Temple Garden

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Temple Garden

Land — Forest Plains

(: Add or .)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, Temple Garden enters the battlefield tapped.

ThassaUpYo@ssa on Kros

2 weeks ago

Swagner240sx

For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.

Here are some suggestions by color that you might want to consider adding to your mainboard:

:

Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.

:

Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.

:

Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.

Permission Denied

I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).

For your land base, I'd work the following lands in to help with your color wheel:

Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath

Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion

Pathways Lands: Barkchannel Pathway  Flip, Branchloft Pathway  Flip, Hengegate Pathway  Flip

Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden

Tri-Cycle Land: Spara's Headquarters

True Duals: Savannah, Tropical Island, Tundra

For mana rocks, I prefer the talismans over the signets:

Talisman of Curiosity, Talisman of Progress, Talisman of Unity

I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.

Master_J on Laser Beams

2 weeks ago

OUT: Sungrass Prairie, Mossfire Valley, 2x Forest, 2x Plains

IN: Temple Garden, Sunpetal Grove, Stomping Ground, Rootbound Crag, Sacred Foundry, Clifftop Retreat

Taking out some of the sub-par lands for more variety and generally better lands overall. Even though there's very little red in this deck, a few of those red cards have double pips in their cost, so trying to bring up my red base a little.

Femme_Fatale on guidsari

1 month ago

When adding in "mana produced" for a card, we list out the possible mana it can generate in order that appears on the card using the common lettering scheme for that mana.

Sol Ring has that field as CC . City of Brass has that field as W, U, B, R, G . Temple Garden: G, W . Ketria Triome: G, U, R .

Implements of Sacrifice would then be WW, UU, BB, RR, GG . While I accepted the submission, I have went ahead and added the proper symbols (so that your deck can see it properly), though card changes may take a while to show.

legendofa on

2 months ago

An easy switch would be the shocklands Hallowed Fountain, Breeding Pool, and Temple Garden. They're pretty much the next best thing to the original duals, and they can be picked up by Windswept Heath and friends that search for a land type, not a basic land. Spara's Headquarters and Waterlogged Grove are also good options.

And, as a personal choice, I like to include enough basic lands to cast any card in the deck of basics alone. You never know when a Ruination or Back to Basics is going to wander in.

lhetrick13 on Give your opinion on my dinosaur deck!

4 months ago

Lopende_Band - Like many of the people commenting, I also run a dinosaur deck but Gishath, Sun's Avatar is my commander so the deck (Gishath Spared No Expense!!!)runs slightly different but many of my experiences are likely still relevant.

  1. Do I run a good amount of lands (or is it too much) I personally feel like you need around 36-37 lands for dinosaurs. Your average CMC is 4.0 so that means you likely need more lands in the deck that normal plus heavy ramp. Between your lands and ramp/acceleration of the deck, I would make sure you have at least 50-55. That will make it so your deck is very consistent and you can cast those big dinos earlier than like turn 6-7. Urza's Incubator for Knight of the Stampede would be an expensive swap but very worth the investment. Some of your human mana dorks, you may consider swapping out for just mana rocks. Mana rocks are much harder to remove although I would highly recommend Selvala, Heart of the Wilds if you are going to stick with just straight mana dorks and not run a dork with some utility. If you start with her in your opening hand, your deck will be amazing! Forerunner of the Empire also is an amazing card that is a dino tutor and Enrage triggerer. Please consider him in your deck.

  2. Should I run more basic lands in favour of lands that come tapped? If possible, run as few tap lands as possible...it will speed up your deck. There is a reason why shock lands like Sacred Foundry, Temple Garden, and Stomping Grounds are expensive and it is because you can chose if they come in tapped or not AND they are fetchable. As you do have a good amount of ramping sorceries and dinosaurs that fetch basic lands, you need at least 8-10 to make sure those cards do not become worthless but tap lands are not good.

  3. Do I run too many creatures? (39 seems like a lot) Like I said, you could likely drop some creatures in exchange for more consistent game play. Unlike Gishath, Sun's Avatar where you specifically need to hit dinos to cast them for free, your commander's ability triggers only once per turn and can cast any card. So can drop the creature count for more support.

  4. Should I add any more of card draw / targeted removal / board wipe and cut a piece of ramp? You do have very few interaction cards in the deck for removal. I would recommend adding things like Trapjaw Tyrant and Silverclad Ferocidons. Both cards do work. I find that there are very few times I need to wipe the board playing dinos but I actually need to prepare for board wipes. SO I run alot of protection spells to protect my big dino boardstate rather than mess with my opponents.

  5. Do I have enough wincons in this deck? (e.g. akroma's will) Overwhelming Stampede and Akroma's Will are nice finishers for stompy decks. You might consider Aggravated Assault to get some extra combats so your big creatures can swing multiple time per turn rather than just one big push.

DreadKhan on my wife

9 months ago

Have you thought about an Aura or two in here to help your couple consistently survive combat? I like Unquestioned Authority more than a little in a deck like this, but I also like Holy Mantle, both are budget too fwiw.

I like Blighted Woodland in a deck like this, but there is also Krosan Verge, and Verge can actually find you two dual lands if they have the Plains/Forest typing, I checked and in your colours there are Arctic Treeline, Radiant Grove, and Scattered Groves that you could add. All should be cheap, and while none are as good as Temple Garden, I find a budget deck can run a few ETB tapped lands and not lose, especially if they are duals. Wood Elves is another relatively cheap ramp creature that can find either an untapped Forest if you need mana that turn, or a dual if you don't need the mana right away. There aren't a ton of cheap ways to fetch non-basic Forests, but they aren't bad. I think you might consider Crop Rotation to dig out one of these ramp lands, but if you added Temple of the False God to your list (I would add a 35th land for it if you add it) you can use Crop Rotation like a Sol Ring when you draw it later, either way it can help get your Commander out.

I am very confident that you should run Sylvan Offering, it even got a LotR reprint, so it's incredibly cheap right now. Another card that is usually pretty bad but is probably pretty good in here is Orochi Hatchery, each turn you can make a bunch of tokens for your couple to buff. Silverwing Squadron is pretty cool, it makes decent tokens and can be a large evasive attacker. It's probably not completely on flavor, but Nacatl War-Pride can make quite a few tokens, and you can stack the triggers from War-Pride and your Commander so that you first make the tokens and then give each a counter, it can be a better Ezuri's Predation. Not sure if you should run Predation or not, it's a heap of mana but Selesnya decks are often good at ramping, you should lose nearly nothing to Predation if you've been buffing your board, but you get a 4/4 for each weenie your opponent's have, and if you somehow haven't buffed your Commander they only have 3 power. I'm not sure if it's really a great card or not without cards that can put it on top of your deck for next turn, but Entreat the Angels can make quite a few Angels sometimes, which can make for fun/memorable games. It's pretty bad if you only get 1 Angel, but if you're getting 3 or more it's not a bad card.

It's a bit higher budget than you want at this point (it used to be really cheap for a long time, so I bought some and wondered why everyone else was sleeping), but Blossoming Bogbeast would be bonkers in here, if you swing with your power couple, Bogbeast and 3 other creatures each of them gets +6/+6 (and most get a +1/+/1 counter) and Trample, your creatures don't need to be very big for that to be very scary, if you've got 10 creatures attacking with Bogbeast you get +12/+12. It's less explosive than a Craterhoof Behemoth (an expensive staple), but it can be bigger and better (while coming down sooner), and it's not an ETB so you can use it again, so I think if you wanted to upgrade it'd be worth looking at.

eliakimras on Dinosaurs go Rawr!

10 months ago

Great build! Dinosaurs are such a fun experience for newcomers.

Some points you might want to consider regarding your ramp package:

1: Ramping with creatures or artifacts is riskier than with lands (boardwipes usually leave lands alone). Also, has many mana doublers that benefit from land ramp:

2: If you're willing to include Cinder Glade and Canopy Vista (or their expensive siblings Stomping Ground, Temple Garden and Sacred Foundry), you open up some more options for you:

3: Then you might want to increase your land count. 33 is too few for Temple of the False God to realiably function.

I recommend swapping out your mana dorks for lands that ramp you (you can never have too much mana with kill-on-sight Gishath, Sun's Avatar):

4: Some card draw:

5: Better combat tricks

6: Broader utility

I'd suggest removing Reliquary Tower. If you have more than seven cards in hand as Gishath, you're already winning hard. In its place, consider one or more of the following:

BotaNickill on Ang-Hellic

11 months ago

darkmus, thank you again for taking point on this and for all of your help honing my decks! Khoaemon, thank you for the upvote and interest! darkmus is definitely better at explaining all of the interactions of the deck and far more in depth in their explanations. So if you are truly interested in learning the ins and outs of Angel tribal than check out their builds.

I personally love the Angel tribe most of any in MTG history, and I would always encourage anyone else to love them as well! I will offer my two cents on gameplay of this deck for posterity sake. I am a big fan of the white/black vs of the Modern Angel Deck as it offers us a variety of kill/exile/tutor spells if we desire them, Vindicate or Anguished Unmaking, Doom Blade, or Damn, etc. That plus the flavor of the Godless Shrine has always spoken to the heretic in me.

All that being said, I am a big fan of Selesnya and darkmus sure provides good arguments for those colors as well. i.e. Sigarda, Font of Blessings and Shalai, Voice of Plenty, also, hexproof rules! And, Heroic Intervention.

An Ideal first turn would be a Godless Shrine or Temple Garden, followed by Speaker of the Heavens, Esper Sentinel or Giver of Runes, though you could also do Segovian Angel or Aether Vial. ( I feel like we still need a better first turn play, but these are the best options A.T.M)

turn two is Bishop of Wings or Giada, Font of Hope

turn three, Righteous Valkyrie if you have it, or more of the same from T1, T2. or maybe removal.

turn 4, Resplendent Angel. and boom! More angels, more life than your opponent can handle, and With no interaction, you have most likely won the game by your next turn.

If you have not overpowered the opponent by then, you will hopefully keep spawning more angels via Resplendent Angel or boosting other angels via Giada, Font of Hope or your finisher angels Archangel of Thune or Lyra Dawnbringer.

I hope this helps, and let us know if you need any more assistance! That's why we are all here!

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