Temple of the False God

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Uncommon
Duel Decks: Elspeth vs. Kiora (DDO) Uncommon
Commander 2014 (C14) Uncommon
Commander 2013 (C13) Uncommon
MTG: Commander (CMD) Uncommon
Scourge (SCG) Uncommon

Combos Browse all

Temple of the False God

Land

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

Temple of the False God Discussion

Veitanah on Elf Commander

3 days ago

Suggestions

  • CREATURES - I've already told you this, but due to the nature of your deck and simply due to the sheer amount of elves at your disposal, I'd suggest ~35 creatures to put in your deck, although there are more good elves out there that aren't currently in your deck (such as Skyshroud Poacher ), a non-elf creature that has great synergy in your deck is Protean Hulk .

  • Wild Pair , this card is GREAT in a tribal deck, nonetheless a mono-green Elf deck. As once this card is on the battlefield anytime you cast an elf you'll search your deck for another and put it directly on the battlefield; this works for all your elves except for the following four elves Druid of the Cowl , Sylvan Advocate , Talara's Battalion , Steel Leaf Champion ).

  • An alternative to Wild Pair, or another great enchantment to have, is Hibernation's End as it does what Wild Pair does but better as it guarantees a creature on your field every turn that it's on the field.

  • Creature Tutor, another good card that'll help you search for your good/big creatures is Time of Need and Eldritch Evolution .

Possible cards to get rid of:

  • Warped Landscape , Evolving Wilds , and Terramorphic Expanse these cards are, despite their commander staple nature, entirely unnecessary as you're mono-green and every land you have minus one is a forest. Ideally, in my opinion, you want 33 lands in your deck.

  • Presence of Gond , as it's only creatures one elf, and your better off attacking with the tapped elf (or tapping one of your mana dorks for mana) due to your commander

  • Ramp Spells - You have six ramp spells, and as such I've removed two based on personal preferences: Explosive Vegetation and Cultivate

  • Desert Twister , this spell is too high of a cost for it's simple removal, and while mono-green doesn't have much creature removal, creature removal in green is your own creatures.

  • Prism Ring , this artifact is also necessary as it more so helps early game and while it works well in tandem with your commander, in an average game it'll gain you 10-15 life on your own. And while it's a nice artifact, and a cheap one at that, it doesn't progress you towards any sort of tactic or strategy towards winning.

Potential Replacements

shaggizoid on Urza's Metalworx

4 days ago

Interesting... I think I see what you’re going for. I’m wondering what your actual win-con would be though. You’ve got a lot of ways to build mana and bring out the big bois but I don’t see what you plan on doing with them. Blightsteel Colossus is your only real “killer” here and he’s not as all-powerful as one likes to believe.

Personally, I think a great win-con this deck would be perfect for Door to Nothingness ! Take out your 2x Teeka's Dragon (not a very good card anyway) and replace them with Ramos, Dragon Engine . Also drop out your Temple of the False God and get a few City of Brass to help with generate the 5 colors. You could even splash in some straight green mana (and maybe a few Copper Myr as well) just to to run Channel the Suns .

I like what you’re doing, but there’s a lot more you could still do. Great potential though!

xantyr on Gisela's burn

5 days ago

I would take out some land. That's a lot of basic and some of the special lands are really expensive. I would recommend as alternatives Temple of the False God , Boros Garrison Boros Guildgate Stone Quarry Command Tower

Bewmz on Midrange Budget Esper Token Control

6 days ago

I have apparently been summoned?

So lets start with the first bit match_lighter hit on: Modern format works off of all sets that were at one point standard legal starting at 8th edition to present as well as the new Modern Horizons set which drops into legality this friday, minus a relatively small ban list.

Temple of the False God , Brainstorm , Mystical Tutor , Rout , and Sol Ring were printed in sets prior to 8th Edition, so those are out.

Mental Misstep , Ponder , Preordain , and Gitaxian Probe are all banned in the format.

Lastly, Death Grasp was only ever printed in a commander product which means it is not a Modern legal playable.

match_lighter is also likely right, if you really want to play Esper in modern you have basically two routes:

  1. Go straight control, no fancy frills. The deck exists and is doing actually alright but it is mostly a UW shell making a minimal black splash for sideboard cards and like one main deck walker in Kaya, Orzhov Usurper in small numbers.

  2. You could play what ye olde players would call "solar Flare", or Gifts Control. Deck plays some number of effects that let you put cards in your graveyard ( Liliana of the Veil , Thirst for Knowledge occasionally) in conjunction with Gifts Ungiven , Unburial Rites , and some big dumb thing like Iona, Shield of Emeria / Elesh Norn, Grand Cenobite to reanimate and bring the opponent to a screeching halt. Because you're playing Gifts, you wind up play single copies of cards or multiple cards with similar effects with different names (eg. Wrath of God , Damnation , Supreme Verdict , Day of Judgment ) so that you can force your piles with the card to do what you want. Gifts over the years has leaned more into strict Esper, but there are people who still play the old 4 Color lists with green for access to Life from the Loam and solid removal effects like Abrupt Decay and Assassin's Trophy . I can swing back through and link you some smaple deck lists in a bit.

KibaAlpha on #Doomedtosac

6 days ago

A solid start with plenty of room for improvement.

I would drop Athreos, God of Passage . He can only potentially recur creatures at the time they die.

My personal fave for creature recur is Life Line.

Massacre Wurm , Dictate of Erebos , Grave Pact and Lifeline . As long as you have a sac outlet and mana this will be annoying

Considering dropping Temple of the False God . Early game it only hinders you. There are better choices.

Bontu the Glorified and God-Eternal Bontu I highly recommend.

There are more ways to improve I can share but heading back to work now. Later today perhaps.

Vipy5 on Father of Infect

1 week ago

If you need help with knowing how much/what ramp to use, you might want to check out https://www.mtggoldfish.com/articles/brewer-s-minute-ramp-math

I am not an expert in mono, but for you I recommend adding:

Mana Crypt pricey but spicey

Charcoal Diamond goes so well with Sol Ring

Everflowing Chalice and Astral Cornucopia - especially if you somehow get more proliferate

Extraplanar Lens

Ashnod's Altar and Phyrexian Altar are good if you want double-down on sacrificing your own creatures.

Myriad Landscape can go in almost any edh deck

Nykthos, Shrine to Nyx is solid in any one- or two-colour deck

Lake of the Dead has a downside, but you won't care when you're using it (trust me)

Deserted Temple , Vesuva , Candelabra of Tawnos and Thespian's Stage to double-down on Cabal Coffers.

Petrified Field to protect valuable lands.

Expedition Map and/or Wayfarer's Bauble to tutor itfor all your powerful lands.

I'm not sure how I feel about Temple of the False God , but it is an EDH classic.

Other mono ramp

I ended up finding so many mono ramp cards I thought I might as well make a more full list.

Solemn Simulacrum is a good catch-all

Magus of the Coffers is slow, but might be worth it. Crypt Ghast is a better version.

Pawn of Ulamog and Sifter of Skulls are good in any deck that sacrifices often

Nirkana Revenant is good in the right deck

Bog Witch is kind of weird, but has fringe uses

I haven't thought hard, but you might be able to do some flicker shenanigans with Priest of Gix

Priest of Yawgmoth and Soldevi Adnate work if you hate your own stuff

Leaden Myr , Hedron Crawler , Manakin , Scuttlemutt , Alloy Myr , Opaline Unicorn , Palladium Myr are usually worse than rocks, but maybe you want?

Worst case, an edh deck can always load up on rocks. These are some of the best ones for mono black

Sol Ring every edh deck should include this

Star Compass , Fellwar Stone , Fractured Powerstone , Mind Stone all fill similar voids

Thran Dynamo , Ur-Golem's Eye , Worn Powerstone , Gilded Lotus , Hedron Archive , Sisay's Ring

Pillar of Origins for tribal decks

Consider Pentad Prism , Kyren Toy , or Coalition Relic for proliferate

In most games, these do the same thing: Commander's Sphere , Cryptolith Fragment  Flip, Cultivator's Caravan , Darksteel Ingot , Hierophant's Chalice , Honor-Worn Shaku , Mana Prism , Manalith , Orazca Relic , Phyrexian Totem , Powerstone Shard , Pristine Talisman , Seer's Lantern , Serum Powder , Skull of Ramos , Sol Grail , Spectral Searchlight , Vessel of Endless Rest , Victory Chimes , and Chromatic Lantern

Thought Vessel if you fill your hand

Chrome Mox is usually worth the card disadvantage

Lotus Bloom , Mana Vault , Basalt Monolith , Grim Monolith , and Lotus Petal for explosive potential

Mox Amber if you usually have your commander/a legendary thing out

Mox Diamond if lands in your graveyard is a good thing

Mox Opal if you have 2+ extra artifacts

Black Market is good if you tend to sacrifice/kill a lot of creatures

Caged Sun , Doubling Cube , and Gauntlet of Power are fair if you want to reach that high mana

Liliana of the Dark Realms is nice with proliferate, and makes sure you don't miss land drops in the mid/late-game

Sword of the Animist is best with one-mana creatures, and if you attack often, but might be justified even if not

Jet Medallion and Heartless Summoning do a lot of work if you play many cards in a turn

Carnival of Souls is fun with some creature-based combos

These mostly work for combo/explosive turns

Bubbling Muck for explosive/combo turns

Dark Ritual for getting a turn 2 Crypt Ghast , etc.

Sacrifice and Culling the Weak for sacrificing. They go nicely with Songs of the Damned

Spoils of Evil for lategame combos

Rain of Filth must be used with caution

Crypt of Agadeem works, but only if you consistently have 4+ creatures in the graveyard

Phyrexian Tower eats your creatures

Cabal Coffers is a staple

It's porbably unnessecary, but if you end up with few basic swamps, consider Urborg, Tomb of Yawgmoth to supplement your Cabal Coffers .

Cabal Stronghold is great if you can't afford many nonbasics, and might be good enough besides.

Load more

Temple of the False God occurrence in decks from the last year

Commander / EDH:

All decks: 0.32%

Blue: 0.65%

Red: 0.52%

Green: 0.37%

White: 0.97%

Black: 0.46%

Golgari: 0.33%

UB (Dimir): 1.14%

GW (Selesnya): 0.91%

WU (Azorius): 1.33%

UR (Izzet): 0.84%

WB (Orzhov): 0.65%

Rakdos: 0.52%

RW (Boros): 2.71%

RG (Gruul): 1.51%

GU (Simic): 0.81%

BRG (Jund): 1.11%

WUB (Esper): 0.56%

UBR (Grixis): 0.71%

RGW (Naya): 1.94%

RBW (Mardu): 0.43%

GWU (Bant): 0.65%

BUG (Sultai): 0.65%