Drownyard Temple

Drownyard Temple

Land

: Gain .

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

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Printings View all

Set Rarity
Commander 2019 (C19) Rare
Shadows over Innistrad (SOI) Rare

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Legality

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

Latest Decks as Commander

Drownyard Temple Discussion

Whirl on Moraug Marauds the Battlefield!

1 month ago

With all the rituals and Neheb in the deck, you might have mana to pay for multiple activations of Sword of the Paruns equipped onto Walking Atlas. Then you just have to get lands in your hand.

You already have a Crucible in here, maybe Tectonic Reformation could be an option for your draw smoothing? It certainly seems to be on point in terms of flavor. And maybe you'd also be interested in Drownyard Temple, you can use it once with Reformation, but multiple times with a little card called Arcane Spyglass.

And since this is a landfall deck, I just have to suggest Seer's Sundial instead of one of the loot sorceries :)

passimo on Voraciously Reading

1 month ago

@XxI-love-sliversxX, zapyourtumor. Thanks a lot guys! I'll keep these ones in mind, and do some testing to figure out how many copies to use. Seems pioneer's side cards are very color driven (from the ones you posted). I like Prized Amalgam, but it would make it not possibile to use Lurrus of the Dream-Den as a companion. Will keep it in mind though. Priest of Forgotten Gods is good, but I feel I haven't got enough good etb for lurrus to retrigger. I really like the fact that clears the opponent's board though. As for Drownyard Temple, yes, the homunculi won't decrease its cost but i like the fact that I can get it from the graveyard, even at instant speed (or so I think, am I right?), to use it later for Torment of Hailfire.

Azeworai on Radha, The Lands Matter To Me!

3 months ago

Alright. Into phase two of a lands deck! So, the very best thing you can do is abuse Glacial Chasm. Use land tutors to find defensive lands, such as Maze of Ith or Strip Mine for the sake of dissuading attacks.

Furthermore, the glory of a land-based strategy is that your battlefield always remains untouched. Wraths never do, or typically don't, tarnish your board-state.

In short, I'd recommend perhaps 2-4 wraths and a Glacial Chasm package. Drownyard Temple goes well with it. Effects such as Crucible of Worlds and Ramunap Excavator are imperative for replaying the Chasm from the bin, thusly negating the sacrifice cost. With extra-land effects it can be very potent. Life from the Loam is also strong, granting another form of card advantage with cycling lands.

These crucible-type strategies also grant another line of attack with Strip Mine. I sometimes randomly "win games" turn three by just an Azusa, Strip Mine, and Excavator.

There is a time in the game when you do not need more mana, so saccing some of it to Dust Bowl or the sort takes away from others' resources whilst you hide behind Glacial Chasm.

For wraths, Blasphemous Act is always strong, Molten Disaster's split second is great (combos with Glacial Chasm), and Chain Reaction is just good.

If you need to live more, just more interaction is great. I only run a few in my lands build, but it's a matter of taste. Beast Within is never lacking.

With great wraths comes great planeswalkers. You need some more value engines and constant draw! I don't care what people say, they're still fine in commander. Especially in lands decks, for a multitude of wraths keeps the table away:

  1. Wrenn and Six is just lovely with a cycling land.

  2. Vital Force ultimates quickly and draws much.

  3. Best Nissa  Flip is ALWAYS strong, for she finds a land early and draws cards late.

  4. Vivien Reid draws and murders. She's great but slow.

  5. Chandra, Torch of Defiance may not say "land" but draws, ramps, kills, and kills some more.

For non-planeswalker card draw, Harmonize is solid, Outpost Siege is always fine, Mirri's Guile and Sylvan Library are great if within budget, and Once Upon a Time goes within all green decks I own.

For what I would cut:

Chandra's Ignition is cute but an eleven-mana kill.

Boundless Realms just ramps you more at seven mana.

I'd remove one of either Mage Slayer or Power Matrix. The deck should probably be a little less punchy and opt more for a long game.

The rest of what you remove comes down to repeated gameplay. The standard I hold my decks to is having ramp and draw fully assembled by the end of turn-four if uninterupted, if you need a reference.

So, more lines of attack outside of combat, disruption, and defensive options.

Good luck! It all comes down to choice.

Wihito on Baevictis & Friends

3 months ago

Coward_Token: I'm slowly making the deck more creature heavy, so I might exchange the two of them later on!

zulado: I used to have Drownyard Temple in the deck but the cost felt like it was too much each time, and there's little space for colorless utility lands so I'd rather have other card take the sacrificial role for Vaevictis. There's too little benefit from trample with Dragon Fangs, while haste is a huge benefit from Dragon Breath. Thanks for the suggestions though!

VorelNailo: Splendid Reclamation along with Life from the Loam would be the first cards I'd put in if I ever scrapped my "only permanents" restriction! The other cards fits well with a creature token strategy, which this deck doesn't have. Though I'd like to put in more non-creature token generators because Oath of Druids is a pet card of mine and having it putting out heavy threats is awesome.

king-saproling: Used to have Herald of Leshrac but it felt too slow for its mana cost. Mimic Vat looks like a much better fit now compared to last time I considered it! Path of Discovery and Titania, Protector of Argoth are good additions but I'm very unsure on what to take out for them. Replaced Sneak Attack with Purphoros, Bronze-Blooded to power down the deck, but if I get my hands on a Sneak Attack I'll put it in! Not a fan of the one time use Generator Servant, I'd rather have repeatable haste enablers and mana rocks, and I'm trying to lower the number of small creatures for Oath of Druids to accidentally hit.

Azeworai on Radha, The Lands Matter To Me!

3 months ago

Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.

If you opt for a strategy more anent utility lands, there is a multitude of options that become available.

Inkmoth Nexus can combo superbly well withal Kessig Wolf Run, oft murdering someone on the spot.

Of course, Dark Depths and Thespian's Stage is just another threat for the opponents to answer.

Glacial Chasm has saved me more times than I would care to admit, and Drownyard Temple is fun with sacrifce effects.

Sheltered Thicket is probably just better than an Evolving Wilds.

Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.

I have a lands deck myself, bearing Vital Force and Vivien Reid as splendidly potent engines.

Nissa, Vastwood Seer  Flip is a card that literally never feels bad. It's great at all points of the match.

For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.

Given enow utility lands, Field of the Dead becomes one of the very best cards. You could try snow basics for additional names to support it. This also opens Into the North as a possible ramp spell.

'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.

Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.

One more interactive spell would be nice. Beast Within does the job.

World Shaper has proven itself with High Market for additional control.

There are some things I'd recommend you ablate:

  1. Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.

  2. Skullwinder... Why not Reap or Regrowth? I don't see any effects that care about the body, so you may as well not help the opponents and gain a cheaper casting cost.

  3. Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.

  4. Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?

  5. Nissa's Renewal is so slow! Six-mana?! Come on. You're ramping into seven-drops. Add a Kozilek if you want to do that.

  6. Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.

Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!

Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!

The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)

In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.

Oh, add some wraths. Blasphemous Act and Ezuri's Predation are each solid. Put them in and don't look back.

Good luck and happy cartography!

Azeworai on Lavinia, Azorious Stax

3 months ago

I've always had a soft-spot for land destruction. Mana Vortex is quite possibly my very favourite.

But, upon the deck! Aven Mindcensor is always a splendid lock-piece. Leonin Arbiter is a nuisance, Sanctum Prelate can be quite fun, Angel of Jubilation makes any Chainer player weep, Rule of Law or Eidolon of Rhetoric are both enticing, Spirit of the Labyrinth maintains equality, and Crackdown is oft one-sided for strategies such as this.

For your mass land-destruction, Drownyard Temple, Oboro, and Flagstones of Trokair each seem lovely.

Ravages of War is another one as addition, if it is to be in the budget.

I have my own commander taxes list if you care to peer upon it.

Within the Confines of Law

Enjoy the suffrage! And do remember, fun is relative.

Grind on Land Ho!

6 months ago

cool deck, bobo seems hard to build because 8 mana commander jeez! plus you want to ramp hard but you also want all kinds of lands in your hand to discard... very difficult.
anyway this deck feels like it wants Drownyard Temple.
and undoubtedly you know you want the costly $$$ Crucible of Worlds or Ramunap Excavator.
if you want some big ramp there is always Boundless Realms, Seedguide Ash, and Traverse the Outlands

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