game land to ramp a bit. With all these expensive Dragons, I'm sure you've had a turn or two with plenty of un-used mana (I have!), so this gives you a way to maximize the discard AND set yourself up to keep having access to mana!

Purphoros, Bronze-Blooded > Myriad Landscape

  • The five-mana CMC for a less-efficient Sneak Attack just feels heavy in this build. Adding Landscape gives you another opportunity to pull lands out of your deck and keep having colors on the battlefield - I'm sure you've noticed but the double and triple-pips of the deck can be VERY challenging at times. Being able to get two Mountains (or your two Swamps) will hugely impact your ability to play relevant spells on time. As far as getting one more haste enabler, even with Chainer already in...

Dragon Tyrant > Dragonlord Kolaghan

  • Tyrant is a win-more and a payoff card. It's a fun ambition, but in a deck chock-full of power and crazy cool Dragons, we don't need this. Instead, big Kolaghan comes down much earlier AND hastes our entire squad.

Thundermaw Hellkite > Hellkite Courser

  • Courser enables shenanigans and fantastic temporary Commander fun. It's effect can be much more impactful than Thundermaw Hellkite's in the long-run, and essentially acts as another reanimation spell. Thundermaw's effect is pretty narrow, while Courser's lets us go into the graveyard for a more toolbox-like approach, depending on what we've been able to get into the graveyard so far.

Stormbreath Dragon > Gadrak, the Crown-Scourge

  • This might be a little bit of personal preference, and with how many ways this deck has to kill opponents' creatures on your turn, I think it provides a great ceiling while also acting as an early-game blocker. Mana that you can do anything with is so precious in this deck, and it happens to synergize nicely with the best addition to this deck in Kaldheim...

Lathliss, Dragon Queen > Goldspan Dragon

Zirilan of the Claw > Feldon of the Third Path

  • This is a different style of play, I'd just rather avoid exiling my Dragons or only getting a single use out of them...for a minimum of 8 mana and two turns. Feldon has more flexibility in coming down quicker and activating sooner. You're packing High Market and Phyrexian Tower here for sac outlets to get rid of the tokens (same as the Dragons from Zirilan realistically), but you're doing it much earlier in the game, or with mana to spare, with no downside of losing a Dragon for the rest of the game.

Hagra Mauling  Flip > Malakir Rebirth  Flip

  • Between all of the Dragon ETB damage and the removal suite available to Rakdos, you don't need more removal, I'm sure you've noticed this! Especially cost-inefficient removal. Having more reanimation effects, especially to act as a or flicker effect? There's WAY more flexibility here for how the Dragon reanimator wants to succeed. I agree that more removal is always good though! With that in mind...

Stolen Strategy > Kolaghan's Command

  • Play faster, and play with more flexibility. Command will give you options based on how the game's playing, and playing at instant-speed ensures you can be more interactive. Along that same line...

Tormenting Voice > Rakdos Charm

  • Flexibility in usage! More than likely this will get rid of a troublesome artifact, and wouldn't you know it that some of the best graveyard hate is on artifacts! The graveyard hosing can also be key and, again, playing at instant-speed gives you more opportunities to disrupt opponents. For a high-curve deck like this, that's really important!

Phyrexian Arena > Valakut Exploration

  • Let's help Rakdos players see that Arena isn't the powerhouse everyone thinks it is! Exploration does EVERYTHING we could need - especially in your build, which has a higher concentration of Dragons, there's a greater likelihood for you to fill your graveyard quicker! Please give this a shot and let me know what you think!

Fractured Powerstone > Exotic Orchard ,

Charcoal Diamond > Swamp ,

Fire Diamond > Swamp ,

Temple of Malice > Wayfarer's Bauble ,

Coldsteel Heart > Hedron Archive

Four of these cards ETB tapped and make you a turn slower, AND they're bad in the late-game since they have little utility. There's no snow synergy here to justify Coldsteel. Having more land ensures you'll hit your drops throughout the game. Wayfarer's lets you keep some ramp (I prefer Expedition Map, but one discussion at a time) while Archive has mana utility and lets you cash in when you have leftover mana. Smooth out your hands, get more consistent draws and turns, and have the ability to draw more cards.

Underworld Connections > Victimize

  • All of these Dragons in the yard are going to go to waste if you can't get them out onto the field! This is my favorite low-cost reanimator aside from the namesake - if you wanted to make a case for Stitch Together I wouldn't argue it. Being able to get two Dragons out, albeit tapped, ensures you can keep some board presence. It also lets you use up some of those Sneak Attack / token creations in an efficient way. I know losing some card draw feels a bit weird, and based on how the deck's built up, and from what you've described about your playstyle, it sounds like you may have an over-abundance of card-draw and not enough interaction. Hopefully this changes things!

Foreboding Ruins > Luxury Suite

Non-budget upgrade, and more likely to consistently come down untapped and provide the same color flexibility. If budget doesn't allow this edit, I'd say the non-budget move could be Path of Ancestry .

I do think you need to find room for one of the game-winning, mass-reanimators like Living Death or Patriarch's Bidding , or the new Kaldheim one, I'm blanking on the name. I'd take out Scourge of Kher Ridges for it to give yourself a win condition out of nowhere!

Hopefully these ideas help, or at least spark some further ideation for you to think about! If you want to chat about Bladewing in real-time over Discord or Reddit I'm on both sites as ThePillowman :)

HELLcaster19 on Korvold's Realms

2 weeks ago

SirHerpaderp As mentioned by enpc earlier, Drownyard Temple is a fantastic addition to your deck, for what you are trying to do. Do not forget that you can always have that land brought back to your field during an opponents turn as well, so that it untaps on your turn.

Rain of Filth is a card that works like Squandered Resources but only generates , in addition to drawing you cards and pumping your commander.

Also, something like Bloodghast would fit in nicely. If you have no other target for a sac option, kill it off instead. Play a land and presto manifesto, it returns to your field. :)

Temur Sabertooth could also be a viable option for an addition to utilize a handful of those creatures that have etb's

Fuzzlewuzzle on I Am Fire, I Am Death

2 months ago

X-Factor11105: Some good points! Here's my reasoning:

  • Molten Echoes is largely in here because it is the easiest enabler I've found for Bladewing to go infinite, while still providing reliable value when not going infinite. While there are some legendaries that kinda nonbo with it (though you can always let the legendary die and swing with the hasty token), there are also a number of dragons that are really good with it. Making copies of stuff like Utvara Hellkite, Scourge of Valkas, Terror of the Peaks, and Dragon Tyrant is awesome.

  • Avaricious Dragon has sucked a lot of ass. I included it to lower my curve and increase my draw power, butttt it really has not been pulling its weight. I'll cut it as soon as I find something else I want to run. Maybe Gadrak, the Crown-Scourge? I see you're running him, how has he been?

  • Command Beacon is in here now because there just honestly is no reason not to include it. I don't see myself using it often, but there's just really no downside to including it, since my manabase is more than consistent enough to afford the utility slot. Like you said, I generally just let Bladewing hit the graveyard to reanimate later, but if I don't have access to a reanimate spell and do have the mana to hardcast him again, I usually let him go back to the command zone. This makes that line of play a little less punishing.

  • Altar of Dementia is here because I wanted a free sac outlet to enable the new infinite loop with Hellkite Courser, and it is IMO the best one in a vacuum. It's one cmc cheaper than ashnod's, can mill out an opponent if I don't have a Dragon Tempest effect on board, and can be used to fill my graveyard in a pinch.

  • Nightscape Familiar is... fine. Nothing amazing, but the cost reduction applies to a lot of my spells, and being able to regenerate makes him a decent blocker if I need one.

Since you mentioned it, I think Drownyard Temple is a card I would use if I went a bit harder on aggressively self-milling to fill my graveyard, but I generally don't like doing that (makes it easier to get blown out by gravehate).

I generally don't worry about establishing early-game presence too much with this deck. I spend the first few turns ramping, looting, and sending removal at everything my opponents play, then start dropping dragons.

X-Factor11105 on I Am Fire, I Am Death

2 months ago

iammute let's discussMolten Echoes! Those are really solid points you make:

  • Trigger for one of the ETB effects you listed (Tempest / Scourge / Terror)
  • Send original to yard based on available recursion (PRO: fills the yard, CON: telegraphs your next move a bit). This could also be a lesser synergy with Boneyard Scourge

I think the nonbo aspect to me is that there isn't that perfect, consistent synergy with those legendaries - in this case, Drakuseth, Maw of Flames, Dragonlord Kolaghan, and Kolaghan, the Storm's Fury. It's hopefully a trigger, but choosing the token to remain on the battlefield also clearly telegraphs to your opponents what's coming next. The deck is fairly straightforward, so it's not like it'll be a big shocker, but I'd expect multiple players to hold up mana for counters / spot removal if they see you keep the token and send the original to the graveyard.

In my experience with Bladewing, I've had trouble sustaining an early-game presence, even with a host of 2-3 drops and a bunch of looting effects. Admittedly, I might be looking at Echoes through a narrow lense - the late-game synergy is truly back-breaking (multiple Balefire Dragon, Utvara Hellkite,or Scourge of the Throne triggers probably wins the game outright). I think I'd just be concerned to drop an enchantment that doesn't affect the board on T3 or T4 while my opponents continue to ramp or get their strategies really in motion on that same turn. If you've seen the benefits outweigh the negatives I'd love to know about that experience!

I can confirm Hazoret's Monument has been great, even at a slightly higher cost. Having that additional method for filling the yard has been super helpful.

Speaking of, have either of you considered Drownyard Temple? I don't think I use it currently but could see it having value, knowing how much discarding wants to happen here (hi Chainer, Nightmare Adept! Also considering Azra Oddsmaker and Olivia, Mobilized for War).

Reznorboy on Should Infinite Combos Need to …

2 months ago

So, this could be generalized to other formats, though this occurrence happened in a game of Commander.

The way I enjoy playing EDH is very beginner-unfriendly; I generally play as few creatures as possible and lots of heavy stax, land destruction, pillowfort, and infinite combo lines.

That was not the issue with this case.

Basically, I played a game against a purely aggro Gishath, Sun's Avatar deck (the game started with 4 people, and the others all quickly lost).

I was playing Golos, Tireless Pilgrim. (Note: I was playing on Untap.in and the game was labeled as 'Optimized').

I could post the deck here, it is a very budget ($300) deck that comes close to cEDH.

Point is, I had Glacial Chasm on field, and they had no land destruction. I also literally told them this: "I have a way to put Glacial Chasm back in my library from grave as well as a way to replay Golos, Tireless Pilgrim a few times per turn" (with Drownyard Temple in grave, so Chasm saccing lands wouldn't matter much, and tons of mana).

At this point, they should have understood that I could potentially just sit there until they decked out, not to mention buy me enough time to do my combo that produces infinite 1/1s.

An important note about my deck is that it is designed so that even if I drew nothing but basic lands the whole game, Golos can search out every single card in my deck given enough mana and time to set it up.

The person then demanded that I demonstrate the entire combo.

It took about 10 minutes to even set up about half of the combo.

By then, I had to leave, because I have a life.

When I told them this, they said, "I guess I win then".

It extremely angers me that in this game, one that supposedly rewards players for their intelligence, that the player won the game because they refused to understand basic card interactions.

Though it does not make sense to say that players should not have to explain anything, it also does not make sense in my opinion that a player should have to explain everything they do every single time.

I could go on a long rant on why exactly players should not have to demonstrate every detail of every combo they do, but I feel like I'm not going to change anyone's opinion in that regard anyway.

I just want people to realize that MTG is not perfectly designed, especially as far as cEDH goes, and that there should be some attempt to remediate it.

ellie-is on Lathliss, Ramp Queen

2 months ago

Peoyogon: You're very right! I've done some playtesting since the last comment and I'm absolutely in love with Drownyard Temple + any looting effect, haha. I get a card I can discard without losing anything, and then whenever I pay 3 I get to put an extra land in play. Sadly I can't always have it in my hand while looting, but to that end I think having Anger in the deck will really help also!

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