Home / Magic: The Gathering / Commander 2011 / Temple of the False God
Temple of the False God
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Land

Temple of the False God

uncommon · Land · Commander 2011
$0.22
Low
$0.26
Market
$0.33
High

Oracle Text

{T}: Add {C}{C}. Activate only if you control five or more lands.

Card Details

-/-Power / Toughness
-Mana Cost
43Prints

Character Background

Temple of the False God is a classic ramp payoff that fits best in midrange and control decks, where the first few turns are spent developing lands before this becomes a two-mana burst from a single land drop. In a Fallout setting, the name evokes a ruined power source or brittle monument to forgotten technology—something that looks sacred or mighty, but only starts “working” once your infrastructure is already in place. That makes it ideal in Commander lists that reliably hit land drops, especially decks using extra land drops, land tutoring, or recursion like Crucible of Worlds effects to keep the count high. It pairs well with commanders that want big mana for expensive spells, activated abilities, or X-cost finishers, and it can help double-spell in the late game. The main deckbuilding tip is simple: avoid it in low-land aggro shells, because drawing it early can be a liability before your fifth land is online.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.22 - $0.33
At the current market price of $0.26.
Average Time to Sell
3 days
At the current market price of $0.26.

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Character Background

Temple of the False God is a classic ramp payoff that fits best in midrange and control decks, where the first few turns are spent developing lands before this becomes a two-mana burst from a single land drop. In a Fallout setting, the name evokes a ruined power source or brittle monument to forgotten technology—something that looks sacred or mighty, but only starts “working” once your infrastructure is already in place. That makes it ideal in Commander lists that reliably hit land drops, especially decks using extra land drops, land tutoring, or recursion like Crucible of Worlds effects to keep the count high. It pairs well with commanders that want big mana for expensive spells, activated abilities, or X-cost finishers, and it can help double-spell in the late game. The main deckbuilding tip is simple: avoid it in low-land aggro shells, because drawing it early can be a liability before your fifth land is online.

Generated using gpt-5.4-mini · Updated at 2026-08-21 16:40:44 UTC

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