This vs. that

Started by Dudecore, October 24, 2013, 12:29:00 AM

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Coffee Vampire

The point of {Ancient Tomb} is to push you ahead of your opponent. {Temple of the False God} may seem better because of the lack of the life loss, but it is actually worse. This is because getting ahead maters more the earlier the game is. Why isn't {Serra Avenger} broken? Just like {Temple of the False God}, you get more than you pay for (2 mana; 1 land drop). However, both cards restrict you from using that advantage by not allowing you to play them when they want to be played. If you could run shock lands, or original dual lands in a deck,  but the original dual lands couldn't be played until your third turn, which would you run? That's why {Ancient Tomb} is better. It not only gives you what you want, but it also gives you it when you want it...for a price ;) but in EDH it is worth it. Even a 1 mana jump is very good no matter which format you play.

Dudecore

Thank you for the advice everyone. I'm gonna go with {Ancient Tomb} for now. If I find that it's detrimental I'll switch to {Temple of the False God}

Vileo

Personally, I just play both. Unless you don't have a lot of high drops in your deck, the extra mana is always helpful.

Spencer Addington


Gorzo

Quote from: Coffee Vampire on October 26, 2013, 08:20:32 AM
The point of {Ancient Tomb} is to push you ahead of your opponent. {Temple of the False God} may seem better because of the lack of the life loss, but it is actually worse. This is because getting ahead maters more the earlier the game is. Why isn't {Serra Avenger} broken? Just like {Temple of the False God}, you get more than you pay for (2 mana; 1 land drop). However, both cards restrict you from using that advantage by not allowing you to play them when they want to be played. If you could run shock lands, or original dual lands in a deck,  but the original dual lands couldn't be played until your third turn, which would you run? That's why {Ancient Tomb} is better. It not only gives you what you want, but it also gives you it when you want it...for a price ;) but in EDH it is worth it. Even a 1 mana jump is very good no matter which format you play.

I agree with this for every format EXCEPT EDH. The advantage of the tomb is life for speed. In competitive formats, that's crucial, and that's why the tomb has its price tag. In commander, though, where Spike takes a back seat and the format slows down to a casual pace, the Temple gets to show off what it can do.

iTzTowelie404

Quote from: Gorzo on October 26, 2013, 04:44:14 PM
Quote from: Coffee Vampire on October 26, 2013, 08:20:32 AM
The point of {Ancient Tomb} is to push you ahead of your opponent. {Temple of the False God} may seem better because of the lack of the life loss, but it is actually worse. This is because getting ahead maters more the earlier the game is. Why isn't {Serra Avenger} broken? Just like {Temple of the False God}, you get more than you pay for (2 mana; 1 land drop). However, both cards restrict you from using that advantage by not allowing you to play them when they want to be played. If you could run shock lands, or original dual lands in a deck,  but the original dual lands couldn't be played until your third turn, which would you run? That's why {Ancient Tomb} is better. It not only gives you what you want, but it also gives you it when you want it...for a price ;) but in EDH it is worth it. Even a 1 mana jump is very good no matter which format you play.

I agree with this for every format EXCEPT EDH. The advantage of the tomb is life for speed. In competitive formats, that's crucial, and that's why the tomb has its price tag. In commander, though, where Spike takes a back seat and the format slows down to a casual pace, the Temple gets to show off what it can do.

I'm still on Coffee's side, I have play tested both probably 100-200 games and the Tomb is always much more relevant, to the point where I cut the Temple in favor of a basic land.

Coffee Vampire

Quote from: Gorzo on October 26, 2013, 04:44:14 PM
Quote from: Coffee Vampire on October 26, 2013, 08:20:32 AM
The point of {Ancient Tomb} is to push you ahead of your opponent. {Temple of the False God} may seem better because of the lack of the life loss, but it is actually worse. This is because getting ahead maters more the earlier the game is. Why isn't {Serra Avenger} broken? Just like {Temple of the False God}, you get more than you pay for (2 mana; 1 land drop). However, both cards restrict you from using that advantage by not allowing you to play them when they want to be played. If you could run shock lands, or original dual lands in a deck,  but the original dual lands couldn't be played until your third turn, which would you run? That's why {Ancient Tomb} is better. It not only gives you what you want, but it also gives you it when you want it...for a price ;) but in EDH it is worth it. Even a 1 mana jump is very good no matter which format you play.

I agree with this for every format EXCEPT EDH. The advantage of the tomb is life for speed. In competitive formats, that's crucial, and that's why the tomb has its price tag. In commander, though, where Spike takes a back seat and the format slows down to a casual pace, the Temple gets to show off what it can do.
EDH isn't a "no spikes allowed" format. For me EDH id where my spike side comes out. In standard I make fun janky decks and maybe win a pack. However I have a spike inside my soul. The spike wants to prove himself to others. The hardest type of deck to build is an EDH deck, and so when it comes to EDH, I take pride im building the best deck. {Ancient Tomb} is in every deck that I have built. {Temple of the False God} is in none of them. It's simple: (card that is useful all the time) > (card that is not useful all the time).

Juggalonoke

I agree with all points that have been made in both lands and I feel each has there own places in certain decks. With that said I also feel that it depends upon the person and how they like to play. I personally use both (not in a single deck). If it's a very Spikeish deck that I've built to attempt to win proficiently ill use the tomb. Where as if it's more of a casual fun deck for me ill use the temple because in not as worried about the speed advantage then.

Gorzo

It's probably a pretty meta-heavy decision on that one, too. My friends and are all extremely laid back when we play commander - we don't really care who wins, we just want a fun game. That sort of environment plays much more towards the temple. If your play group (or just you yourself) plays for the wins, I can see that playstyle easily pushing a player more towards the tomb.

Stoneco1d869

Quote from: Gorzo on October 28, 2013, 05:05:38 AM
It's probably a pretty meta-heavy decision on that one, too. My friends and are all extremely laid back when we play commander - we don't really care who wins, we just want a fun game. That sort of environment plays much more towards the temple. If your play group (or just you yourself) plays for the wins, I can see that playstyle easily pushing a player more towards the tomb.

Yeah definitely see it as a meta consideration, but it is a must include for new players simply for $ vs value.