I think I'd only play Temple of The False God in high mana cost decks or landfall, and even then you're probably in green so you wouldn't need a ton of help. It might be good in landfall, otherwise I'd rather have another card.
i don't really think it makes sense to say "if you have 40 lands in your deck then it has 90% chance of being online by turn whatever" if you include this card in your deck you just have a do nothing card most of the time. just put a ramp spell or mana rock instead
Ramp spells and mana rocks cost mana. Ramp and mana rocks slow the tempo of your gameplan the turn they are played with the hope that they accellerate your plan on a later turn. Rocks are also vulnerable to removal. Playing temple costs no mana and is an immediate tempo acceleration at around the seven or eight mana mark. Not every deck wants this, but there are some that really thrive on it. Draw power is key to playing Temple. If your deck draws a lot of cards, you won't miss land drops and it's unlikely that you'll get stuck with only temple in your hand as your only land to play early.
Average deck mana value isn't the only reason to include it. Decks with a ton of mana sinks also benefit. I run it in my Agatha of the Vile Cauldron deck combined with a bunch of land ramp. The decks mana curve is mid, but 30+ cards have activated abilities with some colorless mana cost.
Temple is pretty strong tech in decks that run Weathered Wayfarer. Being able to search out a land every turn prevents you from missing land drops, and searching out an ancient tomb early and a temple of the false god for your fifth land is powerful accelleration.
Artifact decks that run Wayfarer's Bauble, Burnished Hart, and Solemn could probably consider it as well. If you ever get it in your opening hand and you don't have 2 legit lands, then I would pitch it.
What about this, its just an idea. Temple of the New God. Land. Temple of the New God enters the battlefield tapped. Tap: Add C. Add CC instead if you control five or more lands.
There's actually already a card called Shrine of the Forsaken Gods. It's a land with: Tap: Add C. Tap: Add CC. Activate only if you control seven or more lands.
I don’t play it any more, but perhaps I should reconsider for a deck that ramps aggressively. It does add another tactical layer into the game but that’s fun.
I agree that it's a lot better in mono colored decks. It does compete with some really powerful mana generating artifacts designed for mono color decks though. I ran the card a lot more in previous years. With every set, new powerful options are introduced and older cards get pulled out of decks.
Temple is a much better card than it gets credit for. WotC pushed it into a bunch of precons that it didn't belong in, and that's a primary reason why it got such a bad reputation. I run it in one of my decks, an Ephara, God of Polis brew that sees a lot of cards and rarely misses land drops. You have to understand your deck when choosing what cards to put into it. A deck like Ephara will never run out of cards to play, only run out of mana to play them. In a deck like that, Temple is much better. If your commander makes mana but doesn't draw many cards, taking a risk to get even more mana is likely not worth it.
I love Temple of the False God. However, I only run it in decks where the commander features 2 colorless in the cost. And past that, the deck features a lot of cards with 2 colorless in the costs.
I like running this card in my casual commander decks that draw a bunch of cards. I find these decks are pretty mana hungry and can afford that dead land in hand on the first couple turns.
I don’t get why some casual players act like this is unplayable. You’re playing casual, almost nothing is unplayable in casual. Its a free sol ring that comes online in the mid game, and in many pods you don’t have to be afraid of any land destruction. Its a good card, and I think its only unplayable in cEDH.
I run Temple in monoblue 36 lands alongside Guildless Commons and never had a problem wth it, I even got it in play with Druidic Satchel once. *laughs in top deck manipulation*
My friends joke that this is my Sol Ring since I top deck this a lot more often than a Sol Ring and typically I top deck it around t4 when it does happen, sumkindalucky' IDK LOL ;p
It's actually a better top deck than Sol Ring in some cases, because you won't need to go down a mana to deploy it. Just a free +2 mana at no additional cost, which could be all you need to recast your commander.
Nah. First thing you do in a game is keep a hand. I play 40 lands in every deck, and I still have to mulligan for lack of lands sometimes. The fact that I would rather have a guildgate in my hand instead of this, is telling. This is not sol ring. Having this mana advantage from 5 land drop foward is not that great of a reward, for feeling like a clown when drawing this early.
The only deck In my playgroup where it works is a friends runo stromkirk because he wants massive spell sea creatures. Even then the amount of times he’s glad he has that mana is far far far less then the amount of times a basic would be more useful. It’s not that temple is bad, just that the times it’ll outshine a basic and that extra mana will be helpful isn’t worth the cost in most decks
It does depend on the tempo that the deck wants to play at. If you're playing an aggressive green deck with a low curve that uses its early turns to pressure the board rather than ramp, there's no reason to play a land that does nothing until the turn you are planning to win by.
Great card. 2 mana. If you cant get to 5 lands youre strugglin anyways. Whats not to love. I write "Ba'al" in the card name to honor Stargate SG-1 on my copies.
No, it's actually bad. If you draw and play it as your earlier-than-fifth land you've essentially missed a land drop. Bouncelands are much better and even those I'd only ever play in landfall decks or if i run land untapping or mana multipliers.
@@andrewkelly1337lol I like stargate but your opinion is dumb as fuck. If you draw temple at the start of the game its a dead card 100% of the time, best case scenario you draw it on turn 5 and it ramps you for one. That's not worth the early game disadvantage just play any mana rock instead
@@franslair2199 You don't really missed the land drop, it's more akin to your landdrop entering tapped, anyways it's a land that is good in the right decks. (decks that are not too color hungry, have land ramp and good number of lands, or decks that can loot it if needed)
I disagree, because the meta is defined by winning decks, and this card is never in decks putting up real results. Without those results, it’s just making up a fake metagame, so it’s not a good card in commander- it’s been proven to be too slow and inconsistent.
I think I'd only play Temple of The False God in high mana cost decks or landfall, and even then you're probably in green so you wouldn't need a ton of help. It might be good in landfall, otherwise I'd rather have another card.
I play it in my Wheels deck. If it shows up when I can use it, i'll use it, otherwise i'll wheel it away and look for other lands. EZ-PZ.
i don't really think it makes sense to say "if you have 40 lands in your deck then it has 90% chance of being online by turn whatever" if you include this card in your deck you just have a do nothing card most of the time.
just put a ramp spell or mana rock instead
Ramp spells and mana rocks cost mana. Ramp and mana rocks slow the tempo of your gameplan the turn they are played with the hope that they accellerate your plan on a later turn. Rocks are also vulnerable to removal. Playing temple costs no mana and is an immediate tempo acceleration at around the seven or eight mana mark. Not every deck wants this, but there are some that really thrive on it. Draw power is key to playing Temple. If your deck draws a lot of cards, you won't miss land drops and it's unlikely that you'll get stuck with only temple in your hand as your only land to play early.
Average deck mana value isn't the only reason to include it. Decks with a ton of mana sinks also benefit. I run it in my Agatha of the Vile Cauldron deck combined with a bunch of land ramp. The decks mana curve is mid, but 30+ cards have activated abilities with some colorless mana cost.
Temple is pretty strong tech in decks that run Weathered Wayfarer. Being able to search out a land every turn prevents you from missing land drops, and searching out an ancient tomb early and a temple of the false god for your fifth land is powerful accelleration.
Artifact decks that run Wayfarer's Bauble, Burnished Hart, and Solemn could probably consider it as well. If you ever get it in your opening hand and you don't have 2 legit lands, then I would pitch it.
What about this, its just an idea.
Temple of the New God.
Land.
Temple of the New God enters the battlefield tapped.
Tap: Add C. Add CC instead if you control five or more lands.
There's actually already a card called Shrine of the Forsaken Gods. It's a land with:
Tap: Add C.
Tap: Add CC. Activate only if you control seven or more lands.
@@Felixr2 You can only use the 2 mana on colorless spells.
@@johanandersson8252 How did my eyes not register that sentence. Thanks for pointing that out.
If the commander is either big and green or colorless then it's worth considering.
I don’t play it any more, but perhaps I should reconsider for a deck that ramps aggressively. It does add another tactical layer into the game but that’s fun.
Swapping this out for a homeward path, and the curve I want to hit is 6 anyway
It's so clutch in my Maelstrom Wanderer Oops All Lands deck. 🔥🔥🔥
(I don't play it in my other +40 decks, tho)
Mono red really needs temple of the false god. It’s great with pitch to draw cards like Big Score and Bitter Reunion.
I agree that it's a lot better in mono colored decks. It does compete with some really powerful mana generating artifacts designed for mono color decks though. I ran the card a lot more in previous years. With every set, new powerful options are introduced and older cards get pulled out of decks.
Temple is a much better card than it gets credit for. WotC pushed it into a bunch of precons that it didn't belong in, and that's a primary reason why it got such a bad reputation. I run it in one of my decks, an Ephara, God of Polis brew that sees a lot of cards and rarely misses land drops. You have to understand your deck when choosing what cards to put into it. A deck like Ephara will never run out of cards to play, only run out of mana to play them. In a deck like that, Temple is much better. If your commander makes mana but doesn't draw many cards, taking a risk to get even more mana is likely not worth it.
I love Temple of the False God. However, I only run it in decks where the commander features 2 colorless in the cost. And past that, the deck features a lot of cards with 2 colorless in the costs.
I like running this card in my casual commander decks that draw a bunch of cards. I find these decks are pretty mana hungry and can afford that dead land in hand on the first couple turns.
I don’t get why some casual players act like this is unplayable. You’re playing casual, almost nothing is unplayable in casual. Its a free sol ring that comes online in the mid game, and in many pods you don’t have to be afraid of any land destruction. Its a good card, and I think its only unplayable in cEDH.
I run Temple in monoblue 36 lands alongside Guildless Commons and never had a problem wth it, I even got it in play with Druidic Satchel once. *laughs in top deck manipulation*
Love this land. In my naya ramp deck it feels like cheating. Its tough to keep in an opening hand but so are alot of cards
I play false god only if my deck has both Yavimaya and Urborg
So you always play all 3 in every deck right?
My friends joke that this is my Sol Ring since I top deck this a lot more often than a Sol Ring and typically I top deck it around t4 when it does happen, sumkindalucky' IDK LOL ;p
It's actually a better top deck than Sol Ring in some cases, because you won't need to go down a mana to deploy it. Just a free +2 mana at no additional cost, which could be all you need to recast your commander.
Nah. First thing you do in a game is keep a hand. I play 40 lands in every deck, and I still have to mulligan for lack of lands sometimes. The fact that I would rather have a guildgate in my hand instead of this, is telling. This is not sol ring. Having this mana advantage from 5 land drop foward is not that great of a reward, for feeling like a clown when drawing this early.
The only deck In my playgroup where it works is a friends runo stromkirk because he wants massive spell sea creatures. Even then the amount of times he’s glad he has that mana is far far far less then the amount of times a basic would be more useful. It’s not that temple is bad, just that the times it’ll outshine a basic and that extra mana will be helpful isn’t worth the cost in most decks
I had kinda given up on that card. I should put it in my cascade. Good points!
It belongs in all green decks
Up to 3 colors I'd say,
It does depend on the tempo that the deck wants to play at. If you're playing an aggressive green deck with a low curve that uses its early turns to pressure the board rather than ramp, there's no reason to play a land that does nothing until the turn you are planning to win by.
This card sucks
Yeah it's garbage I will never play it
Great card. 2 mana. If you cant get to 5 lands youre strugglin anyways. Whats not to love. I write "Ba'al" in the card name to honor Stargate SG-1 on my copies.
No, it's actually bad. If you draw and play it as your earlier-than-fifth land you've essentially missed a land drop. Bouncelands are much better and even those I'd only ever play in landfall decks or if i run land untapping or mana multipliers.
@@franslair2199 it sounds like you're actually bad
@@andrewkelly1337 do not tell people to run dogshit lands by justifying it with references to a bad TV show
@@andrewkelly1337lol I like stargate but your opinion is dumb as fuck. If you draw temple at the start of the game its a dead card 100% of the time, best case scenario you draw it on turn 5 and it ramps you for one. That's not worth the early game disadvantage just play any mana rock instead
@@franslair2199 You don't really missed the land drop, it's more akin to your landdrop entering tapped, anyways it's a land that is good in the right decks.
(decks that are not too color hungry, have land ramp and good number of lands, or decks that can loot it if needed)
I disagree, because the meta is defined by winning decks, and this card is never in decks putting up real results.
Without those results, it’s just making up a fake metagame, so it’s not a good card in commander- it’s been proven to be too slow and inconsistent.
If you're playing casual commander at a big tournament sure
If you have a normal playgroup, then it's his metagame. We all do it
This card is really bad and nobody should play it outside of very niche scenarios. It's a dead card
So it force of will without a blue card in hand