Temple of Abandon — Magic: The Gathering card

Temple of Abandon

Land

This land enters tapped.

When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

{T}: Add {R} or {G}.

Set Tarkir: Dragonstorm Commander
Rarity Rare
Mana Value 0
Artist Adam Paquette
Collector # 400

Why Play Temple of Abandon

Dual lands that provide card selection offer unique value in decks that can afford the tempo loss of entering tapped. Aggressive Gruul strategies typically avoid Temple of Abandon due to the speed penalty, but midrange and ramp decks benefit significantly from the scry trigger smoothing out draws. The card selection becomes particularly valuable in slower matchups where hitting your fourth or fifth land drop matters more than casting turn-one creatures, and in games where sculpting your draws can help find specific answers or threats.

Format Notes

Temple of Abandon sees most play in Pioneer and Historic, where the fixing is relevant but the card pool supports slower strategies that can utilize the scry effectively. Commander players frequently include it in Gruul decks since the format's multiplayer nature and higher life totals make the tempo loss negligible compared to the long-term value. In faster formats like Modern, it's generally outclassed by untapped options, though it occasionally appears in budget builds or specific midrange shells.

Combos & Synergies

Landfall triggers from cards like Lotus Cobra and Omnath, Locus of Rage provide immediate value that helps offset the tapped entry downside. The scry ability pairs excellently with fetchlands like Wooded Foothills, allowing you to shuffle away unwanted cards after scrying. Decks running expensive top-end threats like Primeval Titan or planeswalkers benefit from the card selection helping to smooth out the mana curve and find key pieces when needed.