Home / Magic: The Gathering / Doctor Who / Temple of Abandon
Temple of Abandon
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Land

Temple of Abandon

rare · Land · Doctor Who
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

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}.

Card Details

-/-Power / Toughness
-Mana Cost
26Prints

Character Background

Temple of Abandon is a quietly efficient dual land: it comes in tapped but immediately grants a scry, then produces red or green, which makes it ideal for Gruul midrange, ramp, or creature-based aggro that values consistent two‑color fixing without sacrificing long‑game smoothness. The scry 1 is the reason to play it — that tiny bit of card selection often offsets the tempo loss of entering tapped, letting you ditch a land top or sculpt a combat‑relevant draw before committing threats. Key synergies include fetchlands (Wooded Foothills/Bloodstained Mire) to shuffle away what you scry to the bottom and to thin your deck, and pairing it with landfall or ramp engines where reliable color matters; it also plays nicely with big green threats like Tarmogoyf or cascade/value cards that want clean mana. Deckbuilding tip: prioritize a mix of about 6–10 other untapped sources or fetches so Temple’s tempo cost is minimized in the early turns while you exploit its ongoing fixing and selection.

Generated using gpt-5-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Temple of Abandon is a quietly efficient dual land: it comes in tapped but immediately grants a scry, then produces red or green, which makes it ideal for Gruul midrange, ramp, or creature-based aggro that values consistent two‑color fixing without sacrificing long‑game smoothness. The scry 1 is the reason to play it — that tiny bit of card selection often offsets the tempo loss of entering tapped, letting you ditch a land top or sculpt a combat‑relevant draw before committing threats. Key synergies include fetchlands (Wooded Foothills/Bloodstained Mire) to shuffle away what you scry to the bottom and to thin your deck, and pairing it with landfall or ramp engines where reliable color matters; it also plays nicely with big green threats like Tarmogoyf or cascade/value cards that want clean mana. Deckbuilding tip: prioritize a mix of about 6–10 other untapped sources or fetches so Temple’s tempo cost is minimized in the early turns while you exploit its ongoing fixing and selection.

Generated using gpt-5-mini · Updated at 2026-05-16 17:40:45 UTC

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