|Commander / EDH||Legal|
Printings View all
|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|
Combos Browse all
Temple of the False God
: Gain . Activate this ability only if you control five or more lands.
|Have (7)||Thorion7 , , Hellsing , metalmagic , orzhov_is_relatively_okay819 , PTsmitty , rockleemyhero|
|Want (16)||rodgersm , Carn13 , mrpeabody123 , nan0man , mygoodname , Chunkeekong , rhegg09 , decaprez3 , Timedrqgon , Mastac7 , omgitzant , Lemtard , Saemulhar , JumboJetJester , TheHarmAlarm , DelfDrizz|
Temple of the False God Discussion
3 days ago
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.
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
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.
Tutors: What you really need are ways to speed up your deck and get out specific cards that you need/want. You already have Primal Command which is great, but you specifically need ways to get any of your artifacts out as all of them are great and help you get going to smash faces in. As such, some ways to tutor are:
Inventors' Fair , this is a land, that I think you should swap with Temple of the False God , as you already have so much mana and mana dorks that an extra 2 colorless isn't that much of a loss in comparison to a have to tutor for Bow of Nylea , Rhonas's Monument , or Door of Destinies .
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!
5 days ago
Academy Ruins Buried Ruin Seat of the Synod Darksteel Citadel Inventors' Fair Minamo, School at Water's Edge Ancient Tomb Hall of the Bandit Lord Crystal Vein Tolaria West Reliquary Tower Mishra's Workshop Halimar Depths Temple of the False God Shrine of the Forsaken Gods
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
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.
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:
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.
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.
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.
Considering dropping Temple of the False God . Early game it only hinders you. There are better choices.
There are more ways to improve I can share but heading back to work now. Later today perhaps.
1 week ago
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:
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)
Petrified Field to protect valuable 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
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
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
Pillar of Origins for tribal decks
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
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
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
Carnival of Souls is fun with some creature-based combos
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
Cabal Stronghold is great if you can't afford many nonbasics, and might be good enough besides.
Temple of the False God occurrence in decks from the last year
Commander / EDH:
All decks: 0.32%
UB (Dimir): 1.14%
GW (Selesnya): 0.91%
WU (Azorius): 1.33%
UR (Izzet): 0.84%
WB (Orzhov): 0.65%
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%