I was curious as to whether the Theros block Temple cycle is considered modern worthy? I have always found scry to be very powerful, and I love using these lands.
Is a tapped land too much of a risk in the world of powerful aggro like robots and naya?
The most prominent uses of Temples are in Ad Nauseam (UW and UB) and Amulet (UG), however for Amulet it only appears as a 1-of.
Most other decks won't want Temples as if you're fast, then you don't want ETB tapped lands, while if you're slow (i.e. control), you only have enough space for manlands (Creeping Tar Pit, Celestial Colonnade) as your ETB tapped lands.
I'd say it's not worth it. As said above, Manlands are the only ones that can enter in tapped because they serve as beaters in control decks. Otherwise, aggro decks will use shocks, fetches and fast lands, and combo might add a couple pain lands (I've seen them in Storm and BW Tokens, not sure how widespread they are).
However, they can be good in a midrange or slower deck that doesn't have access to manlands.
Examples of 2 color decks that have no manlands:
White/Black
White/Red
Blue/Green (if not using Treetop Village)
Blue/Red
The RW Temple has been played in the RW Twin deck. I think it might also have some use in the Norin deck. Unfortunately neither of these are very good right now.
The Temple's are overlooked too much and under rated. Scry is extremely relevant. Scry lands can make your deck "faster" and more consistent.
Consider:
- Often, you will have a hand of cards and unable to use all your mana. Example, you have a hand of cards with 2cmc on turn 3 that will leave your 3rd land drop unusable, potentially dealing damage to yourself and you may draw a dead card next turn.... If you play a Scry land on this turn, you can scry away the next draw if it's not useable and get to the next relevant card with dual color mana available next turn to make the play.
- Mid to late game, often you will simply have far more mana available than needed... In these common situations, a Scry land is much preferable because it digs for the spells you need. Being able to Scry the next card away while your opponent plays another Shockland will leave you with a big smile and them with a frown... Top decking a Shockland mid to late game is often worse than playing a Guildgate....
- Mid to late game in a Burn, Goblin, Aggro deck you'll be looking for that last lightning bolt, boros charm... Goblin Grenade.. Wih 4 - 5 lands on the board, you'll want to Scry away the next land and just find that lightning bolt as your opponent draws a second or third land in a row.... This is a very comon situation.
There are many other situations and decks that will reap large benefits from using Scry lands. Mishra's Bauble can be used to look at your next card, then if you don't like it, you can Scry it away or draw the card and Scry the next... Scry lands have synergy wih a lot of cards and mechanics which can be exploited for more power, deck speed and consistency.
They have the potential to make your deck play faster than simply running Shocks and Fetches. A good player will be able to utilize the opportunities to Scry and win games because of it.
Fetch lands, Shock lands can and do slow your deck down mid to late game. They are worse than Guildgates in the late game almost always.
Note: Yes, the early game is the most important. Shocks and untapped lands are necessary early game in modern and Fetchlands are what you want to pack and draw consistently in your opening hand...
The Scry lands do have a place in Modern and not running them will cost some players games... 2 - 4 Scry lands would be a safe amount to include. You won't want too many but having access to a land with Scry in your hand and timing when to play it will make your deck more consistent and faster.
Is a tapped land too much of a risk in the world of powerful aggro like robots and naya?
Thanks
Most other decks won't want Temples as if you're fast, then you don't want ETB tapped lands, while if you're slow (i.e. control), you only have enough space for manlands (Creeping Tar Pit, Celestial Colonnade) as your ETB tapped lands.
| Ad Nauseam
| Infect
Big Johnny.
So yeah, definitely a no.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
Examples of 2 color decks that have no manlands:
White/Black
White/Red
Blue/Green (if not using Treetop Village)
Blue/Red
The RW Temple has been played in the RW Twin deck. I think it might also have some use in the Norin deck. Unfortunately neither of these are very good right now.
| Ad Nauseam
| Infect
Big Johnny.
Consider:
- Often, you will have a hand of cards and unable to use all your mana. Example, you have a hand of cards with 2cmc on turn 3 that will leave your 3rd land drop unusable, potentially dealing damage to yourself and you may draw a dead card next turn.... If you play a Scry land on this turn, you can scry away the next draw if it's not useable and get to the next relevant card with dual color mana available next turn to make the play.
- Mid to late game, often you will simply have far more mana available than needed... In these common situations, a Scry land is much preferable because it digs for the spells you need. Being able to Scry the next card away while your opponent plays another Shockland will leave you with a big smile and them with a frown... Top decking a Shockland mid to late game is often worse than playing a Guildgate....
- Mid to late game in a Burn, Goblin, Aggro deck you'll be looking for that last lightning bolt, boros charm... Goblin Grenade.. Wih 4 - 5 lands on the board, you'll want to Scry away the next land and just find that lightning bolt as your opponent draws a second or third land in a row.... This is a very comon situation.
There are many other situations and decks that will reap large benefits from using Scry lands. Mishra's Bauble can be used to look at your next card, then if you don't like it, you can Scry it away or draw the card and Scry the next... Scry lands have synergy wih a lot of cards and mechanics which can be exploited for more power, deck speed and consistency.
They have the potential to make your deck play faster than simply running Shocks and Fetches. A good player will be able to utilize the opportunities to Scry and win games because of it.
Fetch lands, Shock lands can and do slow your deck down mid to late game. They are worse than Guildgates in the late game almost always.
Note: Yes, the early game is the most important. Shocks and untapped lands are necessary early game in modern and Fetchlands are what you want to pack and draw consistently in your opening hand...
The Scry lands do have a place in Modern and not running them will cost some players games... 2 - 4 Scry lands would be a safe amount to include. You won't want too many but having access to a land with Scry in your hand and timing when to play it will make your deck more consistent and faster.