I usually shrug off a single bad spoiler and give WotC the benefit of the doubt...
But I really dont understand why this wasn't one of the following:
1. 5 lands instead of 7
2. Usable on any spell
3. An uncommon
Any of those 3 and this card is very interesting.
It still might see standard play, to be fair. This is just so low cost in mono-color decks. But In that case, I still don't see why it couldn't be an uncommon. But I'll reserve final judgement until I draft the set.
Sort of OT: This is literally only the 3rd of 4th time where I've been okay with a card sucking because I want to pick up a foil just for the art
If Burnished Hart was still in Standard, I could have seen it being played with TotFG in a colorless ramp deck. A couple Harts give you all the remaining land you need. In an artifact-focused deck, you can also use Mox Opal, another free artifact like Ornithopter, and Darksteel Citadel to speed the Hart out. Add in Expedition Map for tutoring your Temples, and you're GTG.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
I recall back when the temples were spoiled back in Theros that someone made a joke about a temple of disappointment. Guess Wizards liked that joke so much they decided to actually make it.
Really a shame they wasted great art on this. Glad it at least ended up on a card. You can tell a card's bad when the best thing you can say about it is that it stopped the art from not being used
It's not nerfed temple of the false god. Seriously. It tapping for mana from turn one is a huge upside over temple of the false god.
It has a VASTLY lower opportunity cost than Temple, that's for sure. But it's also so much more narrow. If at any point standard involves racing to cat Ulamogg, I could definitely imagine this seeing play.
So, castrate Eldrazi Temple, and bump the rarity? This card is BAD B-A-D BAD! I hope someone proves me wrong, I hope it becomes a staple in some deck. not for me, I would never play it in any deck, but for the newbie who scrapes together some lunch money for a pack and pulls this. I want them to be able to at least trade it for a big old Dragon that will make a little kid smile. IfI personally pull it, I'm writing 'Bite Me' on it in Sharpie and mailing it to WotC HQ
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Project Booster Fun makes it less fun to open a booster.
Damn, is wizards just going to nerf every theme that was fun? I mean where are the 0/1 token creatures that came out of the wood works (not counting the 1/1s), where is the awesome mana ramp, and why do so many of these eldrazi seem to be bottom of the barrel.
Considering all the land based restrictions and triggers, there better be a healthy mana ramp other wise playing with the big toys will be too slow to be any fun.
Why not just reprint temple of the false gods? The flavor is pretty much identical, and it didn't see any constructed play even though it's better most of the time.
False Gods and Forsaken Gods are not remotely identical.
So much hatred for one card when the entire spoiler hasn't been revealed yet.
People was so butthurt about Eldrazi Temple being rare that Wizards lowered it to uncommon in Modern Masters and the newest Duel Decks, yet they still whine about a land that can potentially serve in more decks than just Eldrazi.
Lowering it to uncommon would cause it to appear too often in limited, not good, as not everybody's gonna try to play Eldrazi in that format, and making it legendary would entirely kill it, I would prefer any day to be able to have the whole four of these in the table and squeeze 11 mana from 7 lands (And that's JUST from lands) than returning to that nightmare of legendary lands that get stuck in your hand (Like Eye of Ugin did to me in more than one game, having just two in the deck)
The problem with Temple of the False God was that it was an useless card until you hit the 6-land mark (I was wrong, it works with 5 other lands, bu the point stands, it's useless before that amount...), at least this one can still give one mana while you ramp, and let's face it, you're not playing those 10-mana Eldrazi in turn 4 (Not without some serious ramp and land untapping effects), I guess you'll have to wait one or two turns more to do that.
The good side is, that I can get a playset for cheap, looking at how much hate is getting this card.
Also, don't forget that it's very likely to have some sort of non-basic land fetching in this set (As a reference to Expedition Map from the original Zendikar) or perhaps to see Ancient Stirrings again.
You can thank Wizards' hate for Tribal for this one, people, after all, just think on how absurd would it have been to have that thing being played along the Devoid cheap Eldrazi.
The problem with Temple of the False God was that it was an useless card until you hit the 6-land mark, at least this one can still give one mana while you ramp, and let's face it, you're not playing those 10-mana Eldrazi in turn 4 (Not without some serious ramp and land untapping effects), I guess you'll have to wait one or two turns more to do that.
Not to be an ass, but Temple works with 5 lands, not 6.
Well, if there's a deck with few enough colored requirements, then this is a guaranteed include. This plus Mage-Ring Network plus Ugin plus Ulamog plus Titan's Presence will do work in making a deck like that viable, but there's seriously going to need to be a lot more, especially on the low end of the spectrum.
I might run it in some EDH decks, but since there are three "false gods" on Zendikar I didn't really think there'd be a reprint. Still hoping for a Petrified Field reprint.
People was so butthurt about Eldrazi Temple being rare that Wizards lowered it to uncommon in Modern Masters and the newest Duel Decks, yet they still whine about a land that can potentially serve in more decks than just Eldrazi.
Eldrazi Temple's rarity wasn't lowered because people were butthurt. It was lowered in order to better support the Eldrazi archetype in Modern Masters 2015.
ALso, card rarity in a precon like a Duel Deck holds no meaning.
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
I think this may be my favorite art in the set so far. Seeing the false representations of Emeria, Ula, and Cosi match up with the big bad eldrazi trio really brings out the flavor from the lore.
People was so butthurt about Eldrazi Temple being rare that Wizards lowered it to uncommon in Modern Masters and the newest Duel Decks, yet they still whine about a land that can potentially serve in more decks than just Eldrazi.
Eldrazi Temple's rarity wasn't lowered because people were butthurt. It was lowered in order to better support the Eldrazi archetype in Modern Masters 2015.
The point stands, lowering a card's rarity was to increase the chances for it to show in limited formats, which happened with the Temple in Modern Masters.
ALso, card rarity in a precon like a Duel Deck holds no meaning.
Not exactly, as those decks come with a fixed number of mythics, rares and uncommons, they can change the number of cards from one rarity some time in the future, but for now if Eldrazi Temple had just a rare printing, it would've eaten the slot for another rare in the Duel Deck, like Serra Angel did on Divine vs Demonic.
Besides, this'll be a land with a much more limited utility than the new duals, so it won't be nearly as expensive as those lands will be (And I don't see anybody complaining that most duals don't go below the 10$ mark per piece)
Honestly, the most exciting part of this spoiler was seeing MTG-news and for a brief second going watewhut? Official mtgnews.com spoilers??!?!??! they even still exist? then (much like the contained spoiler) I read it and was disappointed.
Sometimes i don't udnerstand what Wizards are thiking
You are aware that temple of the false gods does absolutely nothing until you get 5 lands right? I mean if you get an opening hand of Temple of the False God and 1 plains its almost like you are getting a one land hand.
Alright, I've thought about this land long and hard now, and I think I get it. It's not as bad as it looks.
- It's (2) to cast on colorless spells, that includes artifacts. That right there makes it nearly broken without some kind of restriction.
- Rather than say "nonartifact" since artifacts are relevant in BFZ, the 7 land threshold is a soft way of saying "play this with Eldrazi".
- Not being legendary is good, although a flavor fail. With 4 in play, plus say, 3 Eldrazi Temples that's an additional +4 mana free for a total of 14 Eldrazi mana on turn 7.
- The seven land threshold is also a way of preventing its abuse in the early game.
In other words, that second ability is blank unless you're playing Eldrazi, or you need another colorless land that can sometimes do more, hence why no Eldrazi restriction on the mana, just colorless.
Just another card that looks terrible when compared to the near-broken cards of past, but not bad in a vacuum.
As someone above me said, I've thought about this card long and hard.
A. I want a playmat with the art.
B. They either give us a two mana accelerator like rampant growth or farseek, and I play this land along with explosive vegetation... Or it's totally unplayable. The hard ramp plan is dangerous, but doable, and this should be one of the payoffs. However without a two mana accelerator spell that plan has to hit the bin in favor of control, dorks, Reanimator, and or processors... None of which I imagine will include this card. This card is going to do Thespian Stage like wheelies in draft.
You guys are forgetting the most important part - the (2) is for colorless spells, including artifacts. It would be BROKEN without a restriction, which in this case is "late-game relevance only", since early-game abuse would also be broken.
It is not worse than Temple of the False God which only gives mana T5 or later. This temple gives you mana always, just not mana accel till T7 or later.
It would be BROKEN without a restriction, which in this case is "late-game relevance only", since early-game abuse would also be broken.
While that's true, it doesn't imply that the land is even playable with that restriction.
We'll need to see the whole set to see if this is going to be a reasonable card, but if we're building decks around Nissa's Pilgrimage or Animist's Awakening to try to ramp to 7 lands to turn on our ramp, I can't imagine Atarka Red won't just steamroll decks running this card. There are some important support spoilers that I'm sure we're missing.
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But I really dont understand why this wasn't one of the following:
1. 5 lands instead of 7
2. Usable on any spell
3. An uncommon
Any of those 3 and this card is very interesting.
It still might see standard play, to be fair. This is just so low cost in mono-color decks. But In that case, I still don't see why it couldn't be an uncommon. But I'll reserve final judgement until I draft the set.
Sort of OT: This is literally only the 3rd of 4th time where I've been okay with a card sucking because I want to pick up a foil just for the art
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Really a shame they wasted great art on this. Glad it at least ended up on a card. You can tell a card's bad when the best thing you can say about it is that it stopped the art from not being used
Jund
Kiki Chord
EDH:
Maelstrom Wanderer
Pauper:
Kuldotha Jeskai
It has a VASTLY lower opportunity cost than Temple, that's for sure. But it's also so much more narrow. If at any point standard involves racing to cat Ulamogg, I could definitely imagine this seeing play.
Considering all the land based restrictions and triggers, there better be a healthy mana ramp other wise playing with the big toys will be too slow to be any fun.
False Gods and Forsaken Gods are not remotely identical.
Check out http://www.mtgbrodeals.com/author/john-murphy/ for my EDH articles!
People was so butthurt about Eldrazi Temple being rare that Wizards lowered it to uncommon in Modern Masters and the newest Duel Decks, yet they still whine about a land that can potentially serve in more decks than just Eldrazi.
Lowering it to uncommon would cause it to appear too often in limited, not good, as not everybody's gonna try to play Eldrazi in that format, and making it legendary would entirely kill it, I would prefer any day to be able to have the whole four of these in the table and squeeze 11 mana from 7 lands (And that's JUST from lands) than returning to that nightmare of legendary lands that get stuck in your hand (Like Eye of Ugin did to me in more than one game, having just two in the deck)
The problem with Temple of the False God was that it was an useless card until you hit the 6-land mark (I was wrong, it works with 5 other lands, bu the point stands, it's useless before that amount...), at least this one can still give one mana while you ramp, and let's face it, you're not playing those 10-mana Eldrazi in turn 4 (Not without some serious ramp and land untapping effects), I guess you'll have to wait one or two turns more to do that.
The good side is, that I can get a playset for cheap, looking at how much hate is getting this card.
Also, don't forget that it's very likely to have some sort of non-basic land fetching in this set (As a reference to Expedition Map from the original Zendikar) or perhaps to see Ancient Stirrings again.
You can thank Wizards' hate for Tribal for this one, people, after all, just think on how absurd would it have been to have that thing being played along the Devoid cheap Eldrazi.
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
Not to be an ass, but Temple works with 5 lands, not 6.
Eldrazi Temple's rarity wasn't lowered because people were butthurt. It was lowered in order to better support the Eldrazi archetype in Modern Masters 2015.
ALso, card rarity in a precon like a Duel Deck holds no meaning.
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG
The point stands, lowering a card's rarity was to increase the chances for it to show in limited formats, which happened with the Temple in Modern Masters.
Not exactly, as those decks come with a fixed number of mythics, rares and uncommons, they can change the number of cards from one rarity some time in the future, but for now if Eldrazi Temple had just a rare printing, it would've eaten the slot for another rare in the Duel Deck, like Serra Angel did on Divine vs Demonic.
Besides, this'll be a land with a much more limited utility than the new duals, so it won't be nearly as expensive as those lands will be (And I don't see anybody complaining that most duals don't go below the 10$ mark per piece)
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
Feel free to bid on my cards here!
- It's (2) to cast on colorless spells, that includes artifacts. That right there makes it nearly broken without some kind of restriction.
- Rather than say "nonartifact" since artifacts are relevant in BFZ, the 7 land threshold is a soft way of saying "play this with Eldrazi".
- Not being legendary is good, although a flavor fail. With 4 in play, plus say, 3 Eldrazi Temples that's an additional +4 mana free for a total of 14 Eldrazi mana on turn 7.
- The seven land threshold is also a way of preventing its abuse in the early game.
In other words, that second ability is blank unless you're playing Eldrazi, or you need another colorless land that can sometimes do more, hence why no Eldrazi restriction on the mana, just colorless.
Just another card that looks terrible when compared to the near-broken cards of past, but not bad in a vacuum.
Seriously though, it was probably a combination of limited and constructed that made them design it like this.
Wizards tries to be very careful with anything "fast mana", even though I think for 6 lands this would have probably been fine.
And it does have the one-up on the first Temple anyways, since it can tap for mana by itself.
A. I want a playmat with the art.
B. They either give us a two mana accelerator like rampant growth or farseek, and I play this land along with explosive vegetation... Or it's totally unplayable. The hard ramp plan is dangerous, but doable, and this should be one of the payoffs. However without a two mana accelerator spell that plan has to hit the bin in favor of control, dorks, Reanimator, and or processors... None of which I imagine will include this card. This card is going to do Thespian Stage like wheelies in draft.
It is not worse than Temple of the False God which only gives mana T5 or later. This temple gives you mana always, just not mana accel till T7 or later.
We'll need to see the whole set to see if this is going to be a reasonable card, but if we're building decks around Nissa's Pilgrimage or Animist's Awakening to try to ramp to 7 lands to turn on our ramp, I can't imagine Atarka Red won't just steamroll decks running this card. There are some important support spoilers that I'm sure we're missing.