Temple of the False God
: Add . Activate this ability only if you control five or more lands.
|Have (2)||orzhov_is_relatively_okay819 ,|
|Want (7)||Vuuduuhedd , dchaffee02 , valkerye , arashikageclan , Mlord , pendraggon , TrevStar7|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Temple of the False God Discussion
2 days ago
Acererak the Archlich goes is an infinite wincon with rooftop storm. Syr Konrad, the Grim works well with all the graveyard shenanigans. Murder is just unplayable as there are so many other cards that do the same thing for one less mana, might I recommend Walk the Plank as a good alternative. Also, your ramp needs help. First of all you need a bit more. I’d recommend 8 to 10 sources of ramp. Dimir Signet and Arcane Signet would be good includes. Thran Dynamo would really help you ramp into your commander and other high mana bombs faster. Temple of the False God is ramp out of a land slot. There are a few ideas to help ya get to tuning the deck. Have fun branching out into Commander, it’s the best format in town!
1 week ago
Hey, nice version so far with a high budget. Cutting Garruk's Uprising was a mistake, the card is really good in creature decks.
Apex Altisaur and Thorn Mammoth are upgrades for Ravager Wurm and Foe-Razer Regent for repeatable fight. You don't really need Regent since you have Vigor which has a much better ability to put counters on creatures you control. Vrondiss, Rage of Ancients from the new Draconic Rage Commander precon is a target for fight and good with Vigor. He can also be a repeatable source of big tokens to abuse Greater Good, Terror of the Peaks and Garruk's Uprising.
Quartzwood Crasher is a five drop to pair with Garruk's Uprising, another repeatable source of big tokens and it's combat damage trigger goes well when you can double the power of a creature with trample. Garruk, Primal Hunter and Garruk, Unleashed can be repeatable sources of tokens for attacking and fighting. With fight it's easier to protect them to get to their ultimates.
Arcane Signet is a ramp upgrade for Rampant Growth. Harrow is an upgrade for Kodama's Reach. Karplusan Forest, Grove of the Burnwillows, Cragcrown Pathway Flip are three more Gruul dual lands that always ETB untapped to consider adding. Cinder Glade is an upgrade for Temple of Abandon.
Some cards to consider cutting:
- Temple of the False God
- Temple of Abandon
- Rampant Growth
- Kodama's Reach
- Golden Guardian Flip
- Ravager Wurm
- Zilortha, Strength Incarnate
- Nylea, Keen-Eyed
- Foe-Razer Regent
Good luck with your deck.
2 weeks ago
Hey, well done so far on a budget.
Some advice to consider is how to improve the manabase on a budget.
- Command Tower: staple land for two or more colored Commander decks.
- Exotic Orchard: staple land when playing three or more colors in multiplayer Commander
- Path of Ancestry: can make any color of mana.
These three lands are called Rainbow lands. Crumbling Necropolis is the Grixis Tri land, it can make any one color of mana you need.
These are budget Fetch lands to search for any basic land.
These two are Tango lands which care about lots of basic lands.
These are Reveal lands that also care about basic lands and have interaction with Tango lands.
Some lands to consider cutting:
- Temple of the False God: will not be able to tap for mana until your turn five or after since you're counting on only land drops to get to five or more lands.
- Dimir Guildgate, Izzet Guildgate and Rakdos Guildgate
- Some basic lands
Updated budget manabase example (38 lands, 24 blue mana sources, 21 black, 20 red):
- 9x Island
- 5x Swamp
- 5x Mountain
- Command Tower
- Exotic Orchard
- Path of Ancestry
- Crumbling Necropolis
- Grixis Panorama
- Ash Barrens
- Evolving Wilds
- Terramorphic Expanse
- Shivan Reef
- Sunken Hollow
- Smoldering Marsh
- Frostboil Snarl
- Choked Estuary
- Foreboding Ruins
- Darkwater Catacombs
- Shadowblood Ridge
- Temple of Deceit
- Temple of Epiphany
- Temple of Malice
Good luck with your deck.
1 month ago
This deck is becoming such beaut!
Always interesting looking in on it! Looking at your lands, I have a small suggestion - there are some good cheap old-school lands like Temple of the False God, Terrain Generator and Barren Moor that you might find interesting.
1 month ago
I've been playing monoblack in EDH for a while! So, I have some advice I can offer that I hope will help you out!
Land base: 35 should be enough, consider some utility lands: Maze of Ith Cabal Coffers (get it while it is cheap!) maybe some land destruction like Field of Ruin, Wasteland, Ghost Quarter, Strip Mine, etc. Nykthos, Shrine to Nyx Temple of the False God Cabal Stronghold Castle Locthwain Rogue's Passage
Equipment to boost your general:
Sword of War and Peace, life gain and protection Sword of Light and Shadow, recursion and protection Sword of Hearth and Home, protection, blink your ETB kill a guy creatures, ramp Sword of Feast and Famine, expensive, but super good Lashwrithe: ouch Vorpal Sword: haha double ouch Blackblade Reforged Sword of Truth and Justice Sword of the Animist
I might try to add a few more win cons in your creature base
Ramp and utility suggestions
Bolas's Citadel: super good but can be rough if you aren't gaining a lot of life Caged Sun: super good ramp and works when your opponents tap Skyclave Relic: better than darksteel ingot Tevesh Szat, Doom of Fools: good for draw and blockers Grief: hand control Thought-Knot Seer: hand control Ob Nixilis Reignited: stayed in my chainer deck for a while until Tevesh came along
Grim Tutor and Mastermind's Acquisition over diabolic tutor (depends on you play group if they allow a "wish board," some don't, I run acquisition but may pick up a grim tutor for groups not okay with it)
I might lose some of the instant speed removal for:
Some general removal as monoblack suffers from inability to handle certain types like enchant and artifact:
Tattered Mummy: Not that good, more consistent ways of grinding out damage Skyclave Shade: Bloodghast is better 1x Skeletal Grimace: I get the point, but there are better cards 1x Underworld Dreams: I am iffy on this one, Painful Quandary and Polluted Bonds may be better or good additions to complement it. The entire instant pool save hero's downfall and malicious affliction, there are better killspells Expedition Map: really only useful for setting up tron or land combos Liliana, Waker of the Dead: Liliana Vess works better
The True Meaning of Death and Taxes: this is my chainer death and taxes reanimator list, check it out for suggestions, I have a lot of cards in the maybeboard I have considered and even used at one point that may spark some ideas.
1 month ago
1 month ago
Hey, I see you're building a pretty cool Ghave deck. I've never had one, but I've seen them in action, and he seems pretty fun. I understand wanting to go budget though, so I'll try to recommend a few cheap options for you.
First of all, I'd recommend pumping the land number up a few, maybe closer to 35 lands. As for your lands, though I know you want cheap options (So no shocklands or such things), so I have a few ideas: Sandsteppe Citadel is only 50 cents, and taps for all 3 colors of your deck. Temple of the False God is bad early game, but once you have a few other lands, it will tap for 2 colorless, and is a cheap card, too. Command Tower is another cheap pickup at 25 cents, and taps for any color you need. Evolving Wilds and Terramorphic Expanse both are cheap and can find lands you need.
Next, a few other cheap cards that could help you out. Moldervine Reclamation works well with your commander, and is less than $1. Shamanic Revelation can draw you a ton of cards if you have a ton of creatures, and is also less than $1. Putrefy , Krosan Grip , and/or Mortify are decent removal spells. Abzan Charm and Golgari Charm are pretty useful in a variety of situations, and Overrun can be a good way to kill an opponent with combat. Finally, two favorite cards of mine you could consider that aren't expensive are Song of Freyalise and Commander's Sphere , where they both add mana for you, the first of the two can make your army deadly after a few turns, while the second can be sacrificed to draw a card in a pinch.
I hope these suggestions help, and remember: This is your deck. Build it the way you want it to be!
2 months ago
Hey, I tried to post a comment at MoxField, but it didn't work because I think the comment was too long. I kind of have a problem with long comments :)
Instead I'll post the comment about your Scarab deck here.
Nice updated version of Scarab. To answer your question because you have Phyrexian you could cut Ashnods. Although, I don't think I would since Ashnods is better than a few cards here because it's a combo piece and the ramp can help to pay for Scarab's embalm. Dementia being a win condition for opponent mill or repeatable opponent mill throughout the game is nice, but it's dangerous as self-mill enabler because you risk milling nonZombie combo pieces which you currently can't reanimate or recur. Honestly, I would play all three of the combo artifact sac outlets because of so much self-mill you don't have control of.
Because of self-mill Academy Ruins would be worth including to recur Phyrexian or save Phyrexian when in graveyard from being exiled. Since it's a land it doesn't take a valuable deck spot for this effect. One of the main reasons to play Phyrexian Reclamation is it can save creatures especially Gravecrawler and Wonder at instant speed from being exiled by graveyard hate which can be a big problem. Mystic Sanctuary is helpful since it's an Island for Wonder and as a bonus it can potentially recur an instant or sorcery which is good with self-mill.
- Ashnod's Altar --> Necromantic Selection
- Academy Ruins --> Temple of the False God
- Phyrexian Reclamation --> Training Grounds
- Mystic Sanctuary --> 1x Island
Temple of the False God is not a good land here because without Urborg it's unable to tap for mana until your turn five or six and that's if you make all your land drops. Necromantic Selection is a high CMC card that you don't really need because you have Kindred Dominance which is the same mana cost, but more powerful board wipe effect especially with Zombie tokens.
Training Grounds can be a powerful card for combos, but it's not doing that here therefore it doesn't do enough only affecting three creatures: Scarab, Cryptbreaker, Accursed. I don't think it's worth taking a deck spot for Grounds just to reduce the cost of Scarab or be able to reduced cost of activated abilities of opponent's creature you may embalm. Ashnods mimics what Grounds does by sacing a creature you make two colorless which can be used to help to pay, better yet to cast or activate anything else.
By increasing your budget then you could add other black tutors and more tutors are very helpful when you want an artifact to combo. Diabolic Intent and/or Profane Tutor are two more two drop tutors to consider adding. Consider more tutors that can get Wonder or Gravecrawler such as Entomb or Unmarked Grave ?
Shambling Ghast is a new one drop Zombie for combo with Rooftop + Havengul because when it dies it creates a treasure. With any sac outlet such as more convenient Carrion Feeder Ghast mimics Phyrexian Altar . With Rooftop, Feeder + Ghast can replace Phyrexian and being able to remove one nonZombie combo piece from the combo with Havengul is a huge upgrade. Ghast + Phyrexian combos with Havengul without needing Rooftop for infinite casts/dies/leave graveyard of Ghast which can make Havengul combo faster not needing six drop Rooftop.
- Shambling Ghast --> Solemn Simulacrum
Acererak the Archlich is another new Zombie for combo with Rooftop since you don't have to enter Tomb of Annihilation dungeon instead you can enter one of the other two dungeons which results in bouncing Acererak back to your hand to cast again for free and repeat. Instead of venturing into Annihilation you can enter one of the other two dungeons and go to their rooms for value as many times equal to cards you have in your library. Lost Mine of Phandelver has Dark Pool room which as long as you have more cards in your library than each opponent has life can be a true win condition.
The way the Dungeons work is once you have completed one you can then right away venture back into that same dungeon again which lets you repeatedly enter Phandelver and it's rooms. In this combo with Phandelver each card in your library equals in order: 1 scry, 1 treasure, gain 1 life and each opponent loses 1 life, draw a card, that's powerful. Storeroom room instead of Dark Pool room can make Scarab huge for a big Commander damage attack.
Acererak the Archlich --> Loyal Subordinate
Pair Gravecrawler with a sac outlet such as Feeder and it's ability to leave your graveyard with Tormod, the Desecrator for another repeatable Zombie token source to create a 2/2 Zombie for one black mana as many times as black mana you have to really fuel Scarab's upkeep trigger. This combo makes infinite tapped 2/2 Zombies with Phyrexian + Gravecrawler that forces an opponent to wrath the board or you win at your next upkeep. Tormod also triggers when you embalm your own creatures with Scarab.
- Tormod, the Desecrator --> Overseer of the Damned
Zombie Master is a Zombie evasion source, pair it with Urborg. Wonder will be a target for graveyard hate when it's in your graveyard therefore having other evasion sources especially from a Zombie is helpful.
- Zombie Master --> Liliana's Mastery