
Price$0.19 – $1.92
Buy on TCGplayerTemple of the False God
Land
LegalEDHREC #74
: Add
. Activate only if you control five or more lands.
Why is this card good?
Temple of the False God is a deceptively bad land that ranks higher than it should because of name recognition and the allure of "free ramp."
The fatal flaw: it produces zero mana until you control five or more lands. That means in your opening hand it's a dead card — it can't help you hit your early land drops or cast anything. By the time it actually taps for 
, you usually didn't need the acceleration. It's ramp that arrives only after you no longer need ramp.
When it's okay: high-curve, mono-colored or colorless decks (Eldrazi, big-mana ramp piles) that flood the board with lands and want extra colorless to fuel huge spells. It's least bad when your deck genuinely operates at 6+ lands routinely.
Don't play it in two-or-more color decks, low-curve decks, or anything that cares about a smooth early game. A basic land or a tapland that always produces is almost always better. Cut it.
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Printings (41)
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Played by these commanders
Pantlaza, Sun-Favored100% of 1
Jeleva, Nephalia's Scourge100% of 1
Tegwyll, Duke of Splendor100% of 1
Oloro, Ageless Ascetic100% of 1
Sevinne, the Chronoclasm100% of 1
Anje Falkenrath100% of 1
Strefan, Maurer Progenitor100% of 1
The Wise Mothman100% of 1
Gavi, Nest Warden100% of 1
Riku of Two Reflections100% of 1