Temple of the False God

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena 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
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Temple of the False God

Land

: Add . Activate this ability only if you control five or more lands.

DreadKhan on Trample Under Foot

1 week ago

Neat idea, I love seeing people making Gruul work in Legacy!

I would run two more Utopia Sprawls over Rampant Growth, they aren't all that pricey anymore (ymmv of course). I'd even run a worse Utopia Sprawl like Blighted Burgeoning or Fertile Ground, either has it's own upsides, and both work very well with your Arbor Elf.

I think with x4 Arboreal Grazer you might consider at least a couple lands, Grazer feels awful when you're short of lands. I'm not sure how much you'd need, but 1 or 2 would be helpful IMHO.

Randomly, Gruul got one of the all time great ramp effects back in Ice Age, Orcish Lumberjack is epic ramp, great if you need to hit a Hulk several turns early. You might want something to prevent your Hulk from getting countered, maybe Rhythm of the Wild? The haste is also VERY good with Lumberjack, letting you drop it and tap it for 3 (though you do sacrifice the Forest) right away, dodging removal potentially. I personally love using Orcish Lumberjack with Mwonvuli Acid-Moss, this way you can effectively Sinkhole people in Gruul, and technically you'd have 1 mana left, even on turn 2. Some people don't fear land destruction and will keep a 1 land hand so it can work sometimes fwiw, and the cost is negligible (it's even a ramp spell if you hard cast it without Lumberjack).

How often do you end up with a decent land count? If you find you can actually hit 5 lands in a lot of games, you could throw in Crop Rotation and Temple of the False God x1, if you aren't ready for a Temple yet you can tutor up a Red source I guess, or a Wolf Run. I'd guess if you pull those Rampant Growths Temple x1 isn't worth bothering with. You could always do that trick with x1 Ancient Tomb, but those aren't as cheap!

zegmoth on Sliver DADA

1 month ago

coucou j'adore ton deck ! J'ajouterai bien un Descendants' Path, Commander's Sphere, les temples et thriving. Temple of the False God je suis pas fan dans 5C.

Des bisous de charente, 16000

Attention ! Dormant Sliver tu vas pas rire ;)

TheForsakenOne on Fae Domain Expansion

1 month ago
  1. Cut Temple of the False God, as always it's a trap. A basic would be better

  2. Why's Sorin Markov here? Besides immediately setting someone to 10 health he doesn't get to do much unless you sink in a lot of faires to be chump blockers. Don't tell me it's because he's the closest you could get to Gojo

  3. Why cut Alela, Cunning Conqueror? With all the counterspells you added and the heavier focus on control she's actually better in this than the original precon.

Master_J on Laser Beams

4 months ago

OUT:Temple of the False God, Alharu, Solemn Ritualist, Path of the Pyromancer, Ichor Elixir, Fractured Powerstone

IN: Karn's Bastion, Grumgully, the Generous, Ozolith, the Shattered Spire, Kami of Whispered Hopes, Kodama of the West Tree

Starting with a first round of generally obvious upgrades. Planechase is used so sparingly that any card that is generally only useful during Planechase comes out. As well as budget lands like Temple, and over costed bodies for little gain.

TheBestMagicCard on Emrakul, the Promised End

6 months ago

So, after all that conversation and consideration, I did end up putting Temple of the False God in a special land slot, which I think rebalanced the land base to like 38 technical lands, but 4 of them being "special" because they are conditional and/or don't always produce land.

Also, I ended up deciding to put The One Ring in, because it's busted, and the deck wanted more card-draw anyways.

Now, I had always wanted a way to recur Eldrazi triggered abilities, and had considered cards like Strionic Resonator, or Abstruse Archaic, but I never felt like they really quite cut it...

Another option would be to return Eldrazi to my hand and re-cast them with bounce effects, but in colorless that's a little bit limited. Erratic Portal has been in and out of this deck a lot through the years, sometimes I thought it was worth the condition and mana price, and sometimes I didn't... but it always kind of seemed like the best option even if not great... I had also always cosidered Umbilicus and Blood Clock, but never really thought they'd be good enough to include.

But once I decided to put The One Ring in, it made a little more sense to put Umbilicus and Blood Clock in, even though I think this is a little janky, the fact that it also synergizes with Eldrazi was a bonus... so then I decided to put the original Ulamog and Kozilek in too, which I had previously excluded, just because I thought the new ones were a little more versatile, and I thought that Annihilator is a cheap and OP mechanic... but now with 3 ways to bounce Eldrazi back to re-cast, as well as The One Ring synergy, it seemed like a more viable strat...

And then they printed Roaming Throne. I've included this in the decklist as an Eldrazi, even though it isn't actually Eldrazi, so doesn't get noticed by Eye of Ugin or Eldrazi Temple, but you choose Eldrazi type as it enters, so it is an Eldrazi on the battlefield, even thought there is currently nothing that really synergizes with Eldrazi creature type on the battlefield, except this card. This is the ideal copy-an-effect card for Eldrazi! All the titans have triggered abilities, and this just automatically copies them if you choose Eldrazi as it's type, for free, whenever an ability triggers! It's so good, and makes the other janky bounce cards even more worth including. Imagine Emrakul's cast trigger copied, or Annihilator triggers... It's so much better then Abstruse Archaic or Strionic Resonator ultimately, because it's free, and happens every time instead of having to tap for just one ability once...

So now, yeah, I'm bouncing Eldrazi to recast and get triggers, and copying those triggers, and I think it works... I like it!

Ultimately, I added Temple of the False God, The One Ring, Umbilicus, Bloodclock, Roaming Throne, and oh yeah, Collector's Vault, because it's card draw, and discard, and makes treasures... Still trying it out, but it seems p versitile...

DreadKhan on Sauron The Grixis Lord

8 months ago

If you want to keep your budget fairly low, there are the signets (Rakdos Signet, Izzet Signet, and Dimir Signet) and the talismans (Talisman of Dominance, Talisman of Indulgence, and Talisman of Creativity) to start with, but Grixis has access to a really good new option, Relic of Sauron, which I think is great. I'm not sure if it's really a good card, but Firemind Vessel exists. There is also Myriad Landscape, which can find a colour you don't have yet (and gets 2 of that colour). An option if you keep your fairly high (which is fine btw) land count would be to replace a land with Temple of the False God.

Since you actually need to ramp a few times from 3 mana to cast Sauron, you might run something weird like Dreamscape Artist, that can help get you to Sauron mana to get your deck online, including fixing your mana. It's incredibly janky, but Apprentice Wizard can help cast Sauron's colourless cost.

I could be wrong, but I think Arcane Adaptation is usually better than Xenograft. I think Maskwood Nexus is also better. I think you could find much better cards than Ugluk, including many that are lower to the ground. Foray of Orcs is not very high impact for the mana when there are cards that can just remove any creature for less mana, or cards like Fateful Showdown for similar. I would even play Fire Covenant over it. Torment of Golum sounds to me like an outright bad card, ymmv, but I think you can find something that works similar for less. I'm also unsure if Surrounded by Orcs is worth casting, adding only 3 power isn't very impressive, and if the army dies you lose the buff forever.

You can certainly shave some lands if you add more ramp sources, though I wouldn't go below 36 lands with a 6 mana Commander that needs 3 colours to cast. You can sneak that lower with a better mana base, but that increases the cost. If you lower your land count to 36, you could also look at the Guild Bounce lands, Dimir Aqueduct, Rakdos Carnarium and Izzet Boilerworks, each of these is a dual land that is cheap and helps you hit more land drops. They aren't great if you have lots of 'Enters tapped' lands, but without mostly Basics they are solid in a 3 colour deck. Guildless Commons also exists, but in a 3 colour deck I'd be more leery of it.

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