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Moxonomy

Temple of the False God

Land

The trap is the gating clause. A land that taps for two colorless reads like acceleration until you reach the activation condition: it produces nothing until you control five or more lands, counting itself, which is precisely the point in the game where most decks no longer need the help. The card promises ramp and delivers it only after the ramp would have mattered, and worse, it can sit in an opening hand as a dead drop that makes no mana and cannot cast a one-mana spell on turn one. This is a famously punishing design to evaluate honestly: the upside (effectively an extra mana every turn once you have a fifth land down) is real, but it is backloaded into the part of the game where decks are already flooding. The lesson it taught a generation of deckbuilders is about timing, not power: acceleration that arrives late is not acceleration, it is a liability disguised as an engine. Plenty of players have jammed it into ramp shells reasoning that any extra colorless is good, only to find that the floor (a do-nothing land in the early turns) drags the deck below the rate of simply running another producing land. It survives in conversation mostly as the canonical example of a card whose printed effect and actual contribution point in opposite directions.

Temple of the False God (lcc)
LCC · #359uncommon
Pricing
Normal: $0.34
Foil:
Oracle Text

Rules text

Tap: Add Colorless manaColorless mana. Activate only if you control five or more lands.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

42 sets
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