Temple Garden

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Temple Garden

Land — Forest Plains

(: Add or .)

As this enters the battlefield, you may pay 2 life. If you don't, this enters the battlefield tapped.

Emberalus on Child of Alara

3 weeks ago

Update:

OUT:

  • Sol Ring
  • Goblin Engineer (It does not really synergize with the combo, it was in to find Zuran Orb but I kind of have enough ways to find it and not enough artifacts to sacrifice.)
  • Roil Elemental (It was a cute card but I had to cut one more card for some more consistency and with the amount of tutors I play generally I will always rather have Tatyova or Gitrog Monster which are both tutorable by Bring to Light.)
  • Pact of Negation (Pact of Negation is kind of an expensive card and I think I like Pyroblast more, it's mainly to combat counterspells on the second sunrise anyway and Pyroblast has some added utility to it which I think makes it better.)
  • Mana Vault
  • Overgrown Tomb (Decided I want to run just 3 shock lands, this one might get back into the deck but I opted for others first.)
  • Mox Diamond
  • Mana Crypt
  • Krark-Clan Ironworks (Decided to get rid of the KCI saccing mana rocks before second sunrise plan, it was too convoluted and I want to go for a more land centric deck.)
  • Valakut Exploration (This was also one of my other win conditions, and I liked Roil Elemental first above this but decided to cut both.)
  • Izzet Chronarch (Got replaced by Timeless Witness.)

IN:

  • Krosan Wayfarer (Has some early game utility while still being excellend in the Combo.)
  • Pyroblast
  • Cosmic Intervention (I somehow overlooked this card but I am really excited to add this as an early game play for value.)
  • Uro, Titan of Nature's Wrath (Uro is already an insane card, it sacrifices itself which is great, it's basically a recurrable Explore with the added bonus of sometimes being a powerful body, I think it will work excellend in the deck.)
  • Farseek
  • Explore (Both replace my mana rocks for some early mana ramp.)
  • Breeding Pool
  • Temple Garden
  • Hallowed Fountain
  • Timeless Witness
  • Unbridled Growth (Fixes mana and sacrifices for a card, the other candidate was chromatic star which would also be good but I think Unbridled will have more value as you don't need to sacrifice it to gain it's fixing effect.)

I decided to cut my mana rocks that don't provide a color except for when they have a way to sacrifice themself which also made me cut my KCI from the deck.

Other Ideas: + Valakut, the Molten Pinnacle + Vesuva + Prismatic Omen

legendofa on Which recent set release should …

2 months ago

If you want to keep the feel of opening packs and growing your collection, Draft is the way to go. It's possible to build a decent Standard deck from drafts, but it's going to take a big time and potentially money investment.

On the subject of money, a tournament-level Standard deck is worth about 200-400 USD right now, and Modern looks like it starts at 800 USD and goes up from there. If you want to make this investment for Modern, I recommend starting with the mana base. The essential lands for any multicolor deck are the fetch lands (cards like Windswept Heath and Arid Mesa that search for a land with a basic land type) and the shock lands (cards like Temple Garden and Sacred Foundry that can enter untapped and provide multiple colors of mana). The mana base is almost always the most expensive part of a tournament-level deck, thanks to relatively low supply and high demand, but once you have it you don't need to change it.

Of course, it's possible to have a Modern deck or two on hand for tournaments and free play, and spend time drafting as you want. But to reinforce what everyone else is saying, you're not going to build a Modern competitive deck out of a random box.

lhetrick13 on Feline Feelings

2 months ago

wallisface - You were definitely right about upping the mana. Only done a handful of play testing and since I increased it to 23 lands it has been performing much better and just "feels" like I am not hoping to draw a land to be able to play one of my higher CMC cards. Just consistently starting games with 3-4 lands in hand. The addition of the extra 1-drop cats has also been a big improvement as Temple Garden and Loam Lion are a pretty good move on turn 1.

You might be right about Heroic Intervention. So far only one game where I have used it so might be swapping that out for some additional removal spells/creatures. We shall see...Thanks again for your suggestions!

NonetheWeisser - Only a single Esika's Chariot in so far but it has gotten played a few games. Already love it as those cat tokens it generates when it is played are so nice and the populate ability is so good...In one of the games I had Anointed Procession out so that was the final nail in the coffin. Thanks for the inspiration!

lhetrick13 on Feline Feelings

2 months ago

NonetheWeisser - ya...Windswept Heath is on the wish list. Just killer that the one fetch land I want/need is like the most expensive. I know once I invest in it, I can use it in any deck and it is so much better than Fabled Passage due to the tapped nature of Passage. do have 2xTemple Garden in the deck though so I at least have some land investment :)

TypicalTimmy on How do you build Karametra?

3 months ago

I had built my Karametra, God of Harvests with two main facets: The Landfall mechanic, and very massive creatures to put those lands to good use.

One clever trick you can do is loop Jeskai Barricade and Stonecloaker back and forth, bouncing each other. If you have an appropriate means of cost reduction, it becomes very efficient. For example, Oketra's Monument and Cloud Key would reduce their individual costs to a mere .

Each time one of these ETB, you bounce the other and tutor a Plains. If you have a means to have that Plains ETB untapped, or able to untap it, you can filter all of them from your library that turn. One method is Stone-Seeder Hierophant. Another is Amulet of Vigor.

These, in effect, allow you to cast Jeskai Barricade for just . Upon cast, you tutor a Plains. It ETB tapped and you either untap it with Amulet of Vigor or with Stone-Seeder Hierophant. From here, Jeskai Barricade ETB and you bounce Stonecloaker. Now, that Plains you just had ETB and got to untap can be tapped to add , allowing you to cast the Stonecloaker from your hand thanks to the cost reduction of Oketra's Monument and Cloud Key. From here, you tutor another Plains and repeat the whole process over again.

If you want lands that have , you can do this one of two ways:

Filtering into will assist you in getting green mana, but it won't allow you to tutor Forests.

However, what this will do is you can tutor Forest, and use the Forest to pay for to continue the combo mentioned above. If you do this, you can tutor every single land in your entire library in one single turn.

Unfortunately, Selesnya doesn't exactly have a means to give global haste. You'd want to rely on something such as Akroma's Memorial or something else. It gets pretty tricky and difficult and you're better off to try and secure the win via alt-wincon.

But, this whole setup is extremely flimsy. Just one piece being removed blows the entire combo up. Your table may not see what's going on the first one or two times, but they will catch on and the moment Jeskai Barricade drops for the first time, it'll be hit with a furious wave of removal. Once this happens, your entire deck is dead in the water.

That's why I no longer play Karametra. She definitely is a Timmy deck because she absolutely wants tons and tons of creatures slamming the field as quickly as possible... but she becomes super flimsy. Imagine getting 9 or 10 lands out by Turn 6 or 7. You drop something massive like a Desolation Twin and it gets hit with the first wave of removal. What happens is you become the biggest threat at the table, even when you have literally nothing. The reason this mentality sinks in is because your Commander has Indestructible, so most players are unequipped to handle her. Since her removal isn't an option, they hit your boardstate, instead.

You become a magnet for removal and hate, and you spend the rest of the game "catching up" and "doing nothing".

In my personal experience, she isn't fun to play because of this very reason. But... if you'd want to build her, that's how I did.

  • Landfall + that combo

...so Stonecloaker can bounce itself. No need to even have Jeskai Barricade. Jfc I am the biggest of dumb.

Still, you need cost reduction + filtering + land untapping... it's still a cumbersome problem and, like I said, one piece of removal blows the entire combo apart.

ReticleMouse on Flash A-Pack (Wolf Tribal)

3 months ago

BigVI maybe, but so are those four copies of Temple Garden which are nowhere near as useful ;)

philosopher on Acorns of Death

3 months ago

Hello kwazygloo,

When designing a deck, it is best to have the % card mana symbols match the % lands with that mana symbol and, that is found in the pie chart in the top right hand corner, so, looking at the pie chart in the top right hand corner, you require more white sources because you have more white mana symbols within your cards than green mana symbols.

Tappedout is weird for the dual faced lands, so to properly show the white source in the bar chart, i recommend you change its name to Boulderloft Pathway  Flip, so that the white source is taken into account in the pie chart.

Also, you are missing the best GW dual land in pioneer: Temple Garden, as this always comes into play untapped, whereas Overgrown Farmland is conditional based on the number of lands that you have.

Finally, about your land count, based on the below link and analysis, the average mana value for your deck is 2.23, meaning, to reach your 3 and 4 drops, it is recommended that you play 23 lands. I see that you have the most cards in the two drop slot, so you could run 22 lands so that you have a 99.2% of drawing two lands by turn 2.

(https://strategy.channelfireball.com/all-strategy/mtg/channelmagic-articles/how-many-lands-do-you-need-to-consistently-hit-your-land-drops/)

Suggested land amount 23

Avg mana value 2.08-2.40

deck description: Aggro deck – You need 3 lands on turn 3 in most games (86.8%); 4 lands by turn 4 (67.7%) is nice but not necessary.

I hope this helps, as the goal of your deck is sound, so fixing the land types and land quantities will allow you a more consistent path to victory.

Please provide with me your thoughts on my suggestions.

Thanks,

Philosopher

Frank_Glascock on Better Omnath Lands

3 months ago

Caleb, what do you think about these changes?

I think these are the best changes:

Wrenn and Six > Birds of Paradise

Nature's Lore > Arcane Signet

Kodama's Reach > Wheel of Fortune

Birds of Paradise never fit a lands matter deck. Just one man's opinion but Arcane Signet doesn't belong in a landfall deck. I don't like Wheel of Fortune when it can not be abused, ala Snakes or if you have a Notion Thief in play. You are paying three mana to refill everyone hands.

I would love to find a spot for Consecrated Sphinx.

Can we talk about your lands? You are playing seven lands that tap for colorless and one, Dark Depths that does not tap for mana. There are also eleven basics in this deck. The only spells in your deck that put basic lands into play are Cultivate and Sakura-Tribe Elder. I would cut Ghost Quarter and three basics for City of Brass, Mana Confluence, Exotic Orchard, Breeding Pool at a minimum. A reasonable case could be made to cut two more basics for Temple Garden, and Sacred Foundry.

I know Coalition Relic solves all your mana base issues but you have no way to tutor for artifacts.

I would probably find a place for Yavimaya Hollow. I play it in snakes.

You stated you wanted more counterspells. I assume this being a Calab Holyt deck that means the addition of Swan Song at a minimum. Orginally, I looked at areas where you had a glut of cards that did the same thing. Creatures that let you play additional lands or lands off the top of your library was one area. The other was cards that allowed you to play lands or recur lands from your graveyard. In the end, I just couldn't justify cutting any of the cards in either of there areas without more testing.

Elvish Reclaimer was the card I settled on to be the cut. Why? This card was extensively tested and cut from another landfall trigger deck, the primer Tappedout list for Omnath, Locus of Rage. The reason was the card was too slow.

I hope this generates discussion between us on this deck. You had to be very happy with the results from your first play session.

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